Just a note for future players- putting the name of the year and bc/ad in the title of your zip file, or at least your save, helps.
1060 AD (0): Diplo check:
Civs in the Industrial Age (N denotes Nationalism): England, Greece(N), Carthage(N), Egypt, Korea(N).
Everyone Else: Babylon, Rome, Scandinavia, France, Persia, Zululand, Ottomans, Arabs, Celts, Russia, Iroquois, China, Aztecs, Japan(in Ancient), America, India, Mongolia.
I finish building embassies with everyone, as this improves international goodwill and saves $$$ later in case we need to incite a war.
Smith's in Madrid is delayed by MM for a few turns to give Murcia a better chance to catch Newton's in the inevitable cascade. I give Osman Chemistry, Economics, Spices, and our WM for Iron, as we will need to build factories soon, and I want to get something to boost him into Industrial to bring down the price on Nationalism. I also suck up Persia and Russia's extra gold and sell them tech- as this is 1.14, they will all get Nationalism. Also, this will hopefully speed the tech rate up, as it's currently slower than molasses. None of these civs are in the race for Newton's, and getting them up will only help us as Alex and Hannibal are the tech leaders. As it is, even at 7th civ prices, it takes Saltpeter, Spices, WM, and ~4K gold to buy Nationalism from Cathy. However, we still have ~5K gold left in the bank, and given tech costs this is actually worth it. (We are currently making almost 900gpt when researching at the fastest rate.)
I sell Spices to England for a significant amount of gpt, and trade Spices + Banking to Rome for Wines.
Cities appear fine, as they should be with all the luxuries, and our last unconnected city will be hooked up in one more turn when it builds a harbor. We still have unimproved jungle out there, but once we get SP rails for our core will be the priority. Any cities producing military are swapped to build rifles.
1070 AD (1): General focus on commerce and science in build queue.Palace expansion.
1080 AD (2):
(aka 'went through build queue and nothing happened)
(IT): Zululand and Persia sign MPP. India and Greece sign MPP. Our Golden Age ends, but we're still making 629gpt when researching ASAP.
1090 AD (3): Madrid builds Smith's. The AI cascades to Newton's and builds it in Pusan. I wish we could have grabbed both, but I couldn't slow down the build in Madrid to match the one in Murcia. Murcia is swapped to Palace, due in 19 turns, and hopefully will grab Suffrage with it if we can get Industrialization in time. Since SP is due in 4, we might have a chance- if it looks like we don't, sell something expensive, and use the shields for that.
(IT): Rome tries to threaten us, and we call Caesar's bluff.
1100 AD (4):
1110 AD (5): Caesar has Printing Press, which I buy for Spices and Horses. Hopefully this means that someone will soon have Democracy for us to buy. Allowing the AI to research optional tech for us is the best way, and now that we're in Industrial we need to beeline for ToE.
1120 AD (6):
1130 AD (7): We discover Steam Power, and start Industrialization, due in 8 turns, which is enough for Murcia to keep prebuilding for Suffrage.
I see no coal in our resource box, but a terrain reveal shows Coal near New Hamburg, unconnected. However, I only see one source- we'd better hope it doesn't run out! All that jungle and no coal in it.
1140 AD (8):
1150 AD (9): Korea has Communism, but it's not worth getting unless we decide that we want Espionage. Don't trade SP for it as we still have a monopoly.
1160 AD (10): The workers near New Hamburg need to connect the coal there, and then we need to reroute all workers to a) build a rail net connecting all our cities for defensive purposes and b) improve our core.
http://www.civfanatics.net/uploads4/K8-1160ad.zip
1060 AD (0): Diplo check:
Civs in the Industrial Age (N denotes Nationalism): England, Greece(N), Carthage(N), Egypt, Korea(N).
Everyone Else: Babylon, Rome, Scandinavia, France, Persia, Zululand, Ottomans, Arabs, Celts, Russia, Iroquois, China, Aztecs, Japan(in Ancient), America, India, Mongolia.
I finish building embassies with everyone, as this improves international goodwill and saves $$$ later in case we need to incite a war.
Smith's in Madrid is delayed by MM for a few turns to give Murcia a better chance to catch Newton's in the inevitable cascade. I give Osman Chemistry, Economics, Spices, and our WM for Iron, as we will need to build factories soon, and I want to get something to boost him into Industrial to bring down the price on Nationalism. I also suck up Persia and Russia's extra gold and sell them tech- as this is 1.14, they will all get Nationalism. Also, this will hopefully speed the tech rate up, as it's currently slower than molasses. None of these civs are in the race for Newton's, and getting them up will only help us as Alex and Hannibal are the tech leaders. As it is, even at 7th civ prices, it takes Saltpeter, Spices, WM, and ~4K gold to buy Nationalism from Cathy. However, we still have ~5K gold left in the bank, and given tech costs this is actually worth it. (We are currently making almost 900gpt when researching at the fastest rate.)
I sell Spices to England for a significant amount of gpt, and trade Spices + Banking to Rome for Wines.
Cities appear fine, as they should be with all the luxuries, and our last unconnected city will be hooked up in one more turn when it builds a harbor. We still have unimproved jungle out there, but once we get SP rails for our core will be the priority. Any cities producing military are swapped to build rifles.
1070 AD (1): General focus on commerce and science in build queue.Palace expansion.
1080 AD (2):

(IT): Zululand and Persia sign MPP. India and Greece sign MPP. Our Golden Age ends, but we're still making 629gpt when researching ASAP.
1090 AD (3): Madrid builds Smith's. The AI cascades to Newton's and builds it in Pusan. I wish we could have grabbed both, but I couldn't slow down the build in Madrid to match the one in Murcia. Murcia is swapped to Palace, due in 19 turns, and hopefully will grab Suffrage with it if we can get Industrialization in time. Since SP is due in 4, we might have a chance- if it looks like we don't, sell something expensive, and use the shields for that.
(IT): Rome tries to threaten us, and we call Caesar's bluff.
1100 AD (4):

1110 AD (5): Caesar has Printing Press, which I buy for Spices and Horses. Hopefully this means that someone will soon have Democracy for us to buy. Allowing the AI to research optional tech for us is the best way, and now that we're in Industrial we need to beeline for ToE.
1120 AD (6):

1130 AD (7): We discover Steam Power, and start Industrialization, due in 8 turns, which is enough for Murcia to keep prebuilding for Suffrage.


1140 AD (8):

1150 AD (9): Korea has Communism, but it's not worth getting unless we decide that we want Espionage. Don't trade SP for it as we still have a monopoly.
1160 AD (10): The workers near New Hamburg need to connect the coal there, and then we need to reroute all workers to a) build a rail net connecting all our cities for defensive purposes and b) improve our core.
http://www.civfanatics.net/uploads4/K8-1160ad.zip