Goody, a triple post!

I played 10 turns, it was fun. Here ya go:
Turn 0, 1325 AD
Redeem flakiness of last non-played set by switching all entertainers to scientists. Ecology still in 5 turns at 100% - okay, new plan. Science at 90%.
Cycle through cities. Maximize food - scientists won't help much for this research cycle. Anything with production slower than about 30 turns (ETSS) gets changed, some to workers, some to wealth. Banks get switched too (we'll be in high research mode the rest of the game).
Change a few tank production lines to bombers, to harass IRO ships.
Switch Almeria to Settler.
Eboracum was somehow 2 turns from completing a research lab - although it already had one. ???? Switch to SS Thrusters in 9. City is a good candidate for attention to increased population. Pamplona was on Lab too, switch to Battleship.
Oxford Marketplace switch to Library - tsk, tsk.

Gain about 70gpt overall, to be switched back to scientists as necessary for next tech being researched.
Trade - COMP to USA for 49gpt, 40g, WM.
Establish embassy in JAP (108g, only gold I plan to spend). Thought it would be helpful for avoiding more wars.
Move arty to bomb passing IRO ironclad. Move some units to NW coastal cities in case IRO gets frisky with marines.
IT
IRO bombards a couple places from sea. OTTO mad about troops (?), I leave.
Paris lib-wealth. Rheims worker-wealth. Build 1 destroyer, 3 MI, 4 workers, 2 tanks, 1 arty, 1 settler.
Disease in Bombay.
Lost our Silks.
Turn 1, 1330 AD
IRO won't talk.
For Silks, JAP wants 3 luxes + 900g; or SAT. I'd rather keep the gold for research deficits, and not bring them to tech parity this close to SS launch. We can MM the 7 cities that have become unhappy; and maybe IRO will come back on side for Gems.
MM a number of cities. "Locate City" is great!
Found "Infilldell" NE of Mohacs, there was a blank spot with unworked tiles.
I don't automate any workers, but I don't take personal command of any that had been automated

. Except one I caught mining an irrigated tile. Bad worker.
IT
JAP and IRO ally against us. So much for my embassy! So much for our luxes.
We lose Spices. For some reason, nobody riots.
J battleships sinks our destroyer off SW coast.
Turn 2, 1335 AD
IRO still won't talk. OTTO wants 450g for an MA against JAP, we only have 1087 and are running -203 with research. I pass. OTTO also has tech parity, and all the gold (2126). Don't know how that happened, but hope it means others can't bribe him to war with us.
Arty redlines an IRO ironclad/caravel combo, another 2 IRO inclads, several JAP ironclads, destroyers, and a battleship. Our ships are playing turtle.
IT
Some ships bombard us.
SS Cockpit complete.
Build 2 workers, 2 bombers, 1 destroyer.
OTTO have SS Docking Bay. (Note-JAP has all our tech except SAT. Nobody else has SF.)
Turn 3, 1340 AD
JAP, IRO won't talk.
I seem to have built a destroyer to patrol our inland lake.
Bombard enemy ships.
IT
OTTO has GEN, is building CC and LONG. OTTO Completes SS Thrusters.
Turn 4, 1345 AD
Slider has to stay at 90% sci, -212gpt, to complete ECO in 1.
Note: OTTO would sign an ROP with us. May be useful later, if he gets the edge in SS.
I shift-P a handful of workers to clean pollution.
IT
JAP lands some troops on W coast. (I didn't redline their galleon last turn, so they could waste some troop production on our shores.)
We complete ECO.
Build 2 tanks, 1 MI, 2 arty, 1 bomber. Switch builds to more tanks.
Global warning continues.
Turn 5, 1350 AD
IRO gives us 20g for peace. JAP still won't talk.
Slider to 100%sci, SF in 5 at -360gpt. We only have 484 in the bank now.
Trading: IRO offers Gems, 150g, 143gpt for MINI. I try to throw in Dyes so he's getting something from us ongoing, but he refuses because we've "hosed over India!" Take the deal. USA gives 67g + 92gpt for MINI. AZTEC gives 16gpt for Iron and Saltpeter.
OTTO would give 2760 + 140gpt for ECO. But we may need ECO to trade for FIS, and it would give him tech parity. I agonize over it, but don't trade. Swap maps instead.
We now have SF in 5, at -103gpt, with 701 in the bank. Nowhere near doing SF in 4, so I don't fiddle with taxmen/scientists, but fire a few entertainers now that we have Gems.
Redline JAP invasion force (2 tanks, 1 MI, 1 cav). Promote tank killing 2. Lose an MI! Argh. I was trying to promote a conscript, but he lost to a redline tank. Finish off with tanks.
IT
Our destroyer off SW coast ambushed, but kills attacker and promotes.
Entremont completes SS Engine.
Chartres riots.
Build 1 bomber, 4 tanks, 1 MI. Switch production to solar plants (may want to switch back to MA once we get SF).
IRO building UN!
Turn 6, 1355 AD
Great news - OTTO and JAP have FIS too!
Trades - Dyes to IRO for 24gpt, in hopes he won't attack to break the next deal: SAT to IRO for FIS, 2150g, 143gpt.
We now are researching SF in 4 (100%) at +60gpt, with 2750 in the bank.
JAP has found something better to do than harass us with his boats.
Herman Cortez rushes UN in great city of Misfitzia.
IT
Build 2 bombers, 1 arty, 1 battleship, 2 tanks
OTTO starts MANPROJ
Decline to hold UN elections.
Turn 7, 1360 AD
Not a whole lot, really. Other than my mouse freezes AGAIN so I play a turn without it.
IT
Build 1 MI, 3 bombers, 1 destroyer.
OTTO completes SS Engine, and has ADVFLIGHT. Not, you know, NUCPOW which would have been useful.
Turn 8, 1365 AD
Bomb pesky JAP ships.
Slider to 90% sci, SF in 2 at +196gpt.
IT
Roads blown up near Calcutta.
IRO building MANPROJ.
Build 1 transport (just in case), 1 tank.
A couple minor cities riot because my finger slipped at the end of last turn.
Turn 9, 1370 AD
JAP will take peace, and gives us 50g. World is at peace.
You can find our troops on the coasts and the OTTO border if you need them.
JAP has 185gpt to spend. Gives it to us, plus Silks and Spices, for SAT, Furs, Dyes, Incense, Saltpeter.
AZT gives 36gpt for COMP.
Slider 80% for last SF turn, +543gpt.
IT
Peaceful fishing expeditions.
OTTO completes CC, SS Cockpit.
Turn 10, 1375 AD
SUPER at 100%, 5 turns, +245gpt.
Switch from prebuilds: SS Exterior in 1, Verulamium, 164 excess shields; SS Statis in 1, Toyomoton, 54 excess; SS Storage in 1, Mohacs, 222 excess.
Switch military builds to MA.
Highest-pop cities are working on Mass Transit.
Over to you!
- only 3 techs to go, 15-16 turns.
- no pre-builds are set up now, might want a couple.
- no other civs have ECO, let alone SF - so we look home free.
- I didn't check if scientists would get us to SUPER in 5 (not too likely, but you could look).
Save for the next, better player