Turn 110/125 BC.
I'm one turn away from Currency. What should I research next? The two routes I see right now are Mathematics>Construction (for catapults), and CoL>Liberalism.
I moved the Q east to the coast.
Looking at the save, the Q doesn't fogbust anything, as both cities cover the tiles. You may however use him or the boat to fogbust the (so far) uncovered coast tile, so that barb galleys can't spawn there. Right now the boat covers that tile, but I assume you meant to explore with it.
Did Alex really only get two cities? Or maybe you choked him for a couple thousand years? I'd probably just put him out of his misery at this point. Would also reiterate that the barb city to your west looks pretty nice. You have the units to grab it, though they're kinda spread out by now, and a fair few in Alex' lands.
A little surprised you haven't advanced more in tech given the awesome land and plethora of golds, but maybe there were very few trading opportunities? Anyway, if you want to crack skulls, going for Math->Construction makes sense. Kinda early to think about Lib given where you are in the tech tree. You can also go for CS ofc, and then think about Lib after that. Or CS and then Music (for the free Great Artist). Once you get Currency, you'll be able to trade for Math (and maybe Sailing too?) with either Cyrus or Justinian. AIs are pretty backwards here, although it's of course possible that Cyrus or Justinian is working on Feudalism for longbows. However, you have the population and land to pretty quickly whip out catas. Sitting Bull is terribly backwards, so protection won't save him. You can smash him with axes and catas. Ragnar makes more sense really, as he isn't stuck in the jungle, and has loads of forests left from what I can tell. So maybe go and kill him, after Alex is gone?
As mentioned at some point earlier, I'm not too keen on green hill cottages. I see you are building several here, which is fine I guess. Just different preferences. I prefer to have cottages on green riverside (even non-riverside in a pinch), then mines on the green hills so I have that option, and if I want even more cottages, I put them on riverside plains. Same yield as green hills, but means I have the option of working hammers if I want.
I'd like you to consider worker management, though. Look at this picture:
You have four workers there, all working on different improvements, the city is building a library, and is working several unimproved tiles.
The library could have been whipped.
Workers can team up so that the improvement is built faster.
You are building improvements over jungles and forests, instead of first chopping it down. Okay, you don't have math yet, but chops are still good, and you get it faster.
You are farming a plains tile instead of the green riverside. Better to prioritise a cottage or farm there, since it's a superior tile.
For some reason you are working unimproved tiles, but not the riverside mine. Whip the library instead, and work scientists if you grow onto unimproved tiles.
Also, try to think ahead with regards to the dry wheat. There are several possible tiles of course, but you want to farm one of the tiles next to the wheat, so that when you get CS, the wheat is automatically irrigated for +1

. If you want another farm there anyway, you could have farmed the forested green tile that one of the workers is currently building a cottage on. Or the plains tile 1N of him.
Food for thought, maybe.
