These 10 turns centered around one major event: Revolution!
1.260: We have both Monarchy and Republic. We are not at war and don't have a big military. We need a lot of money if we are to continue buying techs, since espionage is a long way off. Sure, we don't have a lot of luxuries or marketplaces, but we have time to build up. The last thing we need is several periods of anarchy with a non-religious civ! So, I concur with the Admiral's choice (Republic) and revolt.
A lot of MM is needed to keep cities content. Tax collectors are hired, and some cities produce a worker to keep population in check while no production is taking place (as long as no more than 5 shields are wasted). London gves up on the GL (no way we'll finish it, especialy with anarchy) and pops out a settler. Workers continue to work the land, which is starting to look like a shield powerhouse, good job team!
Some swords head out of Russia and toward the North shore in preparation of being sent overseas. We also sign peace with Catherine, who has one city on a small island shared wit the Zulu. She may be of use to us some day.
2.270: Founded Exeter, signed some ROP's for a few dozen gold. Attitudes toward us improve. We're not going to war anytime soon.
IT: Dutch complete HG. There's going to be a nasty cascade. No wonders for us for a while.
3.280: Load up settler/sword and head North.
IT: Germans building Sun Tsu and GL.
4.290: zzz
5.300: Curagh reaches Zulu homeland. Skinny little island. No wonder they're expanding all over the place. Their corruption levels must be horrible.
6.310: Let's do some trading. Germany sells us Currency for 398 gold. The Dutch were ofering a beter price, but they're the leader. We don't trade with the leader. Sell Republic to Spain for 8GPT + 14G. They were going to get it from someone in a turn or two. Might as well be us. We sell Literature to the Zulu for 71G and they start the GL. Like they will ever finish it...
We're in the Middle Ages!
7.320: Load another settler/sword and head North. Love having Seafaring trait + Great Lighthouse! Our galleys have 5 movement points!
8.330: Republic! Lots of MM. 10% lux, only two cities need tax collectors. Start courthouses and marketplaces. Unload settler/sword on sugar/fish/whale island just South of the Dutch coast. It's a miracle they haven't settled here yet. This will be a great staging ground for us.
Ottomans have Egineering but want 2 techs and most of our treasury. Seems a little steep, and we won't be able to sell to anyone, because noone else can afford it. Germany has Feaudalism, but there's no way they will trade it for Engineering, and if we don't have loads of gold to throw into the deal, we won't get it. So I pass for now. Next player can decide when to pull the trigger.
IT: Aztecs are building the GL. Nasty, nasty cascade coming up.
9.340: zzz
IT: Russian galley approaches peninsula S of Hastings. We force some of their slaves to block the coast, preventing a landing.
10.350: Cities need some MM, since I left them alone this turn. There's a settler/sword pair headed for the gold hill choke point guarded by one of our swords. If we claim this spot (and maybe the horses NE of there) we'll own this island except for one crappy Zulu city that we can wipe out in no time. We also control 2 (or is it 3?) horses, possibly keeping several AI opponents from building their knight units! That would be awesome!
There's also a galley loaded with settler/spear East of Nottingham and an exploring curragh with full movement points. We're at peace, flush with cash, and some juicy trades are coming up.
We're rolling!