A Golden Age does four things.
- Every tile that generates at least 1 commerce generates an extra commerce
- Every tile that generates at least 1 hammer generates an extra hammer
- Every specialist generates 3 extra Great People Points per turn
- Anarchy-free civic and religion swaps (no change for a Spiritual leader, but pretty useful for other leaders).
This means generally at the start of a golden age you want to look through your cities and think about how many specialists each one can sustain. A city that has high food surplus is trying to generate Great People, so it's running as many specialists as it can. To pair with this, you swap into Pacifism the same turn you start the Golden Age (a Spiritual leader might under some circumstances swap sooner; for non-SPI leaders you want the anarchy-free civic swap to get there). This is the biggest priority; you'll plan for this first. Lower-food cities, which can't generate Great People, will instead focus on just working a lot of good tiles while the tiles have higher yield.
Thebes wants to hop off that plainshill this turn and work the inland lake again (+2 food, putting it at 16 stored next turn). When it passes the pigs to Krikav it will start losing 3 food per turn. So you'll stay with pigs in Thebes for 4 turns of golden age (getting up to 24 food stored), then switch to working the cottage north of it and lose 3 food per turn for the remaining 8 turns of golden age (down to 0 food stored at the end). That lets Krikav spend as much time working high-food tiles as possible, so it can run as many specialists as possible. You're probably about 20 turns from your military attack, and this is your highest-hammer city, so it get a barracks. If you're going for cuirassiers, it should also get a stables; if cannons, that's pointless of course. Then it could make some horse archers or catapults (for upgrade to Cuirassiers or cannons, respectively) while you wait; because you're going to have probably two Great Merchants,
and might shut down research for like ten turns to rushbuy units or upgrade them, pre-building some units will speed up the attack.
Krikav should take that farm back from Sampsa and work it this turn. It can also take the plains cottage temporarily from Thebes and work it for a single pre-Golden-Age turn. That gets it up to 33 food stored when the golden age starts. Once it gets the pigs it will be working pigs, corn, 2x farm, floodplains cottage, and 7 specialists (-1 food per turn for 8 turns); until then it has 25 food to burn over 4 turns, so it can work 2 turns of cottage, floodplains cottage, corn, 2x farm, 7x specialist (-10 food, 23 left), 2 turns replacing that grass cottage with an eighth specialist (-14 food, 9 left), and 8 turns of replacing that 8th specialist with the pigs (-8 food, 1 left). That's 86 specialist-turns, which with Pacifism and Golden Age is 774 GPP. Add that to the 161 it has already, 935 GPP. It'll make your fourth GP (-400), and have 535 GPP stored by the end. Normally on the last turn of a golden age you swap your civics again to whatever you want long-term, but since you're Spiritual you could stay in Pacifism a couple extra turns to finish off that last Great Person after the golden age ends. It will generate just 2 hammers per turn during the golden age (and for a few turns after while trying to finish that last Great Person), so what it builds isn't really that important. Wealth is fine. I'd go with merchant specs here.
Noble Zarkon will be at 30 food surplus as the golden age starts. Steal one floodplains cottage from Sampsa and work it for 6 turns (crabs, floodplains cottage, 5x scientist, lose 24 food), then steal a second and work that for 6 turns as well (crabs, 2x floodplains cottage, 4x scientist, lose the other 6 food). Get a missionary there ASAP - divert the one headed to Coanda - so it benefits from Pacifism. 486 GPP generated there, adding to 90 already for 576. It won't quite generate a Great Person during the golden age, but it'll get real close. It can just build wealth, it won't really have production during this. Merchant specs here for certain.
With it passing food tiles to Noble Zarkon and Krikav, Sampsa doesn't have the food to generate GP itself. Try to just work the best tiles you can without the city starving away - remember to take 2F or 3F tiles that are
not being worked by NZ or Krikav and use them with Sampsa. Good spot to get a barracks, and either catapults or stable + horse archers.
Jnebbe keeps growing onto coastal tiles; if it hits happy cap, swap those coastal tiles for merchant specialists. Wealth is fine here.
Gumbolt can add merchant specialists as it grows. Also, that grass tile really ought to be cottaged by now! Barracks and either catapults or stable + horse archers.
Coanda is fine as-is. Maybe get a barracks and either catapults or stable + horse archers there.
Lymond can't
quite catch up to the other cities in GPP generation; Krikav will beat it to 400, Fippy to 500, NZ to 600, Krikav again to 700, Fish Man to 800. By the time it has 900, you'll probably have won the game. So it doesn't actually have a use for GPP. Take up the unused plains-hill mine from Thebes, and otherwise grow on coast during the golden age. Keep slowly building galleons here. There might be some micro refinements you can do with passing the grass cottage to Thebes so Krikav can maybe eke out an extra turn or two on the pigs and get a few more GPP, I didn't look at that carefully.
Fippy is the second city that will generate a Great Person
during the Golden Age. Work 4 coast tiles this turn to get 8 more food, 27 stored as the Golden Age starts. Pigs, clams, 6x specialist for 6 turns; pigs, clams, horse, 5x specialist for 6 turns. 594 GPP generated, plus 78 already; it'll spend 500 on your 5th GP and have 172 left over. It can build wealth, and I'd go with scientist specialists here (you'd prefer to get a Great Scientist as your fifth so you can bulb Liberalism).
Fish Man can work another plains tile this turn. Upgrade that galley to a galleon, send it north towards Fippy to scoop up the missionary being finished in Sampsa. Bring that missionary back. That'll give you 4 turns during the golden age where you are
not benefiting from Pacifism in that city because you're waiting on the religion; finish up the lighthouse then start working fish, clams, 4x merchant. It's not going to get a Great Person (or even close to one) during this golden age, but being able to run 4 specialists non-stop for the rest of the game means it will slowly pull ahead of places like Lymond that only run 2 or 3 and will probably get you a Great Merchant later on in the game. Load the worker onto the galleon and drop him on the continent just north as you sail by, he can walk over to Etruscan to help improve there (hopefully you won't run into a barb, a little judicious repositioning of your trireme could help fogbust some of those tiles to cut down the chance but with two barb cities and most of the land filled you're probably already at the barb limit on this continent with no wandering barbs left. After it finishes the lighthouse this city can build wealth.
If you play this right, Fippy, Sampsa, Noble Zarkon, Krikav, and Thebes should all have essentially 0 food left in their storage by the time the golden age ends, you get two Great People, a third on the verge of finishing in Noble Zarkon, and a fourth not long after that in Krikav - which would give you about 4500-5000 gold from trade missions plus a Liberalism bulb if you get 3 Great Merchants and a Great Scientist.
You're going to be able to get Feudalism off Zara Yaqob pretty soon. Don't trade that around to other AIs; it's not certain, but there's at least a
chance you can mop up Zara Yaqob with Cuirassiers and still have time to hit Charlemagne or Gilgamesh before they tech Feudalism themselves.