Turn 47: 6 immigrants arrive. Weaver starts producing from the cotton, 1 fills up empty spot in cathedral, and carpenter's shop. 2 will join the school next turn. The expert silver miner goes north to fort orange, to gather fur/food.
We now have 1 soldier defending, because the indians are not liking us(at -4). Also going to build a stockade next. First ship sets off with 461 gold of fur. Next turn the other one (out of movement) will, with 9 fur and 9 cloth (the free colonists heading for school made some goods while they waited).
Turn 48: am offered a free ship, or +1 cross per church, from founding fathers... turn down both. The two free colonists enter school. The seasoned scout, in his exploring, has got absolutely no money, most of the ruins were gone already it seems, nor were the tribal villages giving us money.
Here's a map of the known world... I put on culture because one Portuguese city is only visible with culture.
Looking at the top 5 cities, population is quite lopsided.
Turn 51: Start warehouse, because New Amsterdam is going to be overflowing with furs. Sell goods, up to 1k gold. Saving for either frigate (3k gold), or elder statesman (1.5k gold).
Pick up 6 immigrants, including master fur trader and expert fisherman.
There are two master carpenters and 1 master lumberjack coming up also.
Now the dock is only occupied by 3 petty criminals.
Turn 52: I turn down Pocahontas. Normally she can be very beneficial for a peaceful playstyle but I am not around many tribes really.
Turn 53: Start newspaper in New Amsterdam. Start wagon train in fort orange, because it is going to be shipping food and fur to new amsterdam.
Turn 54: Next 6 immigrants arrive in New Amsterdam.
Expert Fisherman joins New Amsterdam instead of going north to work clam, because food is needed in NA right now. Send free colonist and indentured servant to indian village to become fishermen. Maybe the last time before they declare war, at -6 diplomacy right now. Fur trader makes furs. Finally having surplus tools, I make the master weaver, who has woven everything for the time, into a pioneer.
Seasoned scout, master tobacconist, and a converted native from the village head north to fort orange. 1 ship carries the 72 finished good to Europe, the other will carry supplies from orange to NA, then go to Europe.
Turn 55: spot a privateer in the Portuguese port, although it is wounded. Decide to take unfinished furs to Europe also to sell immediately to buy ship.
Turn 57: Graduation of free colonists is postponed, due to money issues. Fresh colonists are put into the school, exchanging spots with the 1 turn to learning colonists.
Turn 60: End up with 2695 after selling... enough for privateer, but not enough for frigate. Decide to wait, send ships to port in fort orange to keep a safer distance from Portuguese privateer.
Turn 61: Get wolfe to join, for +25% food in all settlements.
Turn 62: Veteran soldier arrives on docks. Sell his guns for 600 gold, and buy the frigate for 3k. Free colonist goes west of NA, to start settlement.
Turn 63: Enemy privateer enters waters.
Turn 64: Destroy Portugese Privateer at 95% odds.... -3k gold for them.