Random Deity Troublemaking, inherited turn 750AD
We're small, we're backward, we have an empire that's horrible to defend, we have obsolete units, and we have lots of big aggressive neighbours that are threatening to run away with the game. Excellent

. Finally a game where I'm approaching the industrial age with no clear indication that I'm going to win. I can't remember the last time I played a Civ 3 game with that situation...maybe I Dream of Dromons or Isabella and the Chamber of Secrets, but either way, it's been a long time...
I think we need a quiet building phase right now. I think we need to get our heads down, sort out our empire, try to become industrialized and get the core industrial buildings in place before we attempt any more troublemaking. I can't see us participating in any wars for maybe 70-100 turns. Having said that, I fully expect the AIs to break out into world war in the near future. If there's one thing you can say about the industrial age, it is: predictable. Cue mpps and world wars

That's fine with us though...the AIs have been doing us a big favour so far in this game by leaving us alone and fighting each other. Hopefully they'll continue that.
Nothing spectacular needed right now, just quiet progress to make.
Early: renegotiate a number of deals. Trade wm, dyes, 15g + 91gpt to Sumeria for wm, wines and physics. We now have virtually a complete wm. Physics to Portugal for navigation + wm. Sell wm around (this and every turn) and cancel science.
What was that I was saying?
That's the end of the inherited turn. Immediate concern though is that Byzantium is gonna need some serious help, otherwise I can see Sumeria crushing them and becoming even more of a monster. What we really want is for Portugal to ally with Byzantium, while independantly Russia and Mongols go to war.
Meanwhile Constantinople builds Smith's and Trebizond completes Newton's: the Byzantines have a vast majoity of great wonders.
More deals ready for renegotiation: trade wm, saltpeter, 17g + 72gpt to Mongols for incense and magnetism. Trade wm, dyes, 374g + 55gpt to Russia for theory of gravity: we enter the industrial age.
Sell dyes to Byzantium for wm + 397g (slight concern they might collapse within 20 turns, but they had no gpt...Im trusting they can hold out, it's a bit of a judgement call). Give theory of gravity and magnetism to Portugal for wm, monarchy, printing press, music theory + 8g...ie, basically for nothing, but we want to keep Portugal up in tech so we can use them as a 2fer partner. Set a scientist on nationalism.
Middle:
Now we're hotting up

. The mpp triggers immediately.
Found Jerusalem as an aggressive city 2 northwest of Berlin as suggested by someone a long time ago... this pinches the Russia ivory source

We immediately trade our newly-stolen ivory to Sumeria for furs + 10gpt (Sumeria has luxes freed up which they were no doubt trading to Russia!).
In successive turns Mongols and Sumeria demand tm and 53g...for both I was tempted to refuse given the gold/resources we're paying them every turn, but that may have been committing suicide so paid both. Must keep head down, these monsters could crush us...
Late: Sumeria and Russia begin building Suffrage...depending on how research unfolds we're not out of the running yet for theory of evolution/hoover. Russia demands and receives 58g.
Hand off:
We have 842g + 130gpt, with significant deals ending in 10 and 12 turns which will almost double our income. We have enough therefore to broker but not so much that we can afford bad deals. Industrial techs are expensive...be prudent with the cash! Steam has to be the priority tech, then industrialization, then sanitation, then the techs to get to scientific method. Nationalism can wait the full 50 turns if need be (unless we get declared on). Just keep head won and plug away...troublemaking is gonna have to take the back seat for a few turns...but it'll be back...
bed_head7...UP NOW
Sir Bugsy...ON DECK
Microbe
el_filet
Renata
Nad...just played