So, to continue. Since no further comments have been made, I guess I'll just bimble along with the plan I had.
Nothing much further happens in Turn 1.
Turn 2 (1894): YESSS!
That should slow him down significantly! Hurrah for Alex's warmongering tendencies!

arty:
Uranium connection comes in. However, they are somewhat not cheap.
Turn 3 (1896): Freddie declares war on Mao. If that were going to achieve anything, it would be great, but I rather doubt that it will.
Turn 4 (1898): Alex asks us, as a friend, to help him out against Mansa. Regrettably, I *really* can't afford to yet, we just aren't in position at all. If only...
I tell a lie, it would seem... If Freddie takes those two cities, it makes it a lot easier for us to wipe out Mao later.
Turn 5 (1900): Which they do. Yay.
Turn 6 (1902): Electricity -> Code of Laws. Just as with my last turn, we get a turn or two of major monetary gain. I recommend most of this one be used to upgrade a couple of Ironclads to Destroyers, since they're so expensive, rather than being burnt straight back into research.
I notice that Broadway hasn't been built yet, and get straight onto it in Washington. It'll make a *big* difference to our ability to fight wars later if we get it. It's due in 18, which is not an entirely unreasonable amount of time, since Washington has Ironworks. If it could build Destroyers, I'd be a lot less certain, but it's not coastal, so...
Turn 7 (1904): Code of Laws -> Civil Service. A major, and I mean *major*, rash of Courthouse-building sweeps the nation. This will consume the rest of my turn.
Turn 8 (1906): Civil Service -> Philosophy.
A Great Engineer is born in Washington! Good timing there. Looking ahead at the tech path, I can't see anything I'd rather use him on than Broadway, so I do that. Any non-Engineer GPs should clearly be saved for a Golden Age, though, at this point.
Turn 9 (1908): Philosophy -> Nationalism (3).
Washington finishes Broadway and goes back to what it was doing, which was building Cannons for the new staging post at New York. There aren't very many Cannons there yet, but that's because a load have been sent north since we'll need to capture Mansa's city on our lands on the first turn of the war, and it's garrisoned somewhat.
Buy Cows off Hatty for a spare Musical. Nothing else strikes me as worth it, since we don't want to help Mansa at all, whatsoever, in any way.
Turn 10: Nada again.
Most of our workers are scattered around on Build Trade Route finishing off our full railnet. If you have any actual specific tasks for them, you'll find them within reach pretty much wherever you look. I shipped a couple over to former China, too.
Basically everywhere is still building Courthouses, though they won't be all that long now. Our situation is finally starting to snowball, though somewhat much later than Mansa did. Once we finally get Factories and Coal plants, they'll help a lot, and they're only a couple dozen turns off now.
We have a couple of Destroyers out by Mansan lands having a dekko at what's going on, but it's not all that exciting. Costs over 300 to upgrade an Ironclad, but since the Ironclads are entirely useless without it and Destroyers cost so much to build, it's probably worth saving up for a couple more. Possibly upgrade stuff to Transports too to save on building, depends how much cash we have really.
Garath