As I load the game, I see the anti-save/reload police have caused the Drengin to buy the Diplo Translators. Not that it really matters to us. Set up the Kolaz queue and set all our planets to it, instead of Starbase Resupply (whatever that is.) Phasers due next month.
Jan 2180: All ships on autopilot, nothing to do. Lower spending to 55%, still getting Phasers next month.
Feb 2180: Phasers complete, research started on Corvettes at 85% spending, due in 3 months. Found Xasica I, get a morality event - Bug Wars. Kill 'em all, for no bonus. Found Andersona II, get a morality event, underwater research domes. We occupy them for a +59% research bonus. Found Andersona IV, get a morality event, enslave stone age life form or live on the polar caps. Gee, tough call. We get a 41% production bonus. Found Russom III, seed pods grant pain but also increased intelligence. No pain, no gain! We get a +58% research bonus. I'm happy to get lots of big morality events, but would have preferred PQ bonuses... anyway, we are now at Evil (7), and truly deserving of our nasty reddish-Klingon interface.
Mar 2180: Due to our new research planets, I can drop spending to 76 and still get Corvettes next turn. We do so. Colonize Markus I, surprisingly no event. I think I was a bit spoiled last month...

Hero finds a +1 to something Freeform Gas and is looking for something to do. I send it south toward a cluster of 3 planets, looking for a minor. I suppose I could try to send it to the other side of Arcean space on that mission, but I suspect it would be quite vulnerable if war were to break out... better task a Corvette for that job. If it had an attack rating, I'd attack an Arcean colony ship. AARGH! Sure there's no pirates onboard? Ah well. Arceans have impulse drive, btw, as evidenced by speed 3 colony ships.
Apr 2180: We have Corvette Technology as scheduled. Start research on Medical Theory, spending at 18%. We are actually gaining money this turn. Don't worry, I'll spend it all next turn. I want to found all planets before starting on Corvette construction, but it looks like 1 colony ship will still be enroute, oh well.
May 2180: Get Medical Theory this turn, going to Basic Environment, due next turn at 85% spending.
Jun 2180: Get Corvettes. Contemplate building some. Unfortunately it takes 3 months at our best planets, and 5 months at our worst ones, at 100% spending, to accomplish that. Yuck-er-oni! We need a government swap. Of course, we also need a bunch of other stuff right now, like some PQ improvements for starters, before our initial capital runs completely dry. I decide that gets next priority, and switch spending to social.
Jul 2180: The 3-system sector to our south probably doesn't have any minors in it as the Arceans just settled there. Not too sure where to send Hero next, I guess it can just putter around our area looking for anomalies. Expecting war to break out on either at the end of my turn or at the beginning of the next player's turn, so it shouldn't wander too far afield. IT: Drengin build Aphrodesiac.
Aug 2180: Complete some improvements, move Hero.
Sep 2180: Ditto. Ooops... move Hero into a wormhole. Funny, I thought that graphic was for a science anomaly, not a wormhole... Hero ends at the very top of the map, almost due north of our starting position. Well, I guess this will get us more contacts sooner than expected, unless we are careful to keep Hero out of sight of major influence regions. On the plus side, could open up some minor trading opportunities. Notice Yor influence to Hero's east, but nothing to the west, so we will head that way.
Oct 2180: Russom IV colonized. More improvements built. I think I will continue with basic (+PQ) infrastructure until the end of my turn, at which point we should be ready or nearly ready to switch off infrastructure and onto military or science, and we will have to drop spending to a sustainable level.
Nov 2180: Not much, move Hero.
Dec 2180: Not much, move Hero, collect a minor anomaly. IT: Hero discovers Scotty! At least this may give us some trade opportunities when we research UT. I notice we also somehow have contact with the Drengin, though I don't recall any mention of this, didn't see them pop-up during my turn, and can't see where their planets are.

This seems to be a bug. I have also lowered spending to approx. break-even, next player can feel free to tweak from there. We are over 400BC in the red, but since we aren't planning to pay any bribes this is less important than it might otherwise be.
End of year summary: Most planets are working on Habitat, a couple are complete. Options are:
- research Comm Theory and UT, insert banks in the governor queue, trade tech with Scotty (hopefully getting Diplomacy for a gov't swap), declare war on Drengin and Arceans, switch spending to military, and build some Corvettes. Also prioritize finishing Habitat and getting some Banks up as we could certainly use more funds.
- build military first, then Comm Theory and UT.
I prefer the former option in order to speed Corvette builds with the gov't swap and in order to decrease the risk that Scotty gets Corvettes before we can trade them to him. Right now spending is still set to 100% social but it probably would be better to switch to science; you could delay one month to let some more infra builds complete but after that Earth will run out of useful things to build (we don't need shipyards yet, for example, we need a bank first) so I would not hold off swapping off social spending longer than that.
Remember when trading that if you trade for Diplomacy, and need the +10 diplo bonus for better subsequent trades, you will have to wait one month for that diplo bonus to kick in.
The save:
http://www.civfanatics.net/uploads6/rbgc4-2181ad.zip