City placement:
I think I just changed my mind on the passage. Settle it on the spot indicated...
The math:
On size 7 we can:
"on the gems" (OTG) work
Clams
Gems
Mined hill (3 hammer)
4 Cottages
On the hill (original spot=> ORS) work
Clams
Gems
Gems Hill (2 hammer/5 coins)
2 Cottages
2 Coast.
Asuming cottages:
OTG: 11 coins
ORS: 18 coins
Hamlets
OTG: 15
ORS: 20
Villages (pre-printing press)
OTG: 19
ORS: 21
Towns (pre-printing press)
OTG: 23
ORS: 23
At lower than size 7 we are just allways losing ... and pre printing press we will never gain from settling OTG, but for the 1 extra hammer/turn. Is it worth say 5gpt (on average for the next 15 + 30 + 45 = 90 turns(to grow to Towns) = total of 5*90 = 450 commerce and we still have to add turns to account for growing to size 7...) to get ONE extra hammer?
Offcourse we also get 2 extra hammers once
1) The cottages are Towns
2) We addop US
* Disclaimer * I dont know if we get an extra commerce for settling on Gems... Anyone know?
Research:
Yes, Currency currently is 21 turns at 100%.
We have 233 in the bank (Mids

) which is depleating at -6gpt/turn.
With settling the 2 new cities we get more commerce (atleast CC + 7 GPT *more on this later*), total 16 GPT. Currently we are making 36 beakers/turn. Settling the 2 cities ASAP will increase this to 52.
Taking into account the 20% research bonus for having 1 prerequisite of Currency:
897 / (36 * 120%) = 21
897 / (52 * 120%) = 15
21 turns at -6GPT = -126.
Even if the total costs of the 2 cities drive our maintenance up to (233/15 =) 15 GPT (thats 9 gpt additional, which I dont think will happen) we can run 100% for 15 turns. After which we can start bleeding money from the AI (look for those finished wonders!!!)
Getting a Library in Moscow will give an additional 5 beakers/turn, which I think should be the next build in Moscow.
I dont like researching something we can trade for at this moment.....
Traderoutes:
As long as we have a path following culture with OBs (even on ocean tiles) we can form traderoutes with them.

*Note* Capitols are not shown in the trade screen.
From this we can learn a few things.
1) the Top AI (that we know) currently has 5 cities.
We can soon have 5 as well, therefor we have NOT been outexpanded (a lot)(yet)

.
2) We have 27 AI cities (that we know of) and can have OBs with
So we can trade(route) with 27 cities. 27/3 = enough traderoutes for 9 of our cities. Or after currency 27/4 = 6 cities...
So we can (without problem) found 6 cities (currently) and gain (with currency) 4*2 + CC = 9gpt per city, plus additional commerce from working additional tiles (Gems

, coastal or even Ocean).
i.e. I dont see a problem with settling our lands ASAP !
On trading:
The way I see the Alpha trade, why give it up if we dont need to and/or if we get to little
gain from it.
I think we can trade Writing for AH (this allready confirmed above) and Math for IW with Hatty. Math is more expensive, therefor a 1:1 trade should be possible.... and a Math + Fishing for IW should never be a problem for Hatty.
Why give up alpha when Math will do?
Alpha is more expensive + Gives the AI (earlier) ability to trade...
After we do the Writing <> AH deal with hatty and we find she is not willing to part with IW for a reasonable price, we can allways go back and pick up IW + Poly for Alpha (I am confused now who this is, but the deal appearently is there)
On GPs:
We should have a Merchant in 2 turns. I wouldnt burn him on Metal casting untill we have to/want to. This would be the moment of "we need/want to trade" or "we are going to be building forges"
This will delay any bonus any AI will get while researching it.
If need be we could burn him ASAP on MC and trade MC around for IW + other techs, but personaly I would want to hold on to MC as long as possible.
The merchant will burn on CURRENCY as his #1 tech! Currency = 897 vs MC 1008.
Getting Currency ~13 turns earlier with 5 cities adds 13 (turns) * 5 (Cities) * 2 (commerce) = 130gpt to our commerce.
This means we delay the total of MC + Currency a little, but we seem to gain a little commerce overall (20 to be exact)
Worker(s)
I would personaly mine that forrest hill near Moscow, rather than build a cottage which we are not going to work for a while?
Galleys:
We dont have a scout with the Galley...

For the second galley I would like to load a Scout which can scout inland a bit of Alex and Mao (in particular)
A scout in moscow (currently) is a 3 turn build.
On OBs:
Alex is trespasing !

Uhm... well not so cause we have OBs. But he is about to sail into the open world.
Accoording to above city count we only need 15 cities to have traderoutes to for now. Gandhi + Vicky + Mansa + Hatty = 17 cities, so they will do for now.
I suggest we close borders with Alex for a few turns to delay his exploration of the world to our west, we can do this without penalty right?
And to put this post to a close a shot of the "improved" tech screen (aka
Foreign advisor):

WOW ! ! !
Look at Vicky and Toku! They allready have Calander??!?!?!?!?!
Our closest neighbours dont seem particularly intrested in the religious techs?
We could use a gift of mysticism to Toku to get open borders with him? Does that work?
Mansa (as usual) is AI tech leader

(I think), He also has Priesthood + CoL beyond meditation + poly