Looked at the save, and here's my thoughts.
Economy: It's actually in terrible shape. At 20% we run a gold profit, and a small one at that. No more units - we gotta make do with what we have, since we're already spending 17 gold / turn on our military. To fix this, here's what I propose.
St. Pete is at its happy cap and will exceed it in 9 turns. We're running +3 food / turn surplus here, so I'm going to tear up 2 grassland farms and replace them with cottages while adding a third cottage which was the initial plan before Gandhi showed up. The mines will remain for now. I'm going to need some more workers to do this, since the two that just finished the mine won't be enough. Worker 2 on the tundra furs is coming back as is one of the workers outside of Gandhi's land currently roading to nowhere. As for having St. Pete on settler production... It's too hammer poor to do it effectively. Once I rip up the farms the 15 turns it takes now is going to be more like 18/19, and that's a long time to have a city work on one thing. Instead I'm going to have it build some economic buildings - market (+1 happy now, +2 happy with fur) / bank / maybe grocer depending on circumstances. If we run low on units from Gandhi killing them it could always switch out to a replacement unit or two, but I think to fund our expansion we need to get some infrastructure in place pronto. Not to mention some courthouses too - With four cities we have 13 gold / turn in city maintenance costs. Not cheap.
I'm going to also change Moscow up a bit. Instead of building a settler now, I'm going to substitute in a market (7 turns) which not only ups the happy cap but also multiplies the two gold tiles (and the others ofc) for roughly another 8 gold / turn. Doing this will also get it to grow to pop 9 for settler duty and thus it'll have 2 new workshop tiles to work as opposed to just the one.
Broberg is going to need another grassland hill. If Gandhi's longbow doesn't move once we retake the one tile, I'm going to give our new longbow guerilla I and move him onto the hill next to him and fortify. I'll move the worker to that hill and start mining in, leaving the longbow there as a permanent fixture on the tile. Once the longbow is out I'm going to build some workboats for Seaside (exact number I'm not sure of yet). Afterward, I'm seriously giving some thought to putting some turns into the Shwedagon Paya for failure cash. We're industrious and have gold, so we'd get a ton of hammers invested for not a lot of turn cost. As it stands now it takes 22 turns to finish - and that's working 2 hammer producing tiles. You may say "but we have a ton of gold already," but at 100% we're losing 45 a turn, good for 16 turns or so with our current numbers. It'll obviously be higher since we're not going to 100% now, but I think the point still stands: once we run out of money we're kind of screwed until we get more in the bank.
Our GP farm in Seaside is drastically limited in one major aspect: happy cap. Without any additional units or buildings, we're stuck at 8 until the silver and furs get hooked up which bumps it to ten. However, at pop 8 it could contribute quite nicely to the settler production. Working the five seafood tiles and the 3 mines, it could produce a settler every 11 turns. We'd then have the option of swinging Moscow off of settler duty to build buildings, boats, or whatever.
I'm going to send the Caravel out to explore the nearby land to our west. I think the circumnavigation bonus is out - unless we buy maps off of people I think we're too late, so late that I think trying to without thoroughly exploring what's around us may hurt us. I'd like to see what the islands around us hold to get an idea of how quick we need to settle them.
As for our engineer, we have three realistic options. One, we settle him in Moscow. Two, we rush a wonder somewhere, probably a National Wonder. Three, we save him for Mining Inc. As rolo pointed out way back, global warming is going to be an issue, and the likelihood of us popping another GE is rare. We have 2 gold and 2 Iron right now, we'll have another silver and probably another copper, so that's 6 resources multiplied by 1.5 for 9 hammers per turn from the corp. Not too shabby at all, and that's before we acquire more from other continents/islands. We're going to need hammers everywhere for the nukes to roll off the line, so I'm seriously considering keeping him around until corporation and railroad is in. It's a gamble, but the payoff could be huge.
Keeping with the corp theme, once Seaside is ready to be converted to the GP farm I think we should run scientists (duh) until we're close to teching off medicine. With a well planned switch to merchants we should be able to produce one when we tech medicine. The other option is to just run merchants straight from the start so the pool isn't polluted to guarantee the merchant, then run scientists for the duration. The drawback is obvious - our second GP will be sitting around doing nothing along with the first one until the prerequisites are met. I also seriously doubt our chances to nab the free merchant from economics, especially considering our tech state at the time.
On the diplomacy front, I just thought I'd point out that Gandhi is Mao's worst enemy. We should keep and eye on that and keep that in mind.
And I'm following what you do, don't doubt that. I just think you're doing a good enough job on your own (plus I fear to be dragged in when I don't really have the time to be...).
C'mon, you gotta have something to say if you're keeping track at home... There's gotta be at least one thing we've done that's made you cringe so far!
![Stick Out Tongue :p :p](/data/assets/smilies/tongue.gif)