@ mdy The PPP is really starting to look good. I have a few comments:
General note: you haven't talked about what improvements you're building in each city, but I assume the priority would be to improve resources -> work shops -> mines -> scrub. We shouldn't need any farms except those on farming resources and possible one to spread irrigation. Is this the plan?
BTW, do we want to spread irrigation to Nanjing's rice? My initial thought is no. Workshops on those two tiles are better than farms.
Where were you building the missionary for London?
T0 Reminders - You'll likely do this, but having it written down will ensure that you don't pull a Mitchum and forget.

Don't forget to give Bing-Mao away. Don't forget to fire of the GA.
T1 Reminder - Switch EPP toward Roosevelt (Rifling) or Gandhi (Astronomy). Oh, I just read that you plan to get enough for Astronomy first. Do you know how much that will take? I haven't figured it out yet, but it should be simple enough... it should be ~600 depending on the culture factor (I assumed -40%). BTW, why not just leave Gandhi in Galley City? It's not causing us issues and it is a convenient location if we need to perform an espionage mission on him later.
T1 Reminder - Revolt to Pac/Castes/Civil Service. I see you already have this as I read further.
GP Farm: This city is going to be able to hire TON of specialists with no health/happy. We should be able to get two great people out of this city (your current plan only shows us getting one there). If you do go for a mongrel, I say make it as quick as possible. Although, since there aren't that many mongrel gpp points there at the moment, I'd be more inclided to go all scientists there starting now. We need the beakers and it's going to add up quickly. It already has library/university and can build observatory/laboratory with the mines and Mining Inc.
Bananas: I assume that this city will hire scientists as it grows?
Bermuda: You have it getting Sushi next turn, but you don't have any executives in the build queue... This city does NOT need the food from Sushi, so if you don't plan to build executives here, I suggest spreading Sushi to it later.
Crabbes: This city will never generate a great person. Can we hire merchants/scientists here? I don't even think we'll need a spy or engineer first. We definitely don't need artists here.
Cuba: I think merchants or scientists are more important than spies or engineers. Maybe an engieer will pay off, but spies, in general, really only pay off in cities with epp multipliers at this point of the game, I think.
Rheims: This city will never generate a great person. This may be better as a secondary production city. Once Sushi gets here, should we start converting some of those farms to workshops? Especially if this is going to be a central executive pump. I like building a quick caravel here. I tried to explore the island to the south but but killed by Churchill's stack of caravels.
Orleans: I think it's been discussed, but do we really need a bunch of LBs? We may need one or two for cities that need garrisons and are close to their happy cap. Maybe we could build a missionary here, but it would need to be whipped on T0, otherwise it won't be built on T+1 after we switch out of OR. Or, with a GA, maybe all hammer tiles will finish the missionary in one turn...
Churchill: Do we want to tie up our units until T+6 on another war here? Churchill is done for the most part. We can raze his cities later with ease! I'd rather turn our attention toward Gandhi on T+1. Maybe the limiting factor is getting our galleys over there... Can you take Churchill's last three cities (leave him parked in Steam?) and still get the troops over to India in time to board galleys? If so, maybe we should clean up this area while the troops are there.
Stalin: You only have 1 spy going into St Nick. Should we have a backup spy? Oh wait, at first it says send one spy in and then later it says to send both there. I assume you're sending both there, right?