Strategy you prefer? muuaahhhhh.... The key, imo, is sorting out all the ideas and applying them appropriately to our scenario. Here are some observations I've come up with on the corporation versus state property question:
0. Scenario constraints.
- Our map looks bad for cottages, because cold climate probably has less rivers, grassland, and fallout has probalby killed most floodplains.
- Clearing fallout in AI territory is problematic
- AIs start out with -5 attitude points against us
- Some AIs will gain common war pluspoints, making them even more friendly to each other, threatening to give us negmods for DoW against their friends (occurs at Pleased or Friendly)
- We need a ton of workers to clear fallout and build workshops, causing high unit costs (AIs probably won't clear a tile of fallout for us)
- rising seas???
00. Scenario opportunities
- AIs somewhat limited by fallout
- AIs possess knowledge of certain advanced techs
- We have met all AIs at the beginning
- Unlimited expansion (no domination limit, no flipping from culture)
- lower overseas maintenance costs (no vassal states)
1. Pyramids/Representation. We see stone and we're planning to create a ton of GPs, no matter what. We may be too late, especially since I think Gandhi's had stone since he teched Masonry. We should probably go for it in a secondary city, like Pigs, when it's a bit more mature. Otherwise, we capture the Mids asap.
2. Wall street. Costs a fortune, including banks (600h + 6*200h = 1800h). Makes sense if we have 6 cities that are either running lots of merchants, have a Shine, have the National Park, or will have a corporation or two. This should work well with infinite city expansion.
3. Emancipation. The curse of running caste systems, and Gandhi loves to beeline Democracy. We either shut Gandhi down before he gets there or plan to run a steady supply of spies through him switching him out of emancipation every 5t.
4. FP/Versailles. State property has 3 benefits: +1f for wkshps/wtrmills, +10%h in all cities, no distance maintenance. Mining+Sushi more than replace the hammers and food, but not the distance. We appear to have three main regions: 1) OSS+dG; 2) G+Mao+Roosy; and 3) Churchill. CHurchill is swallowing up religions and Region 2 has none, so there's a good chance Churchill will bulb Divine Right and build Versailles, though maybe too slowly. Anyway, we could eventually counter distance costs somewhat with Palace/FP/Versailles in the three regions.
5. Oxford. Not especially powerful for our current capital site. We might have a few towns. We also don't have especially nice university sites. But we have half-price libraries and Oxford, so we might as well build it somewhere. Maybe we'll find an AI with floodplains and well-developed cottages and relocate our capital. (FP would be nicely centered in Paris.)
6. Courthouses. Corporate offices "require" courthouses. 100 cities with chs is 200

per turn. That could add up to a modern tech or two, especially if we pop a GSpy.
7. REX. This game has two limits to infinite expansion: 1) all AIs but Stalin must survive, and 2) city maintenance and civic costs. Infinite expansion maximizes our gross research output--we just need enough cash to runn 100% science.
8. Cheap settlers. We're imperialistic.
9. Great Merchants. Great Merchants can pay for costs. We want some faraway AI overseas to build The Temple of Artemis.
10. Dynamic seems to run State Property till he gets Sushi and/or Mining (don't know the sequence of those two).
11. A standard SV strategy is to run multiple GAs from some point to the end of the game. We want MoM.
12. Paper. Map trading will probably tell us all about the G-Mao-Roosy landmass, but not about Churchill (Pleased for maps), if he's separated.
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Synergy
I still see infinite rapid expansion as our best solution. The key is paying for it. I don't think we're in any hurry to pop GPs, but we should focus on popping GMs. This will be hard till we have markets or caste systems. We can pop GPs later after we have Representation. Infinite REX has synergy with these points:
- scrubbing fallout
- high research potential
- max Sushi+Mining resources
- State Property
- capturing GLH, Mids
- capturing a Shrine for Wall Street
- acquiring premium production sites for space parts
- preventing AIs researching Democracy
- accumulating EEPs from chs for stealing a modern tech or two
- hopefully finding a National Park site
- paying for a massive work force
- paying for a reasonable army
- spawning GPs fast with Sushi
- save GPs for GAs instead of bulbing early techs
- use colossus till Sushi+Mining+Assembly line
Overall
In this plan, I think the only early wonder we still consider focusing on is the Pyramids. Later, MoM. Maybe Hagia Sophia somehow. This plan doesn't really commit us to anything long term before we get Paper and see much of the world. Depending on how fast we're expanding, we might want to beeline Communism/State Property after Paper.