PPP For Turns 90 - ~97
Technologies
I'm going to turn the slider on to full blast starting this turn. We have 151 gold in the bank are losing gold at 21 a turn and have 6.2 turns of research at 100% until Alphabet is finished. I don't foresee running out of gold. I may have to turn the slider to half way for a turn if our maintenance costs get too high. But I want Alpha in on turn 97 so we can decide what to do with spies.
Dealing with AIs
I think that we decided to open borders with Ramesses right away. There are two main reasons for this. One, my workboat can't get past him. Two, hopefully Brennus demands that we close borders and then we get ten turns of peace (we will give in to that demand). If Ramesses demands we close borders, we will ignore him.
City Placements and Builds
We are going place our next city on the sheep island 2N1E of the fish. I will have the workboat that's there explore the rest of the island to see if there is a great spot on the north side of the island. But unless something really draws me away I will not consult with the team again and stick with that pretty obvious spot (since it's the only tile in the game where a city can work that fish).
If the chariots are ready in time, I will capture and keep both barbarian cities. My micro is suggesting that taking those cities will go to whoever plays in the next turnset. But I might get carried away,

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Paris is going to make chariots as fast as it can. Either whipping or building them. I will do my very best to manage the micro and the happy cap, but I think speed is of the essence here so I will be as aggressive as I think I can be. If that's vague, well then that's the way I want it,

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GP Farm's micro has been a point of interest and the new happy cap makes it even better. I think it's best if we put two turns into the library and let the city grow to pop six. Then we whip in the library for two pop and start right away on a worker with fish+pigs and run two scientists all from turn 92!
Production will finish its galley. And then 3-pop whip a forge as soon as it can. Followed be as many chariots as I can squeeze out of it as fast as I can squeeze them.
Commerce is going to be building this library until it can whip it. It will continue to work exclusively cottages.
Clams will finish the granary and then start on a few chariots of its own. It should be able to work the clams and two GL hills very soon which will make this a pretty legit little town.
Island Fish will start on a workboat as its first build to get the fish improved. I may change my mind on that. Or quite possible leave that decision up to the next turnset.
General Micro
Workers 1 and 3 will finish the two mines in clams and road up to Paris. Because of the lack of jungle, I don't think Neil's trick works any better than normal, so I will just have one worker road and another worker mine.
Worker 2 will go put a mine on the PHF 1N1W of production.
Worker 4 will work on a road towards the Barb city.
QUESTION: What did we decide about island city. On the first galley I'm going to send just the settler and that galley will then pick up the exploring chariot and those two units will land together on the island? I think that decision will be up for grabs in the game depending on how big the island is and what we have going on there. I think it might be possible to safely land the settler and the worker and then pick up the chariot the very next turn. There would be two turns where the city was unprotected, but I think the worker getting there ~8 turns earlier will be worth it.
Woody is going to keep exploring Celtia and eventually work west towards Ramesses.
The exploring chariot will mess around for a few turns scouting, but will make it up to the northern coast of the continent in time to be picked up by the galley.
IDEA We send the chariot that's about to be finished in Paris down to where the exploring chariot will be (on the northern end of the continent). The galley takes worker 2 and the settler. Then at the top of the continent drops off the worker and picks up one of the chariots. Then the next turn the galley lands the settler/chariot on the island. The next turn he picks up the worker who has been protected by the chariot. The chariot then proceeds post haste to the attack on continent barb city. I think that should work nicely and mollify everybody!
South workboat will go through Egypt and finish up outlining the continent.
Island workboat will finish up scouting the island and then either go scout somewhere else, or hang around to be used on a fishing net for one of the island cities. Or possibly go explore the northern tundra of our continent. It's possible KCD was nice and put Iron up there or something. So we'll want to know that right away. Especially if things get messy on our continent.
Civics and Religion
Our civics are fine for now. I will stop if Buddhism spreads to us. Although I'm thinking converting will be a good idea. Alternatively, we could not convert right away and hope Brennus demands that we do.
War
Barbarians gonna get some.
QUESTION: Thoughts on combat 1 versus Flanking 1 for our chariots? I tend to prefer combat 1 against archers on flatland, which it looks like both of these cities will be. Both for improving the odds, and for getting the chariots closer to super medics.
Bigger Picture
Kick some ass. etc. etc.