I am always happy to hear well argued/reasoned disagreement.
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Quick comparison between SGOTM 18 and 19 using
pomthom's latest test:
SGOTM 18: 32 military units (inc. Scout)
<---- edit: corrected these #s
SGOTM 19: 12 military units (inc. Scout)
<---- edit: corrected these #s
SGOTM 18: 7 Workers
SGOTM 19: 10 Workers (11 in latest version)
SGOTM 18: 0 Courthouses (but Organized)
SGOTM 19: 5 Courthouses (not Organized)
SGOTM 18: 5 Cottage-type improvements, 3 commerce resources (Gold/Fur/Spices)
SGOTM 19: 15 Cottage-type improvements, 1 commerce resource (Gold)
SGOTM 18: 0 Great Scientists
SGOTM 19: 2 Great Scientists
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The accelerated start, superior capital, and possible rush make last game's difficult situation appear much worse than it was.
But even so, we are economically much, much sounder than at this stage in the previous game, where we had just started warring. Here the reverse is the case: the only war planned in the immediate future is a possible opportunistic grab against Tokugawa.
I am also ok with taking an economic hit now, while the AI is teching for us, whereas if our economy crashes in 80 turns, we will have left the AI well behind.
With quick growth and important building set-up, the limiting factor soon becomes green tiles, the # of Cottages we have laid down, and happiness/health. Since we have no Courthouses and are settling our final few cities, our economy has hit its nadir. In SGOTM 18, our economic crash had yet to begin, as we had just begun warring.
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pomthom: looking at the latest save, can you try to reduce the Market to a 3-pop whip in Case Depart? A 4-pop whip seems too much to me, and will whip away two Grassland Cottages.
The Sheepish Worker should, after he has chopped and cottaged, connect the Sheep, since

curtails Case Depart's growth at size 11.