Great job, things are looking good!
build: 2 pop whip Lighthouse
We are Organized, giving us cheap Lighthouses and cheap Courthouses. (We also get cheap Factories, but there's no good reason to tech that far in the game.) So, the plan will need reworking.
So, since we can delay the Missionary but we need the Spies to arrive earlier (so that they can play cards with each other for 5 turns), we could get 2 Spies by doing the following:
T83 Build and complete Spy 1, Turn On Avoid Growth
T84 Build a Spy, Turn Off Avoid Growth
T85 Get enough Hammers in the Spy for it to be a 1-pop-whipping action
T87 1-pop-whip the Spy
At some point, 2-pop-whip the Monastery
Complete a Missionary with overflow Hammers plus raw Hammers, such that for a T97 tech theft, it has to arrive at 3 S of Paris with movement points available by T96, meaning that it has to exist on T93, meaning that we must complete the Missionary on T92 at the latest
The only question is do we have the ability to squeeze in a 30-Hammer Lighthouse in there and still make it work, and if we squeeze in a Lighthouse, how late would it get fit into that build order, seeing as how we need to complete 2 Spies, and 2 Spies means not being able to dump Hammers into one Spy and some Hammers into another Spy, since they are the same build item. Obviously, the sooner that we complete our Lighthouse, the more Food that we'll earn from it.
Avoiding Growth earns us +5 Food, but only if we remember to turn it off on Turn 84!
With the diversion of our Worker 5, I'm not sure that we'll be able to Chop the 10-Hammer Chop under Gems City anymore, so that fact may be a cost of diverting our Worker (sorry for not thinking of it earlier).
That roaming stack of 2 Axes + 1 Spear that is NE + N of Berlin, all of them having Combat I, is nasty.
Cologne's two City Defender Axemen having Combat I and a 25% Fortification bonus means that we only get 77% odds against them with an Unpromoted Chariot.
Combat I on a Chariot brings that up to 89% odds, so it could be wise to have two Combat I Chariots in the west. We'd need to test teleportation to see if we can get Combat I Chariot 3 to the west, probably moving:
T84 (Make note of what's in Berlin) > 1 NW G Road (1 SE of Hamburg) > (Make note of what's in Hamburg) > 1 W G Riv Cot > 1 W G Riv Sheep
T85 1 SW G Road (1 SW of Cologne), then wait there with 1.5 movement points to hopefully get teleported somewhere useful, while still being able to move 2 squares after getting teleported
Meanwhile, we could send 0-XP Chariot 4 to the west to end up being on the G For that is 2 E of Hamburg, to see if being there can lure a Spearman out of Hamburg.
Another option is not to plan to fight using our two Chariots at Cologne and thus send one of the Combat I Chariots on a boat (the Paris-built one won't be able to board a Galley), to hopefully get a Promotion in the fight at Hamburg. With the Workers likely leaving the Cologne area now that the Sheep has been Pastured, the Units near Cologne might simply end up playing defensively.
Horse Archer 4 definitely gets the Shock (Anti-Melee) Promotion.
The order of Units which attack should Hamburg can be checked in a test game once we see what we're up against in Hamburg, then we check to see the number of "hits" for various of our Units attacking defenders with the same Promotions and the same amount of turns having Fortified, to see if, say, picking a less-promoted Unit would give us the same ratio of "hits," and if it does, then we'd save a more-promoted Unit for a later fight in the sequence of 1-on-1 fights when capturing a City.
With Chariot 4 being an attempted suicider at 2 E of Hamburg, that gives us:
Galley 2 carrying HA 4 and one Chariot
Galleys 1 and 4 carrying Chariot 5 (already aboard), Axe 4, the HA that we build in Orleans now, and one Chariot
Galleys 3 and 5 already have their two Chariots and two Horse Archers loaded onto them
So, we need to be smart about how we move Galley 2 to be able to pick up both HA 4 in Scandinavia plus a Chariot on the mainland on Turn 84, while still being 2 squares (or less) away from Hamburg at the end of the turn.
We have three Chariots at 1 W of Cologne. One is needed for Galley 2 (say, Chariot 2). Another is needed for one of Galley 1/Galley 4 (say, Chariot 1). The third one (Chariot 4) goes east.
That gives us Chariot 3 in the west, the Paris-built Chariot in the west, and the Orleans-built Axeman in the west.
We can't steal a Worker at Cologne, as, with two of the Worker there having sped up the completion of the G Sheep Pasture, they'll be gone before it's time to declare war on Frederick.
If we threaten Cologne, it'll probably get whipped. Maybe it will be possible to avoid Cologne from being whipped with our Axeman staying in Orleans for a turn and our two Chariots being at 2 W of Cologne for a turn. Or, maybe the Axeman should move to our Iron. Testing would be needed to see when Frederick might be goaded into whipping Cologne.
At least by having our Chariots at 2 W of Cologne, on Turn 86, they would have the ability to move 1 E G Riv and then attack Cologne without attacking across of a River.
Attacking 2 defenders with only 2 attackers is probably not wise, and we'll probably end up regretting doing so, with at least one of the defenders surviving and promoting, so our Units in the west are probably best just being there to kill off Units that Frederick throws toward Orleans, assuming that he sends a stack without a combination of Axemen + Spearmen in it (we can pick off a Spearman with our Axeman and we can pick off an Axeman with our Chariots, but with both Axemen and Spearmen in a stack of Frederick's, we'd only really be able to play defensively).
It seems that Hatty has a Silver Resource.
Yes, 10 Gold for Currency from each of Joao and Churhchill is not very much, but at least Joao and Churchill aren't anyone's Worst Enemy, so we can earn some Fair and Forthright Trading Diplo Attitude bonus without incurring any You Traded With Our Worst Enemies Diplo Attitude penalty. If we get another +2 Fair and Forthright Trading with Churchill, to bring us up to Cautious, we'll be able to get Open Borders with him.
BUT, wait! Hatty is going for Aesthetics. Since we don't need our Monastery right away, we could try to get both Aesthetics and Meditation from Joao when Hatty learns Aesthetics. I'm not sure if Currency is worth both techs or whether we'd need to partially research one of those techs in order to get both of them in trade. More testing is needed.
Since Joao and Churchill don't know each other, we can trade Currency to Churchill now and delay trading Currency to Joao.
So, what to do about Hatty? She'll get Aesthetics in 3 turns. What should we do? Gifting Lyons may ultimately end up being necessary, but if we gift it early, Hatty will have time to whip Units there, and we won't get the use of that City in the short term.
Here are her tech preferences for some relevant techs:
Tech preferences only account for about 1/3rd of an AI's tech selection choice, so even a "0" tech might get picked, but when there are multiple techs around 40+, it's a lot rarer to see a "0" tech getting picked.
Now that she has unlocked the "Aesthetics line" by going for Aesthetics, Literature and Drama are right near the top of her list, so she'll probably be the one to get the Great Artist from Music.
Speeding up her tech rate techincally speeds up our tech rate (if we are stealing, but not necessarily if she duplicates research on a tech that we want to trade to her), so we might as well Open Borders with her to speed up her tech rate even further.
Option A] We research something relatively cheap and sell it to her plus Horseback Riding for Monarchy. I don't see a cheap tech that she doesn't already know though, so this option doesn't really exist.
Option B] We research a tech that is more expensive than Monarchy and hope that she doesn't research it, or at least if she does, that we'll get enough remaining trade value out of the tech. Options could include Compass or Metal Casting. An annoying part about picking Compass is then we'd be unable to spam Scouts for gifting to an AI later, since being able to build Explorers obsoletes Scouts. I doubt that we'd build a Harbour for quite some time. Metal Casting carries a bit of a risk that she'll tech it, but that risk is greatly reduced with her having opened up the "Aesthetics line." We could learn Metal Casting in 5 turns (maybe 6 turns if we whip a lot, but then maybe 5 turns again if we Open Borders with Hatty for a couple of extra 2-Commerce Trade Routes), giving us Metal Casting and Priesthood on about T90. Compass also looks like it would take us 5 turns to research.
Option C] We trade Horseback Riding plus Gold for Monarchy. Or, we trade Horseback Riding for a partially-researched Monarchy.
Option D] We gift Lyons to Hatty and try to steal Monarchy on T91.
Option E] We simply wait until T97 or T98 before we get Monarchy.
I'm hesitant to pick Option C] since we don't know whether Hatty will have Ivory or can get it in trade, although it's generally available in Africa in an Earth-based map, and if she has Ivory, she'd be instantly able to build War Elephants, which would spell doom for us being able to invade her easily.
We could self-tech Metal Casting now, in hopes to be able to trade it to Hatty for Monarchy. +1 Happiness from Wines coming online sooner and +1 Happiness from Cities with a Military Police Unit would help us out, even though it would cost us a turn of Anarchy to switch into Hereditary Rule. Doing so would mean about 500 less EPs on Hatty, though, which is actually a lot.
Alternatively, could we aim for stealing techs on T97 or T98, including stealing Hereditary Rule at that time, then save a turn of Anarchy by switching into both Organized Religion and Hereditary Rule on the same turn as each other.
The fact that we'd have to wait until about T90 before we could get Monarchy already makes me doubt whether it's worth trying to get it in trade. It's only Paris and XO Cognac that really need the Happiness, to be able to work an extra G Coast or an extra G For square. With a Granary, that extra Food helps, but it's probably not worth a detour valued at 500 EPs.
Hopefully, we'll be able to make do in the medium term with our current Happiness plus +1 Happiness from Gems. That way, we can hang onto Lyons (except possibly gifting it on the turn when we have to gift our gift City).
We could actually get XO Cognac's Settler on Turn 88, meaning that we'd want a Chariot to arrive in Lyons on Turn 89 to accompany said Settler toward Africa.
Alternatively, could we get a Chariot over to Africa to explore there first? Well, a Galley could appear out of Lyons on T87 (or on T86 if we want to work the Unimproved Wine instead of the Fish for 2 turns), but such a Galley would take 4 turns to drop off a Unit in Africa, so I'm going to say "no, we can't send a Unit in advance of the Settler" and we'd just have to plan to have a Chariot arrive in Lyons on Turn 89, when our XO-Cognac-built Settler would arrive in Lyons.
Could a Paris-built Settler arrive there any sooner? Maybe. We'll have 15 / 30 Food in Paris on T84 and will make 14 more Food over two turns... we could steal the Cow for 1 turn to be at Size 6 on T86. On T87 we could whip the Settler, which could then board a Galley on T88.
So, we actually need a Chariot in Lyons by T88 and thus XO Cognac's Settler doesn't need to be whipped as soon as possible.
We could put 2 turns of Hammers into a Settler now, while we're Unhappy, getting 30 Hammers in a Settler for more overflow Hammers, then growing for 2 turns to grow just as 1 Unhappiness wears off.
We'd then 3-pop-whip the Settler when we're about to grow to Size 7 or possibly on the turn after growing to Size 7.
I suppose that another consideration is that it would be nice to grow our gift City to Size 2, whip it, complete the whipped build item, and have a turn to switch into Christianity.
At 6 Food per turn by stealing Paris' Wheat, we could grow to 22 Food (actually 24 Food) for Size 2 with 4 turns of working the Wheat.
So:
Turn 1, we settle
Turn 5, we are at Size 2 and we whip
Turn 6, we complete the whipped build item (something worth 34 or less Hammers, so probably a Chariot, unless we settle one turn sooner for an extra Hammer)
Turn 6, we convert to Christianity
Turn 7, we gift the City
If our target is T97 for gifting the City and stealing techs, then we'd actually have to settle the City on T91. For a Settler coming out of XO Cognac, we could settle the City 1 turn after the Settler exists on the map, meaning 2 turns after whipping the Settler.
So, if we whipped the Settler on T89, it would exist on T90, and could be settled on T91.
If we whipped the Settler on T88, we could steal the Wheat for 1 less turn, working a G Riv square for 2 turns instead, taking 5 turns to grow and thus having 5 Hammers in the build item, allowing us to whip an Axeman (or a Spearman for Hatty's War Chariots).
So, T88 would be the target date for whipping XO Cognac's Settler and we should plan the XO Cognac micro around that date, accordingly.
Sure, we might end up slipping the date on which we steal techs, but as we did earlier with the T73 attack on London, let's aggressively target T97 (although I think that I said earlier that only T98 is possible for getting London's Spies in place in time for a 50% Stationary discount), and then try to make every aspect of the plan work for Spies arriving at 3 S of Paris by T91 and stealing techs on T97. If some Spies have a 40% Stationary Bonus discount, then perhaps those Spies might be used to steal a cheaper tech, such as Polytheism, allowing us to still meet our T97-tech-theft target turn.
The sooner that we can get to a point where we are efficiently stealing techs, the sooner that we can get to self-teching Civil Service, so let's stick with the T97 target and do what we can with the micro to meet it, realising that if some Spies don't have the full 50 Stationary discount, those Spies could still be of use for slightly-more-expensive tech thefts of some of the cheaper-to-steal techs.