Caution: The real game is not paused.
Things are looking really great!
Folket (or anyone else), do you want to play next?
I'm okay with waiting until a future turnset to play, when we have less real-life time remaining for planning out each turn. Hopefully, by the time that that part of the game comes along, we'll have dominated the AIs sufficiently that every turn won't require such careful planning.
Ivory Coast
I think that working the Ivory (as we have chosen to do) is the better choice.
Gold City
It looks as though we haven't revealed any Food to go with the Gold Resources, so we can aim to settle on the western Gold (the PH Riv Gold) so that we have coastal access. We'll get a 2-Hammer and 2-Commerce City Centre square this way and can stagnate at Size 1 while working the second Gold Resource.
We can also plan to improve the Incense and simply keep the City, getting ourselves +2 Happiness.
Fog-gazing says that the square at 1 SW of Lisbon's Fish is water and the square 3 S of Lisbon's Fish is water. Our Chariot 9 can first look to see where Hatty's Settler Party moved and then can head 2 NW to the PH to reveal the squares in the area to see if there is a water path (to give us Trade Routes) or if the land blocks off the water at the edge of the map.
Galley 6 can unload our Worker and Settler on the P square that is 1 E of the "Real Game" sign, at 1 NE and 1 NW of the two Incense squares, so that our Galley can head back sooner. We'll want to get our troops from Athens to either go for Joao or Hatty.
Hatty
Unfortunately, we can no longer see into Hatty's Cities. We also don't know what she is going to tech next, but we still have enough EPs saved up on her to find out when she picks her tech in between turns.
If her next tech is not Feudalism, we'll need to decide between the original plan of attacking her to recapture the two gift Cities versus planning to take The Apostolic Palace from her very soon and possibly skipping the second gift City in the short term.
If she picks Feudalism, it will make for really tight timing to go for her core Cities.
One thing is for certain is that by owning far-away Cities, her tech rate will suffer, so we probably don't want her to own far-away Cities for too long, but she might also send some City Defenders toward us and build a Road toward us, so it's not necessarily a bad thing for her to keep the first gift City for the short term.
Alex
Last turn, Alex had 17 Hammers in a build item.
Alex just finished a build item.
Looking at his City, he has a Monument and a Barracks, but he had those build items last turn. He has the same Archer and the same 2 Combat I Warriors, but he has a new Work Boat, so that's what he built.
That fact means that he could cold-whip an Archer this turn, which would mean that we wouldn't be able to attack and win with our current forces.
If that were to happen, I'd suggest Pillaging the GH Mine and then gathering our forces on the PH Riv Road Mine at 1 NW + 1 W of Athens, where our Horse Archer and two Chariots are currently located, so that they'll be in position to attack Athens if reinforcements come or so that they'll be in position to board Galleys and go elsewhere.
However, if Alex doesn't create a second Archer, we could promote our Horse Archer to Combat II and see how well it does against his Archer; if we get pretty good odds with Chariot 13, we should be able to capture Athens. If the Archer hardly takes a scratch from our Horse Archer, then we'll probably have to call off the attack and either wait for backup or wait for Frederick to make his move.
Note that we'd need to manually move 1 SE P Riv Cottage to ensure that three of our Units would not have to attack across of a River, by attacking from 1 W of Athens with three of our Units, leaving the two Chariots on the GH Mine for the last attacks, since they would get the penalty of crossing a River when attacking from 1 N of there at 1 NW of Athens.
Civics, City Builds, The Hanging Gardens, and Spies
It's all a bit inter-related.
For example, if we earn too many Chops while in Anarchy, we won't be able to 1-pop-whip our Aqueduct in Ruby Bay.
If we switch Civics on T97, we won't be able to put Hammers into build items on T97, which could either help or hinder, depending upon what we want to do with our Hammers.
I don't think that we'll need to build Spies in XO Cognac and Orleans, but if we wanted, both Cities could complete a Chariot on T97 if we wait to switch Civics, although I think that XO Cognac might be better off dumping Hammers + Food into a Settler for a turn to be able to 2-pop-whip a Settler there.
Two Chariots (one from Orleans and one already in Paris) could be useful at either Athens or Notthingham.
Also, it's not totally clear as to when we should make Catapults versus Courthouses, and there's also a chance that we'd soon be able to make War Elephants.
In re-reading what Jersey Joe wrote, I am now thinking that he meant to send 1 Spy to each of Joao's Cities to potentially perform a Support City Revolt Mission in either City, not for stealing Metal Casting, as I originally misunderstood. I think that it's a good idea of his.
Similar Spies might also be useful in Hatty's Cities, in Berlin, and possibly even in Russian Cities.
But, if we want to steal Metal Casting, we'll still want, say, 2 Spies to go to the north-west (yet-to-be-settled) gift City. If we want to then also try to steal Literature and Music, we'd want to send more than 2 Spies.
The timing of which Worker Chops when at Ruby Bay may be affected by a turn of Anarchy either delaying Cultural Border expansion over top of the SE + E GH Riv For or by not wanting to collect too many Hammers while in Anarchy.
I forget what the plan was, but I think we'll be okay if Worker 4 sticks to the plan of Chopping at 1 SW and 1 N and if Workers 5 and 6 converge on the G Riv For at 1 SE + 1 S of Ruby Bay now, then whichever Worker finishes first moves to 1 S of Ruby Bay, with the last Worker moving to 1 SE + 1 E of Ruby Bay. Maybe that's already the plan; I don't have it in front of me to check.
There are also the consideration that we can't switch Civics twice within the span of 5 turns, and Civil Service will come in 7 turns, assuming that we can keep funding Research with a rate of -88 Gold per Turn.
There is also the consideration that if we want to switch 2 Civics at once (Hereditary Rule and Pacifism), we'll want to do so when we own 12 or less Cities and we currently own 11 Cities, with us possibly capturing Athens next turn.
I'm going to propose that we complete a Chariot in Orleans on T97 and that we switch into Anarchy on T98.
With the above-mentioned Worker moves at Ruby Bay, we should be okay, and we'll have 12 or less Cities when we switch Civics. We'll also leave 6 turns between the time of switching Civics and the time of learning Bureaucracy. We'd then have 2 Chariots (one exists in Paris now) which could either board a Galley for England or board a Galley for Greece.
As for XO Cognac, if we dump 8 F + 33 H into a Settler, it will become a 2-pop-whipping action, getting us a quick Settler for our second gift City.
Paris is better off growing and not whipping any more until after switching into Bureaucracy.
That'll give us 1 turn to get a better idea of what's going on:
i. Will we have a chance to take Athens now or will we need to send more troops there?
ii. Will Hatty have chosen Feudalism?
That info can also help us to decide where to send our Spies. Oporto and Lisbon both have City Walls, for example, so Catapults won't be very effective at Bombarding the City Defences in those Cities, but the Support City Revolt Missions that Jersey Joe hinted at could be helpful.
We could also have Cologne give the Fish back to Orleans and 1-pop-whip its Chariot, to be sent toward Nottingham.
Workers could probably do:
T98
Worker 1 moves to G Riv at 1 SW of Paris and Farms
Worker 2 unloads at 1 NW and 1 NE of the two Incense squares
Worker 3 moves 1 E TunH For (to Chop it into a Lighthouse)
Worker 4 Chops G For at 1 SW of Ruby Bay (1 S of the Fish)
Worker 5 moves 1 S G Riv For (1 N of the Horse)
Worker 6 moves 2 E G Riv For (1 N of the Horse)
Worker 7 moves 1 W GH Deer For (to Camp it)
Worker 8 moves into St. Pete's (to board a Galley)
Worker 8 could feasibly also build a partial Road at 1 NE of St. Pete's and be able to move onto a Galley at 1 NW of St. Pete's on the following turn, but I don't want to risk luring Stalin's Units northward, so let's just move him to safely in St. Pete's.
Paris wouldn't be building a Settler and wouldn't be whipping anything until after Bureaucracy, so we could just continue building the Chariot, then later put a turn of Hammers into a build item, realising that we'd earn 45 Hammers instead of 30 Hammers per whipping action post-Bureaucracy and calculating which build item to start on accordingly.
Hamburg could keep growing as there won't be a boat to pick up its Axeman for a couple of turns.
Our Galley 7 could wait to see what happens at Athens and if we need reinforcements, it could head 2 N toward Lyons. If we are going to capture Athens next turn, it could head due west toward Athens to be able to pick up the surviving troops to send them either toward Joao or Hatty.
Another consideration is that after we complete The Hanging Gardens, it will be easier to whip a build item out of each of our Cities.
Actually, thinking about that some more, Ivory Coast could just whip its Work Boat with the extra population point from The Hanging Gardens. Still, since we'd want a second Work Boat, and we might not be the ones to complete The Hanging Gardens, I think that it will be best to stick with working the Ivory square there.
In terms of the Units at St. Pete's, I can provide logistics for the original proposal. We won't be able to get more than 3 Horse Archers promoting because we need our Axeman 5 to be the 4th Unit listed, in order for us to have 8 Units get Promotions and to get ourselves a Woodsman III Unit to provide a bit more healing before we march and to act as a good top-defender cracker.
T97:
HA 4 Loads onto Galley 3 (we have 0 movement points, so it's the best time to load, so that we'll have our movement points while aboard the Galley on T98)
Chariot 1 Loads onto Galley 3
T98:
Galley 1 sails 1 SE into St. Pete's
HA 8 (inside of St. Pete's to keep all of its movement points so that it can heal this turn) Unloads from Galley 1 directly inside of St. Pete's
HA 10 (inside of St. Pete's) Unloads from Galley 1
Worker 8 moves 1 S G > 1 SW into St. Pete's
Worker 8 Loads into Galley 1
Galley 1 sails 1 NW out of St. Pete's (so that Galley 1 doesn't get XP from the Great General)
(Worker 8 will be able to unload on the G For at 2 E of Hamburg on the following turn to start on Chopping it into Hamburg's Granary)
Galley 5 sails 1 SE into St. Pete's
Only Zhuge Liang Unloads from Galley 5
HA 11 stays aboard Galley 5 so that it keeps all of its movement points
Galley 5 (with HA 11 aboard) sails 1 NW out of St. Pete's
Galley 3 (with HA 4 and Chariot 1 abord) sails 1 NW out of St. Pete's (we want to wait outside of St. Pete's to avoid stealing the Great General's XP)
St. Pete's should then contain only these Units:
HA 5 (needs 3 XP for 1 Promo)
HA 8 (needs 3 XP and a lot of Healing from 2 Promos)
HA 10 (needs 3 XP and a lot of Healing from 2 Promos)
Axe 5 (needs 3 XP for Woodsman III Healer Promo and some healing)
Axe 6 (needs 1 XP for Woodsman II and some healing)
Chariot 5 (needs 2 XP for 1 Promo)
Chariot 6 (needs 2 XP for 1 Promo)
Chariot 7 (needs 2 XP for 1 Promo)
Zhuge Liang
In that way, we efficiently use 19 / 20 of the XP. I can't see a way to improve upon that result.
We'd just need to decide which Unit should join with Zhuge.
I'm going to suggest HA 5, and then give HA 5 the Tactics Promotion for a 30% chance to Retreat, since HA 5 is at full health, and since he would then have a third Promotion, making him stronger overall.
Galley 4 can then sail 1 NE (to 1 SE of Ex-Yakutsk)
HA 7 can then move 1 SE onto Galley 4
Galley 4 (with Chariot 8 and HA 7 board) can then sail 1 SE to 1 NW of St. Pete's
We can figure out exactly what to do with the rest of our Units as part of the next turnset. For example, Galley 3 could move into St. Pete's if we want to unload our 2 mounted Units with movement points or we could stay at 1 NW of St. Pete's and unload our 2 mounted Units without movement points but with Galley 3 heading west faster by 2 squares.
It seems that the only Spy to have gone missing is Bond! Maybe he really was stealing more than just Hatty's techs.
For discussion: Gifting Techs
Starting on T98, we can gift techs to AIs. Should we?
For example, we might gift Calendar to Mehmed in hopes that he builds MoM for us, since we have to attack the Ottomans in order to secure Istanbul. We'd anger Darius, but he is already at -4 for Trading with his Worst Enemy (Mehmed), so it's not like things would get any worse, and Darius is prevented from attacking us for a little while thanks to giving in to his Demand for Meditation.
We could also gift Mathematics and Calendar to Joao in the off chance that he builds MoM for us (or at least wastes his Hammers on it) or possibly then decides to settle on Spice Girls Island for us.
We could also gift Code of Laws to Joao in hopes that he builds Courthouses for us or switches into Caste System.
We could also gift Code of Laws to Churchill in hopes that he switches into Caste System.
There is also a risk that any tech that an AI gets can be used to bribe another AI into war with us, though.
For example, since we're going to declare war on Churchill soon, we should look at who he could bribe into the war against us.
Churchill couldn't bribe Frederick because their conflicting Religions means that Frederick isn't Pleased toward Churchill.
Similarly, Churchill couldn't bribe Kublai because Kublai is only Cautious toward Churchill and isn't Pleased toward Churchill.
Similarly, Churchill couldn't bribe Stalin because Stalin is only Cautious toward Churchill and isn't Pleased toward Churchill.
So, I think that gifting Code of Laws to Churchill is a safe move.
Darius, Saladin, Hatty, and Stalin are all Cautious toward Joao, and each of them would have to be Pleased (or Friendly in the case of Darius) toward Joao for Joao to be able to bribe them, so gifting Mathematics + Calendar + Code of Laws to Joao also seems to be a safe move.
When it comes time to declaring war on Mehmed, we'll just have to be a little bit more careful, as Saladin and Kublai could both become his war allies with him bribing them, but we won't be attacking Mehmed for a while yet.
What's interesting is that Mehmed seems to have 2 sources of Marble, as Hatty is trading Stone to Mehmed and Mehmed is trading Marble to Hatty. If either one of them uses the Marble to build MoM, I think that we'll be able to feel quite grateful to said AI, so I think that gifting Calendar to Mehmed will be a worthwhile choice.
It also looks like we could use a Settler for the area to the north of Athens, and 1 NW + 2 N of Athens on a GH square, to get 2 Clams, 1 Sheep, and 1 Gems. I'm not sure from where we'd build said Settler--Orleans? Or, will Orleans help with building troops, or even build a Courthouse? I think that the Gems Mine plus the already-netted Clams square (thanks, Alex!) would make me lean toward getting a Settler out of Orleans. After completing a Chariot there, we could probably even use the overflow Hammers to turn a Settler build item into a 2-pop-whipping action.

We have another page in the thread.