Erik: you're 13 and working with integrals? Not too shabby

Now when you get to college you can work on non-degenerate bilinear forms in linear algebra like I'm doing...
Hmm... not so bad, but some serious mistakes here.
3: Currency discovered! Start Republic in 14 turns.
4: Not much happens. However- India and France are in the middle ages! They must have been researching Currency!
8: CHina DEMANDS currency. Well. France and India are in the middle ages, so i give in.
This series of actions represents a mistake on your part. Upon researching Currency, I would have checked the other civs to see how close they were to it. Upon discovering that other civs were close, I would have brokered immediately to ALL civs to get max value for it. Failing that, discovering the next turn that India and France got the tech should have been a gigantic green light to broker before the others got the tech from them. On a higher difficulty than Regent, you don't get another chance - once one of them gets it, they'll ALL have it within a turn or two. The window of opportunity to broker closes fast and you missed it here. The failure to do so caused China to "demand" it from us, when we could have had them pay for it.

A bad series of actions here; I hope you can learn from it.
Moscow riots?

That should NEVER happen to a city building a wonder. We lose all production, research, commerce, and food in a capitol for a turn, for a silly mistake that can be easily prevented. Please don't let this happen again! If we lose the wonder by one turn, we will know why.
Moscow isn't growing either. I don't care that we're building a wonder, that is NOT an excuse to shut down all growth in our city at size 6. What makes things worse is that we can move a worker from a mountain to a mined grassland and lose
0 (!) turns of production on the wonder, while starting up growth again. Unless it is absolutely necessary to get the wonder, going no-growth to speed up by a few turns is a bad idea - it will build just as fast from going on higher food and expanding to a larger size so it can work more tiles. We started before anyone else on the Pyramids, so I don't believe there's much of a chance of losing it (barring a golden age). Main point: don't go no-growth in the capitol unless there's a DAMN good reason to do so. And that's not the case here.
10: The Idiot Indians are marching another settler down the landbridge. I vote we declare war after getting pyramids.
NO!!! We DO NOT want to declare war on the Indians. Their cities are a looong way away, too far to be any good to us if captured. A war with them will only slow us down and let the other peaceful civs get ahead. And I don't want us to blow our treasury by starting World War I purchasing a ton of military alliances. (The other civs just fight a fake war for a few turns, then make peace anyway). Did I mention that our military is weak compared to India? And that their cities will just culturally defect to us anyway? There is no reason to start a war - that would be a BAD idea. Our military sucks bigtime at the moment.
We will want to fight before the Industrial Age though, and the natural target is FRANCE. They've got beautiful land, at least 2 luxuries we don't have, are close, are militarily weak... do I need to go on? On that note, Odessa should start the Forbidden Palace soon. When it completes in 30-40 turns, we should have enough military to go to war. Until then, the goal should be a mixture of infrastructure, military buildup of knights, and settling the remaining good spots near us.
I'm included Erik's original dot map, with some additional suggestions of my own in red dots. They are all subject to change of course, depending on the situation. All of you may want to try the GOTM7 Deity game just to see how it goes; I started yesterday and am praying for some good luck.