Here goes nothing...
Pre-turn: Nothing much -- put an unneccesary scientist in Scoutsville back to work in the fields (well, off the coast actually).
IBT: Lose an elite Mountie to a horsebarb, but another vet promotes. We are now officially a Republic.
260 AD: Micromanagement time! Change Salamanca from MW to market, Tyendenaga from archer to worker, North Pole from barracks to galley, and Eotin Bay from cat to galley. A few other changes here and there. Two galleys in the pipe. Set lux to 10%. All three of our neighbors have Feudalism, but none will sell. Hammi and Alex both want our entire treasury + 20gpt for Engineering (that's before haggling them down). Since the library in Mayhem City actually won't make much of a difference, I decide not to wait for it to finish before commencing my burn. With some optimization I can get Engr in 5 turns at 80% science (-49gpt).
IBT: Panama City worker>>galley. Too bad those horsebarbs didn't take out Hammi's settler headed to our NE shore.
270 AD: Clear out a barb camp in the NE. Have to push science up to 90% to keep on pace (-58gpt).
IBT: Alex tries to make me angry. I tell him he wouldn't like me when I'm angry (then I capitulate). Scoutsville galley>>galley.
280 AD: Science back to 80% (-47gpt).
IBT: Bedeville MW>>settler. Mayhem City lib>>settler. Clever Springs settler>>lib. Napa Valley worker>>cat.
290 AD: Farm1 will need a scientist until it gets connected to the luxuries.
IBT: Eotin Bay galley>>lib. Tyendenaga worker>>cat.
300 AD: Science to 70%. Engr next turn.
IBT: Engr comes in, knock science down to 0% to build back up the treasury (at $110 right now).
310 AD: Packaged with $105 and 39gpt, Cleo will give us Feudalism for Engr, but I decide to hold off on making this trade as it would put a serious dent in our economy. Perhaps once the treasury has built back up a bit and we have settled a couple more towns (currently paying 60gpt in unit costs).
IBT: ...
320 AD: ...
IBT: Bedeville settler>>MW.
330 AD: ...
IBT: Our northern Galley defends against two barb attacks and promotes to vet. Mayhem City settler>>barracks (not sure what to do here -- perhaps a market would be smarter, but this city is not going to grow very fast until we irrigate some of the surrounding plains, and without a barracks, not much point in producing MWs). Venerable Valley barracks>>MW.
340 AD: Found Farm 4. Galley sent to heal in North Pole.
Summary: Mounties on lookout duty in the N and E. Two settlers headed to form more farming communities. Not sure what the deal with Farm 2 is, since it doesn't fit in Bede's 3 working irrigated grasslands/3 scientists plan. Also not sure about stunting growth of farm towns by making workers -- not too late to change that. Two foreign settler pairs in our territory, an Egyptian one SE of Scoutsville and a Babylonian one N of Caughnawaga. Galley healing up in North Pole, one more just out of the canal, and three more in various states of on the way. Cleo still lacks Engr, so Bede can make a deal if he likes. I think it is clear I was very uncertain what to do about research, so I am eager to hear everyone else's feedback on the choices I made. I hope I wasn't too verbose in my reasoning, but I can hardly expect you to comment on my thoughts if you don't know them.
The core:
Old McDonald's Farm:
Out West:
Southern border:
The view from space. Even if we had the Great Wall, you couldn't really see it from here:
Edit:
The save. I'm the guy who sends emails with attachments but often forgets the attachments.