And now for a review on the game you've given us.
Here are the changes I made right from the get-go.
Your money doesn't do you any good unless you spend it. Any items that can benefit you right away get bought as soon as you have any shields put into them.
I've queued a few items in some of your towns to show what should probably be built there next, I've moved your Intelligence Agency to a town that can build it the soonest, and I've started the town farthest from your capitol on building the Forbidden palace, although I would prefer to build it more toward the center of the map.
The next task is to try to get a couple Settlers to build on the island to the southwest (with the Ottomans on it) in the best places you can find, Hoping for some cultural conversions, later on, but mostly to get some footholds in enemy territory for leapfrog style building into enemy territory without causing any wars.
Your destroyer has been sent on an exploratory mission to find more land for future cities. And your transports are being moved to the closest point to the island so that your settlers can get to the available spaces ASAP.
Try to keep at least 1000 gold in your treasury to maximize the effect of your Stock Exchange.
Move the science slider every turn to get the fastest reasearch with out going into a Net Loss, then slide it down until you get the fastest research with the least cost.
You had your slider at 80% for Radio in 3 turns and a Net Gain of 67 gold. I moved it to 60% and 10% to luxuries for Radio in 3 turns, a Net Gain of 181 gold, and more citizens producing in your cities.
Molde is going to finish its factory, rush the hospital in two turns, and build Hoover Dam, which will increase production in all your cities with factories to 200% over their production without factories, nearly doubling your overall production rate.
Alesund is going to rush factory, rush granary in two turns, rush a settler in two more turns, sending it on the transport to the nearest free space to build a city with the infantry that are standing next to the transports sent along as protection and the extra units will be sent to secure the future city sites for the next few settlers.
I've sent the guerilla to Copenhagen and disbanded it so that the factory could be rushed at half the cost, and calvalry was sent from Bodo to Hareid for the same purpose.
This takes your gold down to 820, but should be made up fairly quickly, even after rushing the priority items listed above.
Next, I renegotiate peace with the Celts for MPP, 1 Gold (that's all they got), and World Map.
Next time they have money I'll negotiate RoP, keeping them as poor as possible.
Zulus: 6 GPT, 10 gold, World Map for Peace; 3 GPT, 5 gold for RoP; 3 GPT, 5 gold for MPP; and 23 GPT, 95 gold for Coal, Ivory, and Silks (Sold separately for separate renegotiation.
Zulu are now gracious toward us
Running through the rest, accepting only offers that give money to Solaris, I've taken Solaris from 820 gold and 181 GPT to 1020 gold and 341 GPT. I've also picked up World Maps from each nation.
I adjust the Science to 90% to get radio in 2 turns. Net Gain goes to 12 GPT.
This brings us to the end of the turn. I would have saved, but Wait at the End of Turn was toggled off.
I toggled the Wait at the End of Turn, Always Renogotiate Deals, Show Civil disorder Pop-Up, and Ask for Build Orders after Unit Construction. This allows for End of the Turn adjustments, reminds you to renegotiate deals (although you have to monitor deals for peace or you end up giving it away for free) and allows you to make changes to production and city happiness as it happens, instead of hunting around for cities that need adjusting.
Here is the save for the beginning of the next turn.
I moved the Science slider to 80%, bringing the Net Gain to 82 GPT and still retaining Radio in 1 turn.
Aarhus, Alesund, Karasjok, and Odense, start on granary.
All cities are back on City Governer, with Manage citizen moods on, Never build Wonders, Never build Small Wonders, and Wealth turned off for all cities and set as default setting for new cities.
Oslo, Stavanger, and Stockholm are building factory.
Reykjavik is building a couple transports for transporting units between continents; Trondheim, Copenhagen, and Birka are building units for disbanding in other cities that are building city improvements; Hareid is starting a worker-settler-tank loop for starting new cities: and the other cities are following the original plan.
Here is the game and its settings:
The general plan for the next several turns is to irrigate the mined grasslands, build a few cities, send units to stake-out future city sites, slap cities into squares that cultural expansion makes available so as to push into rival territory, and to slap cities into the unused squares when the other options aren't available for territory pushing.
I'll also buy any workers I can spare gold for while renewing peace when I can and renegotiating any deals that come up for renegotiation, saving negotiations on resources for last.
Reminder: You have to renegotiate for peace when there are no turns left. If you wait for them to remind you, you will have to grant peace for free or go to war.
Also note: It is extremely wastful to fortify workers. I hate to think how much terrrain improvement was thrown away before I started your saved game. I ended up haveing to hunt down all the workers and putting them to work.
I'll post another save in 1970 or '80, unless you want one sooner.