I usually play with the Americans. The goal is always straight expansion all the way to the point where my expansion is stopped by the neighbors. Never try amphib expans, not worth the time in early game. During expansion phase the only thing coming out of cities is workers (for roading only), settlers, scouts/horsemen, spearmen (1 per city), and the occasional 'spacer' building or unit to maintain pop growth flow. Crank the research up to the point where break even hits, leave it there as long as you can. Screw the happiness, the whiners will be turned in to workers and settlers soon enough. Speed is the key, speed of research (Republic slingshot is sweet, scouts are worth their cost), speed of settler advancement (roads can't be built fast enough), and speed of pop growth make all the difference. Take the gamble and don't send your settlers with an escort, use found warriors and early horsemen as roving barb busters. Screw the ICS, go for a full cxxxxc expansion, take all the territory you can, the more territory you hold the greater the chance that you'll have the resources you need later. Once you've reached the max of your local expansion switch over to the internal build. By this time you should have made the switch to republic, hurry buildings as needed, don't keep too much in the bank, keep the research maxed. Stay away from conflict until you've got Cav and RR, too hard to fight the flood of AI units before RR. Get a Medieval Wonder, any of the early four are great, more are better, use any lost wonder race as prebuild for FP. If you aren't satisfied with your placement by the time you pick up democracy then just get out and start a new game.