I guess Pling won't have time for a big T130 report.
This isn't exactly a substitute, but here are a couple more pictures from EOT129. Maybe I'll do a more extensive state of the empire report if there's a hail of lurkers clamoring for it. (In other words - if NobleHelium asks for it.

)
The capital is done with its GP duties for now and back on full growth.
+27 beakers from free/settled specialists there, which is nice. Still a pretty respectable amount of plain old commerce too, though. Of course, the commerce number will drop once our golden age ends. Speaking of which; by working a particular set of tiles on T129, I set the capital up to both grow and complete its forge in four turns, just as the GA ends. It needs exactly 32 food and 60 hammers, and it's pulling +8 food and +10 hammers, multiplied to +15 with Bureaucracy. And I realize now that I didn't account for the OR bonus that it will get on the last two turns, so actually there's a little bit more leeway.
There isn't much need for hereditary rule on this map. Unlike everybody else, we haven't got furs, but we'll still have a happy cap of 17 here once the forge completes. Whales aren't far off either, and that wine is still farmed. (Side note: We've worked that farmed wine tile A LOT. And IIRC, the first farm turn there was among the first few handfuls of worker actions we ever made.

) On the other hand, we are expansive and still about to reach the health cap. Fortunately, we haven't connected our wheat yet, so there is still some slack - even though we have no less than FIVE sources of wheat.
On GP duty, WIFOM is the next in line, and will pop its GP at the end of next turn.
45% chance of a scientist, who will go and settle in the capital. The most likely outcome is in fact an engineer. Ironically, we made almost no plans for that scenario, planning instead for the worst case where we need to manually build the Taj.
If we do get an engineer, I think we should keep following the micro plan in Deerslayer, but build the Paya instead of the Taj. That's 250 hammers less, which means we only need two chops. We can chop the two northern forests, and still keep five forests in range of Mai-Tai, for another wonder there, later. This change is trivial to make, but we'd probably want to juggle a couple of other builds around, too, to dump some failgold hammers into Taj before rushing it. It's not necessary to rush it on the turn that we get nationalism, so there is room for some milking, and also to move the GE to our desired location. Maybe Horse's Neck for the GPPs and culture, or Elephant Beer, purely for the culture. (Both of these cities are in the northeast on our close border with TEAM; in addition, Horse's Neck is our National Epic city.)
In a concurrent cultural drama, Ramune is fighting to assert its superiority in the far north - and winning.
Look at all that culture output! And when it pops its 60% ring next turn, nothing can hold it back.
If you know what I mean.