I wanted to declare war on everybody, but Sian has curassiers and bRICK has rifles so I didn't think that'd be a particularly prudent course, read, suicidal. Cannons make musicman a pretty easy target. I've taken 3 cities and lost I think 1 knight, 1 mace, 5 cats and a Jan, and the mace was lost to a war chariot at about 80% odds.
I think my overall game chances are still good, but I'll go into that more in a little while. First an overview of musicmans territory and what the kerfuffle in the tech thread is about.
Here's his territory in 1450 AD, I took his capital this turn but didn't take a picture or save the EOT save.
The North
The South
Sian and bRICK had already blackmailed musicman into giving up his stone city (visible in shot beonging to Sian) and a further city below Bramble (bRICK). Frankly I'm happy for those two to have the cities the stone city would have been an absolute arsehole to take and the city below bramble would have been exceptionally far removed from my empire and probably indefensible.
Ok, now here's the shots from 1460AD the current turn.
The North (I've placed the 1450 screenshots below so there is less scrolling
As you can see in the North, musicman has gifted the cities of Speed and Viduka to Azza. Viduka is definitely a city I want, it's in a good place to assist boumsong in a battle against bRICK's cultural dynamo Hellmouth, and will help me secure the chokepoint. Speed is honestly a little stretched from the empire and I'm not sure whether I'd be able to hold it. Azza certainly won't be able to, if anyone, including me agresses on him. However, I don't really want to fight Azza currently, and he's out of the game techwise so he doesn't particularly worry me, and can have the city. Whipping down is a bit spiteful by him, but I've hardly been a friend to him this game so I don't really mind.
The South
Ok the South, and here is where things get really annoying. Music's given cities to my two main rivals, effectively forcing me to give concessions if I want to take the cities peacefully. Why do I want to take the cities peacefully?
In Sian's case it's due to the exceptionally long front we share, I'm not ready for a war with my best troops in musicmans land, and he has the ability to surprise attack with curassiers. In bRICKs, his power has been spiking with rifle drafts and he has a fair garrison in the laundromat (Musket, Pike, 2 rifles and a chariot). Additionally the majority of my cannons and my medic are up in solano, and taking down rifles with a bunch of injured catapults, knights and Jans sounds like a lot more effort than it's worth.
However, I have to compromise because now they hold the cities the buggers probably feel like they have a right to ownership. Human nature

. The laundromat for bramble is a reasonable trade, which allows me to use bRICK as a partial shield from Sian. However, giving up settling rights to the corridor between Kell and owen is NOT. It was a crucial line of reinforcement to owen from my main empire which is now cut off, and even more than cut off, thanks to weird culture mechanics the area is now fully owned by Sian anyway.
Plan of Action
I'm going to move my forces out of solano (I'll move out 7 Cannons, 7 Jans, three cats, a treb, two pikes and my medic three chariot, all fully healed). Gonzalez should be mine by turn 140 barring horribly unlucky dicerolls. I may ask Azza to hold Viduka until then so that I can.
The south depends on how Sian responds, if he refuses to give up owen then I'll take it with a few knights against his longbow, and offer him peace for the capturegold. If he gives up owen, then I'll heal my forces for two turns in caroll, which'll allow them to meet up with some reinforcements (two cannons, a Jan and 2 trebs). They'll then march on bramble. I should be able to remove musicman from ownership on turn 142. Hopefully, he'll whip it lots
Domestically
My two most fun projects are building OU in my capital and Ironworks in Drasnia (second city). Once it has Oxford the capital has little to build aside from Observatories when I get around to researching Astro so the mines can revert to Drasnia and the Vale can run more tasty specialists
I'm planning on using lots of superpowered workshop cities on wealth builds to allow plentiful 100% research. Virtually everywhere has a granary, courthouse, forge and barracks and can either build units or gold depending on the war situation. My max GNP will probably be lower than everybody elses but I should be able to keep it up more, especially when I get factories online. A few cities will be designated research cities, and may actually recieve proper infrastructure Maragor, Vale of Aldur and some of musicmans cities have a fair few cottages. Otherwise it'll be production with a few specs mixed in.
Due to this goal my techpath will see my attacking communism soon. I'm up chemistry on Sian and bRICK my two main competitors, and before Oxford's online Scimethod->Communism takes 8 turns. I'll wait the two turns for Oxford to come online so It'll probably be about 8 turns until state property. Hopefully I'll get the great spy, even if I am slightly to late for the great spy, the Ironworks will be present in Drasnia at that point so the Kremlin should be mine barring a GE.
After communism I need to make a decision, Biology will provide the most passive benefits to my economy. I have a LOT of farms. Consequently, I want to research this as soon as possible. Railroad and steampower combined will provide the most benefit to my defense with railroad movement plus machineguns. Corporation would be nice to have for wall street, as would astronomy for galleons and observatories. I'm probably going to go for Biology as things stand, but if big power spikes start occuring railroads and steampower could be soon.