Now the KTB spreadsheet can be useful. The number by Mysticism and Masonry is 1 not 0, so we know Miro has Mysticism and Masonry. The other techs all still have 0 by them, so we know Miro does not know Writing, Metal Casting, Iron Working, or Horseback Riding.
If we take a screenshot of this every turn, then we can tell when someone gets a technology. If we take a screenshot at the start of the turn, then meet another player during the turn and look at the screen again, then we can tell what techs that specific player has.
Now is when you can decide if you find this method useful or not.
We have 12 EP in Miro, but Miro has 0 in us. This means that Miro must know another player and he is spending his EP on that player.
Miro has a board and card games city name theme.
The tile 2W of Dominion is in Chinese culture, but Dominion does not have 2nd-ring culture. Only the Chinese capital, Gloomhaven, has any culture at all (see the Victory Conditions screen - the fist icon). So we can tell where Gloomhaven must be in the dark fog. If we look at the Demographics screen from early in the game, we could tell from the Land Area if Gloomhaven is on the coast or not. I think it is, which gives us an idea of Miro's geography.
The mountains in the ocean are fun. They are unnatural, especially the trees on them.
Big picture.
About The Great Lighthouse: all Wonders (including the Palace) give +16 points. So we see that on Turn 59, Xist was the only player with +16 points. So we know that Xist is the one who built The Great Lighthouse.
Tarkeel and Greeline have good advice about buildings and technology.
Why make a library when you could make a settler/worker/defender/granary and work more cottages for commerce instead? Why make a forge when you could make a settler/worker/defender/granary and work more resources instead? Granaries are incredible buildings, but the other buildings are not as good. Think about how little +25% beakers or hammers is worth at this time, and for such a high cost in hammers to make the building. It is mostly better to just expand and work resources and cottages for now.
We have all the basic technologies (for tile improvements and for Slavery/chopping). Now we should research technologies that are useful in this settler/worker/defender/granary making time of the game. I supported Sailing because now we can make a galley and settle some good cities on other islands. A galley is a useful exception for only 50 hammers. If you want to build a wonder, then it would be fine to research a technology for that. Wonders can be strong, but someone else will build them if we wait too long.
Or we research technologies that will be useful when we run out of land to expand. We research those technologies now so we are ready later.
Or research a technology that unlocks another technology. Sometimes you have to think ahead and research a weak technology to get to a useful one.
I think Archery will not be very helpful, but it is not too bad.
Mysticism lets us build monuments. Do any of our cities want monuments? Not for resources, because they already have first-ring resources. Mysticism also lets us research the religious technologies. No religions have been founded yet, so we could get them.
I think I would research Writing. Not for Libraries, not yet. Writing goes towards Mathematics (30 hammer chops) and Currency, very good technologies. Also, Open Borders is sometimes worth +1 commerce in every city. Trade routes with other players on the same continent that you have been peaceful with are worth +2 commerce, while right now we only have +1 trade routes. But Miro is PRO, so he already has +2 trade routes and probably will not give us Open Borders. But we might meet a non-PRO player who will trade with us.
EDIT: It looks like you should chop more forests too.
Last things for this post: our anti-barbarians units can go outside of our culture, as long as our units can still make it back to help in time if a barbarian comes. The Chariots are so fast that they can do this well. By doing this, we can explore a little bit, and fogbust. Barbarians cannot spawn near player units, so if our units are outside our culture, then Barbarian units must spawn farther away and will take longer to get to us to attack. For example, Juneau's Chariot could go 2NW and still make it to the city in 1 turn.
Names: the new city in the west coast should be named Valdez. Sound familiar? Spanish explorers did visit Alaska in the late 1700s. I have a book about them. Valdez is small, but it is important because the oil pipeline from the north slope ends in Valdez. Oil comes all the way across the state from the north to go on ships. There was a famous oil spill there in 1989 because of that. Also, people in Valdez are rich and they have a lot of boats for fishing and fun.
The new city by the gold should be named Fairbanks, "The Golden Heart of Alaska". Named for a judge from the early days. It was founded as a gold rush town and still has a gold mine operating there today. Also, Fairbanks is the home of the state university, a good school for engineering and firefighting. Lots of fires in Interior Alaska. EDIT: And it is the second-biggest city in the state, after Anchorage. Should have mentioned that.
By the way, I am happy to name our cities after Alaskan cities, but I can stop telling all the other information about them if you don't want me to.