Turn 114 played (actually played about 12 hours ago now).
I rolled the turn but did not play a double-turn. Giraflorens, I will play Turn 115 if you have not played the turn when the timer is low in a few hours.
THOUGHTS:
You could call the new island city "Diomede". The town of Diomede is on the island of Little Diomede (aka "Yesterday Island") just east of the international date line and owned by the United States. Big Diomede (aka "Tomorrow Island") is its neighbor island just west of the international date line, and owned by Russia. So this is a good name for a town that is on and island by the edge of the minimap.
Though there is also "Attu" or "Attu Station" of Attu Island, which is actually west of the international date line, but still part of Alaska.
About the island city in question, I have no screenshot to show it (sorry), but I found three things about it:
One, the unknown tile in the middle of the island is a Clam in a Lake! That is unusual and good.
Two, Xist's borders are very close in the west. Our borders will touch after the new city reaches 10 culture. I think the new city needs more than one archer for defense. You decide if you want to wait a few turns to bring another archer, or take the risk of settling now with only one archer to defend.
Three, I saw ricketyclik's purple Roman culture SW of us. I think it is him.
Next, we have about the same military power as our neighbors, so we are okay for now. But watch the demographics and the power graph every turn. Power can increase very quickly. Also, watch PBSPY. If you see a lot of point decreases from a player, that means they are whipping a lot, and that could mean they are whipping units. It is very common for players to do this when they discover Horse Archers or Knights, and they will attack soon.
Also, our neighbors can still concentrate their military somewhere and outnumber us there even if we are about equal in total power. I really worry about this for our islands. Players often do small attacks to conquer an island even if they are not ready to make a full attack to conquer everything. I do that a lot.
. It works well because the attacker can have surprise, and if they capture the city, then the defender will have to bring units slowly in a Galley to take the city back. That is not as good as using roads on land.
So I recommend making 1 Axeman each, at least, for Nikolsky and Akutan, and similar for the new island cities. Nikolsky and Akutan could make their own Axemen, and Valdez can help too.
Great People: I think that in a greens' game the main thing is to not forget about Great People. The first few Great People (100, 200, etc.) are really cheap for how strong they are, so make sure to always have a city somewhere working towards the next Great Person.
In this case, as you mentioned, the capital Unalaska will make a Great Person in a few turns. That Great Person could be an Engineer, but it could also be a Scientist. Using the Engineer for Machinery would be okay, but think about starting a Golden Age with the Great Person instead. If the Great Person is a scientist, he cannot lightbulb anything as good as Machinery for now, so he should probably start a Golden Age instead.
The Golden Age would let us revolt with no anarchy to a religion (whichever religion we have) and Organized Religion. I think we have a religion in a city somewhere, right?
We have 12 cities, and our neighbors have 17, 16, and 17. We are falling behind, and there is still empty land to settle. So I say the most important thing now is to settle more cities.
Also, now would be a good time to think about future wars and how to win in the end. Is one of our neighbors weak? Who do we have good or bad routes to attack? Can we dogpile someone? Could we beeline a powerful technology to get the advantage for a war? That kind of question. I will think about this too. We do not need to attack soon, but we should plan ahead.
For now, none of our neighbors seem weak. They seem stronger than us. I am not sure about dogpiling wars. We need to know more about the borders our neighbors have with each other.
For example, do Miro and Coldrain have a close border that they will probably fight over?
So make Scouts and send them through everyone who has Open Borders with us. Scouts are cheap at this time in the game, and the information can be important. So make some Scouts somewhere. Maybe another exploring Workboat too.