Situation Assessment: We have met and are at war with 4 AI civs. Unfortunately, our neighbor Peter is the only AI that we have a location on. We will also need to find the other 2 AI that we have not yet met.
We have a Settler standing around atop a hill. Unfortunately, he has no escort. Since barbs are on, he will have to stand around a little longer until he can get an escort.
Ruff_Hi suggests putting the new city down 1S of the cows. This isn't a bad site, as it will have cows and marble within the city radius. It will also have 4 flood plains, which means unhealthyness. I would prefer a site that is on a river to get a health bonus to offset the flood plains ...
Financially, we have 205 gold in the bank and are accumulating it at 13gpt. I'll see if I can't spend some of it!
Objectives: Build us some Knights and find the AI!
Turn 0 - 1100AD: Cash rush the remainder of the city walls in Delhi for 63gold.
Turn 1 - 1110AD: Delphi completes its walls and starts a Knight. Bombay completes its Jewish Missionary and also starts a Knight.
IBT: A barb Swordsman steps out of the southern fog.
Turn 2 - 1120AD: Our Explorer notes that Peter has his Iron hooked up.
IBT: Our Explorer kills a Russian Pikeman before getting himself killed.
Turn 3 - 1130AD:
Turn 4 - 1140AD: Madras is founded 1S of the cows. As you can see from the screenshot, a barb Swordsman and Longbowmen will soon be visiting the city.
IBT: The barb Swordsman appears to be more interested in our Workers rather than our cities ...
Turn 5 - 1150AD: I cash rush the 2 Knights. We now have only 21 gold in the bank.
Turn 6 - 1160AD: 2 Knights are trained and 2 more are queued up ...
One of our Knights effortlessly takes out the Swordsman, without even a scratch. It seems strange to say this, but it was way too easy ...
Turn 7 - 1170AD:
Turn 8 - 1180AD: Pillage Peter's iron mine.
IBT: The barb Longbowman at Madras was taken out without a scratch ...
Turn 9 - 1190AD:
Turn 10 - 1200AD:
IBT: Bizmark's Explorer finds Peter's territory ...
Turn 11 - 1210AD: Delhi trains a Knight and starts another one. Meanwhile, Bizmark's scout gets whacked.
IBT: A barb Swordsman dies to our Knight while playing whack-a-barb ...
Turn 12 - 1220AD: Bombay trains a Knight and starts another one. Meanwhile, civil unrest is quelled in Delhi with the use of the

.
IBT: Our Knight barely fends off Peter's Maceman.
Turn 13 - 1230AD: Delhi trains a Knight and starts a Longbowman.
Meanwhile, our mortally wounded Knight is given a shock promotion. He pillages some pigs before going off to heal.
IBT: A barb Maceman spawns east of Delhi.
Turn 14 - 1240AD: Peter sends a Longbowman and a Settler out of Moscow. We now have another Worker!
Turn 15 - 1250AD: Delhi trains a Longbowman and starts a Knight. Meanwhile, Delhi's Archer is upgraded to a Crossbowman for 116 gold. He may be needed for the barb mace.
Turn 16 - 1260AD:
Turn 17 - 1270AD: Peter no longer has elephants hooked up ...
Turn 18 - 1280AD: Madras completes its Barracks and starts Longbowman training.
Turn 19 - 1290AD: Both Delhi and Bombay turn out a couple more Knights. And, yes, two more Knights are added to the queue.
Huayna Capac no longer has an iron mine, while Tokugawa is short one copper mine.
Turn 20 - 1300AD: Whack a stray Catapult belonging to Peter.
I must say, those were 20 of the most pathetic turns. I may have trained us 7 Knights, but I sure didn't put them to good use. Each civ needs to have at least 2 Knights on pillage & sentry duty. During my turns, I spent too much time pillaging Peter's lands rather than checking out the rest of the map. I will be forced to leave this task to the next person.
Madras is coming along nicely. It is currently training a Longbowmen. Once that is done, this city can start turning out Settlers. There is also a Knight available at Madras for whack-a-barb duties. I never did find the scout that RH mentioned; I assume that it got taken out by a barb.
Delhi and Bombay are both excellent Knight training facilities. I strongly recommend that they remain troop training facilities. Bombay is currently unhappy. This will go away next turn when our silk gets hooked up.
The world as we know it: