And we begin! I've played the first 10 turns, so the rest of you do the same with your turns, ok?
First of all, the starting state of Germany:
Turn 1: Founded Berlin and got it started building a library. Started anarchy to get into Hereditary rule, Vassalage, Serfdom and Organized religion. Traded code of laws to Rome for Literature, meditation, sailing and 10 gold. Got workers started on resources, and sent one settler east, and one west, both with Longbowman escorts. Sent the rest of the army south to the border with Rome, as I reckon that some cities'll flip soon.
Turn 2:Founded Memel and started it building worker (well, it will when nthe anarchy ends). Sent west settler into Denmark to found Copenhagen next turn. Workers continue to work on resources. Army fortifies on border with Rome, still waiting for flip. Made contact with France, but they've no techs to trade for.
Turn 3:Anarchy ends. The Roman city of Laibach flips to us, which is the Christian holy city!

Fortunately this does not lead to war with Rome, and adds a small (but obsolete) number of soldiers to our army. Also gains us contact with England and Greece. Trade currency to Rome for Calendar, and found the city of Copenhagen. Set Laibach to building worker. Start researching civil service, and army moves south towards Laibach. Since Rome has only two cities left and is at war with Greece, we could get something out of this situation...
Turn 4: Convert to Christianity, which gains us contact with Arabia and Spain, and gains us a whole load of LOS, and also causes 1 turn of anarchy. Christianity spreads in Berlin. Workers continue to work.
Turn 5: Anarchy ends. As French defenses are weak, I send the army westwards to prepare to attack Aix-la-Chappelle. Not much else to report.
Turn 6:Christianity spreads in Copenhagen. Army continues to move towards Aix-la-Chappelle. France offers to trade pig for cow, which I decline, as we'll be at war with them soon. Contact made with Egypt.
Turn 7: Army continues to move.
Turn 8:War! German troops move into French territory jsust outside Aix-la-Chappelle, where they capture a worker, who begins building a road that will connect the captured French territory to the Fatherland.
Turn 9: The battle of Aix-la-Chappelle rages. The catapult bombards the city, and then the army moves in. The city is taken, but at a high cost: 2 axemen and a spearman were lost. The German Army must fight hard until reinforcements can be sent.
Turn 10: Memel builds a worker, so I set it working on a barracks. Contact with the Russians is made. The swordsman in Aix-la-chappelle is given the city raider 1 promotion, and the axeman is given the combat 1 and shock promotions. They are both fortified in the city.
The state of europe at the end of turn 10 (930AD):
Now it's time for sikandar323 to play his 10 turns. I suggest you make peace with the French soon, as we already have one city of theirs, and we do not have the military to take more of their cities yet. But force concessions in the peace treaties, and don't surrender any cities. Or anything else, for that matter.
Here's the save, saved at the very end of turn 10. sikandar323, play yours until the end of turn 20, and then post the save with a report (doesn't have to be as lengthy as mine, could just be a brief summary.
EDIT: As sikandar323 hasn't replied for a while, we'll skip to Evik_Dr_V this time.
http://forums.civfanatics.com/uploads/49904/RhyeGermanySuccessionTurn10end.Civ4SavedGame