Preturn: See an open spot for settlement, rush a settler to get it. We want all the land we can get because we have to be bigger than the Babs to get them to abstain (if I recall) or they'll vote for themself.
(IT) We lose two calvary two oncoming bab calvary, going to play defensively in the mountains and maybe with a little luck, draw a leader, or grab some more offense to continue the march onwards to Babylon.
1060 (1) - I start a worker campaign, all the corrupt citiies with more than one pop producing 0 shields get to send their boys to work for the government. We're going to want infrastructure done and done yesterday.
(IT) Korea gets the universal suffrage. (What a suprise, eh?)
1070 (2) - Bombay is formed (I could have swore this name sounded vaugely familiar... did we restart or something?)
With the universal suffrage built, are prebuild for FP is toast, we could either break the MPP or hope we get a leader and, in which case, I vote for the leader as we really need to take it to the Babs. I siwtch over the building to a calvary which still gives us ten turns for the Koreans to break their agreement, but highly unlikely.
(IT) Cavs try to assault one of our cties, kill one rifleman, we promote two to elite and two of their cavs retreat back into the mountains.
1080 (3) - Why, I think it's about time, we get a GL from one of our elites killing one of the retreating cavs. Send the leader to our capital and will, most likely, use him for the FP. Once I'm done infraing our capital, it should be capable of building the UN in a few turns. Besides, we're going to need all the cash we can get, and what better way then actually having two functional cores pumping out cash.
(In-between-edit) Accidently hit tab and spacebar to send the message a tid-bit early, oops.
(IT) We lose a cav vs. another cav on a mountain.
1090 (4) - I try to repeat what I did last time, even rolled my eyes while losing two hps at first, but no luck in the attempt to acquire another leader. Our galley, scout for ages, has, I think, met it's end. A babylon ironclad approaches and we... duck and run.
(IT) Babs and Japan call for peace. Oh, who and why were the Japanese at war again??

... and no, I don't think it was us who brought them in, cuz they're just like an island off in the great ocean. OMG, we get a palace expansion?? Out of shock, I completly ignore the expansion, I'll let the next person decide if they want to put on 8 parts at once or... save the cash for building it

.
1100 (5) - Just continue working on the capital infrastructure.
(IT) Err, no counter offensive? I think the great Babylon machine is finally running out of gas and what a better time for it do it when we have a capable offense and settler in position.
1110 (6) - Position of troops, more infra, should take a city next turn or so.
(IT) Alright, I'm not seeing any action so I take a quick look at the Babylon settlement to come to realize... they're actually losing cooore cities to the Zulu and Koreans on the other side *blink*. I guess the theory behind the Chinese is correct, "6 million men can, indeed, kill one tank.".
1120 (7) - We take a Bab city at the cost of one cav. Razed to the ground and resettled... ahh, a new home, a new Delhi. I dial up the Babylons and they're almost willing to give us a tech for peace but our MPP is still going for a tid-bit more. I think the reign of bloodshed should continue as they're not willing to 'give up the goods'.
1130 (8) - Getting settlers into place to take down a couple more cities.
1140 (9) - Should take two cities on the following turn, with settlers in place to grab the new cities. Also, the capital in cities west of it are near done with railroading, priortizing them on production would be the next part (although I really hate to irrigate or mine over already improved tiles, it's going to need to be done).
1150 (10) - Two cities razed to the ground settlers just outside city locations to fill them in.
Summary: The Babylons are all but dead. Once our MPP ends, we immiedately get out of the war (no ifs ands or buts about it) and then get a tech or two. We're five turns from electricity which we can then (hopefully) trade to the Ottomans for sanitation which leaves us corporation (which we need big big big time) from the Babylons and then after that, it's just make money money money and be the tech stealer/brokerer. Once we finish getting stock exchanges and the FP up and running with somewhat production. I'd say we completely irrigate all of our core. Reason being, we will need no production whatsoever and whatever we do need, our second core can fling out (if, mayhaps, our vote fails) We may also leave Delhi with production, just to guarentee we get the UN in a few turns. We also have an oppurtunity to get hoover's yet, Korea -just- started it and that would save us lots of time, but, we'd have to decide what is more important, a second core or production to get the second core. Anyhow, up to Tsuk what is done next, but play the moves right, and we might just win this one *blink*.
Here's for hope.
Edit: Don't forget to drop us into democracy after we settle for peace (20 turns of 1/2 worker turns will really help the infra get going.)