Pre-flight 550 BC:
Sell Germany Literature and Feudalism for Monarchy, 47g and 9gpt.
Sell Mongolia Literature for 1g.

Sell Portugal Feudalism for 49g.
Sell Incaland Feudalism for 11g.
Sell France Feudalism for 9g.
Sign ROPs with France and Portugal.
Then I go round and gift everything (except Monarchy, which I want to keep in case we decide to build the Hanging Gardens) to everyone (except backward India and Mayaland, which may become useful as science farms...).
Rearrange micro-management. Akkad gets the missing shield for completing the settler this turn (otherwise we waste 5 food). Uruk gets 6spt instead of 3spt. (The missing food can be added in 3 turns, when we have the gems connected.) Ashur switches to marketplace, Ellipi to courthouse, Nineveh to marketplace (not sure if we need it before Copernicus).
Rush courthouse in Eridu. (~80g, if I remember correctly.) Optimize for growth.
T101, 530 BC:
Akkad: settler -> settler
Eridu: courthouse -> Forbidden Palace
Izibia: worker -> worker
Lisbon completes the Lighthouse.
Send settler towards incense.
T102, 510 BC:
Shuruppak: library -> courthouse
Sippar: worker -> settler
Paris completes Great Library.
Send 5 workers from the boondocks towards home.
T103, 490 BC:
Sell Portugal Monarchy for 19g. Keeps us afloat for another turn.
T104, 470 BC:
Babylon: settler -> settler
The road on the gems will complete this interturn, so I can send the scientist in Uruk back to the fields. Uruk can grow to 7 in 6 turns now.
T105, 450 BC:
Akkad: settler -> settler
Uruk: aqueduct -> marketplace
Carchemish: worker -> settler
Karakorum completes the Oracle.
Zamua founded by the floodplains west of Eridu. Hopefully it will later benefit from the Forbidden Palace. Starts worker.
Eridu has grown to 6.
Change Zariqum from harbor to courthouse. I think we have enough land-tiles to reach size 6, and then the courthouse will speed up library, aqueduct and harbor.
T106, 430 BC:
Sell India Monarchy for 12g. Keeps us afloat for an extra turn.
T107, 410 BC:
Eulbar: library -> aqueduct
Khorsabad founded on the incense! Starts temple.
Hindana founded west of Akkad. Starts bowman. Two more road segments left to connect incense.
Our money is now spent, but fortunately we have only 114b left and can lower the science slider to 50% (113b) now and hire a scientist in Nimrud for one turn.
Great deal possible this turn: sell Maya the Republic for 37g and 12gpt!
Switch Eridu to Marketplace. Looks like we'll have 4 luxuries soon. I'll chop two forests into the market and also short-rush a bit, e.g. via library/granary. Shuruppak is switched temporarily to the Sistine Chapel in order to evade the falling lumber.
T108, 390 BC:
Theology finished, start Education. Trading round:
Germany pays 115g and 1gpt.
Mongolia pays 60g and 4gpt.
France pays 21g.
Portugal pays 8g.
India, Incaland and Mayaland don't have much to offer, so I'll wait until they have at least busted a barb nest. They won't be much of a help with research anyway.
Babylon: settler -> warrior (can grow to 6 before starting on workers)
Nineveh: Marketplace -> Palace
Science increased to 80%, Education due in 7 turns.
A barb appears near Eulbar. I send a reg Bowman to go looking for the nest.
T109, 370 BC:
Akkad: settler -> warrior
Izibia: worker -> worker
Shortrush granary in Eridu for 108g. Next turn it will grow to 7, making 6s, joining a worker should bring it to 7s and in three turns the two forests will fall, finishing the Marketplace.
IBT:
Darn, I had moved a Bowman on the same jungle-tile as the settler on its way to the silks and the three workers building the road. Now the Indians ask us to leave or declare!! If I oblige, the settler and the workers will probably be kicked out together with the Bowman?! But with a total of 4 Bowmen I cannot risk a war now, can I??
I oblige.
T110, 350 BC:
Babylon: warrior -> worker
Ellipi: courthouse -> aqueduct
Mari: worker -> settler
Larsa: worker -> worker
Good luck: our settler and bowman were kicked forward next to the silks tile, so I save one move here. However, our workers were kicked backwards towards Larsa. One more turn and the road would have been finished!!
Tell Wilaya founded on the north coast. Starts harbor.
Establish embassy in Delhi for 32(?)g. Sign ROP (get 7g back) and send the workers back to work.
Found Karana N of the silks. Starts temple. Unfortunately still 8 turns before we can connect them. (Next player needs to remember to rush the temple on time, which should be 4 turns from now!)
Darn, I realize I rushed the granary in Eridu too early: the forests need an extra turn, so we don't need 6+7+7 there, 4x5 would have been enough... Ok, switch back to the floodplain, now it's making 4x6, wasting a few shields.