Inherited turn: Why are we researching magnetism ? Sure, it brings in our UU but we can only hope we can find something to attack it with. We could always have researched navigation on our own and got Magellan's. Furthermore, as T-Hawk pointed out, it doesn't make much sense to do research now. Even if we still make 178 gpt at 50% research, hurring cavs after one turn costs 250-300 gold, so we need more income to do the rushing of necessary units. I'll let the research finish but after that, it will be turned off.
I'd also have preferred not to have allied with the Celts against the Zulu as with our forces in Zululand, they are the obvious next target. I don't think we can get domination with anything less than Greece, Azteca and Celtia and probably Spain too. As it is, I'll have to wait with attacking the Celts until the last Zulu city is wiped out. Cavs are hurried in Eridu and Smolensk to speed up the process.
We have 3 turns left on our peace treaty with the Greeks and 7 turns on a deal where they are paying us 12 gpt for something (I can't tell what from the reports). I'll honour the peace treaty, but not the other deal. I'm sure the Greeks won't mind their payments being cut short - until they find out they themselves will be cut short themselves of course

Anyway, Oxford, Birmingham are swapped over to caravels, these will come in useful to bypass the jungles to either Azteca or Celtia. A musket is hurried in empty Eretria. Troops are reshuffled to garrison empty Warwick and Pharsalos. Sure, we are the most powerful civ, but please don't leave cities empty ! Empty cities are an open invitation to the AI to sneakattack us and we always want to go to war on our terms, not theirs.
860 AD (1) Hurry some temples
870 AD (2) The Spanish destroy the Zulu. All our alliances are now void and we can go after the Celts - or, well, they're still paying us 46 gpt for four turns. I'll keep them around until then to get more cavs in the area. Rush some more military.
IT Iro's start Copernicus, Celts started it last turn.
880 AD (3) Magnetism comes in, science turned off to net us +650 gpt. We declare war on the Greeks and sign in the Iro's, Carthaginians and the Russians. The Iro's get saltpeter (we aren't going to fight them anyway), the Carthaginians get engineering and the Russians get a ROP and some gold. Thessalonica and Thermopylae fall right away, only Ephesus is left now. Hurry a Man-O-War near where an Aztec galley is spotted. They'll be next (we can easily fight both the Aztecs and the Celts once our GA is triggered). A number of workers is moved (as in earlier turns) in the direction of Azteca to serve as Combat Engineers.
890 AD (4) A few cities riot because of the Greek war -weird, I thought WW dissipated after 20 turns ? Things return to normal when we kill of the Greeks though - Ephesus was their last city, and no settlers on boats, thank God. I hate those.
Now seems like a good time to go to war with the Aztecs - the declaration is made. The same team as assembled against the Greeks is drafted in again. Our hurried ManoWar destroys an Aztec galley and we get our GA (OK, so maybe researching magnetism was not such a bad idea after all) ! Our income jumps to +957 gpt.
2 cavs die against a pike and a spear (!) in Troy, even though the city wasn't walled as far as I could see. The Aztecs also have a 6hp Army with a longbow in there
900 AD (5) The Celtic deal has run out so it's time to take them on, too. War is honorably declared. Since I want useful alliances here, the Spanish and the Russians are drafted in along with the Carthaginians. We lose 3 cavs but Ngome, Zunguin and Umfolozi are taken and we kill 4 elite knights, among others. Our forces also move on Burdigala with workers on the way to connect its dyes. More workers move up to link up our road network to the path the Celts have cleared through the jungle.
IT we lose one cav to counterattack, the Celts lose a knight and a longbow.
910 AD (6) We capture Lindum at the cost of one cav. Burdigala still stands, the knight army moves up to put an end to that. On the Aztec front, we capture Troy losing another cav to a pike. It turns out that even an income of 900 gpt can be spent down quite easily
IT The Spanish want to trade us their tm for our tm and metallurgy. I wouldn't even trade it for mucho gpt as we don't want to speed anyone towards cavs.
920 AD (7) Reinforce some cities, gather troops for offensive. We capture Burdigala.
930 AD (8) We capture Marathon.
IT The Aztecs want to talk already
940 AD (9) Troops advance on Camulodonum. Dyes will be online next turn. Our combat engineers continue building roads to Lindum and Azteca proper.
IT On defense against a Celt longbow, we get the GL Boudicca ! RNG-wise, our cavs seem to defend better against Celtic longbows than Aztec ones.
950 AD (10) The Iroquis have discovered the remaining civs: Vikings and Arabs. I buy contact with both and incense for Chemistry and silks. This should inure us further against WW. The Vikes and the Arabs are pathetic; neither is out of the Ancient age yet. Looking at their territory, we will need to conquer our entire content for domination. I gift the Arabs contact with the Celts in order to allow them to declare war on them

Camulodonum, Cataractonium and Teotithuacan fall.
I left our GL Boudicca active; she is in Camulodonum with movement left, so you van use her this turn. We can use her for an army, a palace move if you can find a better site than London or you can rush Copernicus on the spot for denial and instant culture.
I have been rushing culture wherever necessary to bring us closer to domination and military elsewhere. Progress has been slower than hoped for, mainly due to bad terrain and lack of roads. Nearly every city is building military and should probably continue to do so. With most of our cities now defended, our income can be used to rush cavalry instead of defensive units (it may have been

to rush defensive units in the first place, but I seem to have a pathological distaste for undefended cities

) I also 'wasted' 4 turns by allowing the Celtic gpt payment to run out - on second thought, that perhaps wasn't necessary.
By and large though, this game is so won that it's almost not funny.
the save