OK, here are my (delayed) 10 turns. The war with the Zulus has started, with great success!
[Inherited Turn] Ah, my first look at our empire since my first 20 turns, and I'm happy. It looks like the entire world avoided Chivalry...that's strange. I can research Chivalry at 9 turns/-12. The only way we'd make money is at 11 turns, but that's too much. 12g isn't much, after all.
[Turn 1 - 260 AD]

Ack. I accidentally set Lux at one less then it should have been, and our entire empire riots. Damn! I put it to its proper spot, at 30%, and its all over with. Anyway, the Greeks are a little to free with our territory, but I'll let it slide. Besides this, not much I can do. I just work workers and I'll wait until the rioting stops before I change builds around.
[Turn 2 - 270 AD] I switch two cities to horses; we could use a few more. More working. I do a little math and see that, barring anything drastic, we'll have about 1500g when we finish researching Calvary. Argh, I can never remember the upgrade cost when I need it! I think it was Difference in shields x 2, right? If so, then its 80g per horse upgrade - quite alot. That means we can get 18 horses upgraded with all our cash. Lowering the tech a notch would only give us another 3 horses..so its worth it.
[Turn 3 - 280 AD] Greeks and Spanish start Sun Tzu's. Looks like the typical Medeveival cascade could take it out.

I head online to check the reports about that FP build - screwing up there could be drastic. Opera then crashes.

I try again, with IE. ("Electrical Superstorms..."

) Finally, after about 10 minutes, I see that the FP is actually to be built, not a prebuild. I guess I should read more carefully. Moving along: I drop science again, to 7 turns. The cost was steadily rising at 5, and I don't want to spend 50gpt to get it. At 7 turns, its only -6, a good price. I can wait.
(InterTurn) Aztecs and Greeks sign MA against Babylon. What appears to be a Greek military stream continues through our territory.
[Turn 4- 290 AD] Two horses built, Oxford riots. A touch of sea spotted across the Aztecan channel; could be promising, I'll suicide towards it next turn. The horse stack in Richmond is at 12. Chivalry is now at 6 turns/-11gpt, probably because Oxford rioted. It will be back on next turn.
[Turn 5 - 300 AD] No one has Chivalry yet, which is good. My plan is to sell it around to get MAs. Putting it in an MA package will mean less gpt cost on us and more military help from allies. Chivarly up to 5 turns/-14gpt. Our suicide run to the patch of sea reveals just that - a patch of sea. There may be land north, but looks like we may die pointlessly. If its one of those weird random patches of sea, I'm pissed!
[Turn 6 - 310 AD] Two horsemen built. Our galley lives! His move north reveals more weird sea patch. Damn it! 16 horses in Richmond now. I'm happy - ideally, our army could conquer three Zulu cities on the first turn of the war; not bad.
[Turn 7 - 320 AD] Our galley dies for nothing. Damn sea patch. Ooo! A boost in our science (I think I built a library) changes our Chivarly research to 1 turn/-13gpt. After I get that I'm dropping it to zero and starting to shop around for MAs. Looks like I may see the war after all...
[Turn 8 - 330 AD] We research Invention at min sci, making +150 gpt. The Horseman upgrade is 17 total, costing us 1360g. Not bad. So now we have 17 Knights, 1 Horse, and 2 MIs ready to invade. Time to buy some MAs! There are 6 civs, not including Zulu, so that's 3 MAs. The obvious choice for the first is the Celts: they are strong and they border the Zulu. They refuse it. Damn. I call up the Greeks, our second choice: they are strong and have military in the area. They refuse! That leaves 3 out of these 4: Spain, Aztecs, Celts, and Russia. Fake alliances. The Spanish refuse. The Babylonians do it for free! Alright, that's one. Russia does it for our Iron, so we accept. And finally, the Aztecs do it for Republic. Well, looks like we're going pretty much alone. We'll move in next turn, when all the troops are ready.
[Turn 9 - 340 AD] Our troops are readied. We kill an Archer outside of Umtata and capture a worker. We capture it easily, killing two Impis, getting one of our Knights wounded and the second winning. We keep it. We can either stop our troops one tile outside of Hlobane and attack next turn or attack across a river. I decide to do neither, and get that city later in the war. Ulundi is our next target - its size 8 and should be filled with Impis, quite a battle. Ulundi is also easy. We lose one Knight, kill maybe 4 Impis. Very easy battle. I keep the city and we capture a worker. I send out two Knights to capture Hlobane. I capture it easily, using two Knights across the river and winning. Three cities, not bad for one turn. Blitzkreig!
[Turn 10 - 350 AD] Ulundi riots, I starve it. FP built in Newcastle.

We move on Swazi. Its size 4, has Pikes, may be slightly tougher. Correction: had one Pike, that killed a Knight and was redlined. It also had an Impi. Two defenders, and this battle was very easy. Swazi falls easily, and we keep it. And that's the end of my turn. Our economy is very good: +212gpt! Just some notes: The war is going very well, just try to get some reinforcements in there, because I can picture 17 Knights thinning out by the end. And try to shift our workers towards our FP, it needs some work around it. Other than that, just conquer the Zulu!
One final thing: Don't make the mistake I did. I signed an MA without checking that two other people would. If I could only get one, I'm screwed, and I'd have to reload. So just make sure that you have half of the civs willing before you sign. Don't be stupid like me.
Good luck Jack!
Oops, forgot the save:
http://www.civfanatics.net/uploads4/CG6_350AD.sav