The QSC Period
Settle in place, and set Beijing up as a 4-turn axe/settler factory. The second town goes at RCP2 SE of Beijing, and also builds a granary; this town runs as a 2-town worker factory. Barbs are a problem, but the extra axes pumped out by Beijing help to keep them at bay, as eventually do the Byzantines. I meet the Byzantines and Indians fairly late, due not bothering to explore, and the Mongols even later. At first I can't trade with them much, but I get Philosophy as a local monopoly, and then the same with Laws. Selling these techs gets me almost to parity, and I set research to Republic, both to get into the new government and to trade my way into the medieval. My expansion is mainly east to take advantage of the grasslands and west, claiming the coastal moos and the incense.
Off-continent Contacts
The Vikings show up in 825bc, having used their Lighthouse to cross from Alpha continent. They are medieval, but don't know Republic yet, which is good news for my trading options. Republic is complete in 670bc, and I trade it for Literature, Mapping, Construction, Currency, Polytheism and plenty of cash. That puts me into the medieval era. I find that Theo's free tech was Engineering, and that none of the other AIs I know have any medieval techs. I set research to Monotheism, on the assumption that everyone else will be going for Feudalism, and switch to anarchy. The republican government is founded in 530bc, by which time I have reached Alpha with a suicide curragh. The first new AI I meet are the Germans. Otto's free tech is also Engineering, so I get to buy it for Republic and a fair chunk of cash. Next along are the Ottomans - Osman already has both Feudalism and Engineering. When in 430bc I hear that the English have started Templars, I realise that I have bumped into an English galley. So I've met everyone now.
The Indian War
The Indians are already weak as they have been at war with both the Byzantines and Mongols, and reduced to four towns on Beta (and two off-continent settlements). They are also my obvious first target as they are the only civ with whom I have a border. But before I start the war I buy the last turn of Monotheism from India, and trade it and Engineering to Temu for Feudalism. Chivalry and Invention are both already out, so I start on Theology in the hope of trading for both. That done, the war starts in 350bc, using horses against the Indian spears. After the first victory at Kolhapur, things move pretty slowly. In the meantime, I finish my the FP, and hit Theology, trading it for Chivalry and Invention. Upgrading a couple of horses to riders gets the Indian war moving again, and of course kicks off my golden age in 130bc. By 30bc, I have taken the mainland Indian towns, including the Glib, and the Indians are left in three towns on the islands southeast of Beta.
Glib Gaffe
The Glib gets me Guns, and I plan to gift it away as soon as two civs know Education; currently only the English have it. But when Education does get around in 10ad, I forget to actually execute the gift, so I learn that tech and the Glib goes obsolete. What a disaster, I'm back to doing actual research. Of course, while the golden age is in progress I can keep up a good research speed. Chemistry is done in 110ad, by which point the riders have headed north from India into Mongolia. The Mongols catch me a bit off guard with the sheer number of units they have hanging around, but a couple of rider armies manage to keep them at bay. By the time I reach Mil Trad in 310ad, the Mongolian campiaign is virtually complete, and I start preparations for the attack on the Byzantines.
The Byzantine War
The Mongols are eliminted in 330ad, and I let the troops rest up for a couple of turns before heading south again. The Byzantines have plenty of dromons hanging around, and I try to boot them for a dow. Theo isn't falling for that, so I issue the dow myself, after selling her Mil Trad for Navigation, Music and a big pot of cash. Unexpectedly, but happily, the dromons refrain from toasting my coastline, and the towns on Beta don't put up much of a fight either. The Byzantines are expelled from Beta in 410ad, but they still own most of the southern islands. There is also plenty of flipping to contend with, but I finally get rid of the Byzantines in 520ad. This campaign has also netted me Leonardo, since Adrianople built it in the cascade from Sun Tzu. With trans-ocean travel, my favourite upgrade-friendly wonder, and the Beta continent (almost) all to myself, it should be a walk in the park from here on.
Reaching the Industrial
I have been at war with the Germans since rebuffing a demand many centuries ago, so I line them up as my first target on Alpha, sending the seasoned troops west from Byzantium into the German southern province (formerly Ottoman), and sending newly built troops east from the Chinese core over to the German core. Landing with armies protects me from any serious counterattacks, annd the only difficulty with the German campaign is the amount of wetlands they have failed to clear. The campaign reaches an end just as I complete Gravity to end the medieval era. I give Otto peace, and gift him into the industrial; he gets Steam. Gifting Osman up also produces Steam, and he agrees to trade it for several medieval optional techs. As soon as that business is out of the way, I redeclare on Otto and take his last town, eliminating Germany.
Finishing Off Alpha
My next target is the incredibly weak Ottoman empire; just three towns survive an earlier squeeze from the English to the West and the Germans to the north. It takes only two turns to wipe out the Ottomans, and I progress immediately on to the Vikings. They do have quite a lot of berserks sailing around, which is annoying, so I spend a lot of time repeatedly retaking island towns. This is definitely one of the tougher wars, and the one which earns me the most war weariness. As soon as the mainland is mostly free of Vikings, and the armies from the Ottoman campaign are healed, I attack the English. They are destroyed in 760ad, but it takes another two turns before I finally crack all the Viking island stringholds. Conquest victory is announced in 790ad, earning 12263 Firaxis points and 11143 Jasons.