Phew.. this is gonna be something else, eh? Looking forward to some military campaigning. Hopefully I'll coordinate well and giftwrap the romans for our next player!

First things first though!
0 - 1315 AD
Advisor checks:
Nothing really impressive here. We need hospitals for some of our cities to grow, doesn't look like anyone's all that upset though. We still can't trade with our peeps across the seas, I think because none have harbors, but that's just a guess. We have a strong military compared to pretty much everyone else on the planet, so that shouldn't be an issue. I'll go into more detail on military planning when I do my unit checks. Nothing else looks terribly fishy. We are running away with the score and we've got about 2/3 of the culture on the histrograph, so that's good, though it doesn't mean much as we're gonna kick some butt.
City checks:
Zimbabwe - I move the citizens on the 1st ring NE tile out to the 2nd ring SW tile. It slows growth from 4 to 8 turns but boosts production a shield. Since we don't really have anywhere to go with growth once we're up to 12 until we get Sanitation for hospitals I figure this isn't a big deal of a move.
Pasargadae - Everything seems to be in order here, though I'm not sure why there's still a jungle tile within this city's borders. If there are workers clearing jungle that are outside of usable borders, why didn't they clear this tile first?
Susa - I moved one of the citizens working a coast tile to working the mined hills with horses to the ENE of town. Boosts production for Magellan's Voyage and still nets growth in 9 turns.
Ulundi - I moved one citizen from working an irrigated flood plain to working a mined grassland off the river and another citizen working a mined grassland not on the river to a mined desert tile. Now we aren't producing excess food and have slightly boosted production.
Arbela - Doesn't look like I can do much until that saltpeter tile is mined, then I can switch a citizen working a regular hill over to that tile and pick up some extra commerce.
Bapedi - We could actually have a happiness issue here with our next growth in five turns. Doh, never mind! This city can't grow! It's at 12 already. No clear way to boost production and slow growth, though moving a citizen off the irrigated grassland in the 1st Ring NW to the lake in the 1st Ring SW slowed growth from 5 to 7 turns and boosted commerce by one.
Antioch - Not much to do to improve things here. There is an unimproved plains tile that could use irrigation though.
Tarsus - We should be popping workers or settlers out of here left and right. I try to curb food production here but it's just impossible. I put the entertainer to work on the hills east of town and make one of the coastal tiles an entertainer.
Gordium - I moved one citizen from an irrigated grassland on a river to a mined grassland on a river and moved one citizen from an irrigated grassland off a river to a coastal tile. Slight boost and commerce and production as a result.
Bactra - Not much I can do here either.
Sidon - This town is getting along okay.
Tyre - I move one citizen from an irrigated desert tile to a coastal tile to start growth. I change production from University to Aqueduct so that city will grow when the food basket is full (currently size 6).
Sardis - I change production from catapult to harbor and hurry production for 288gp.
Samaria - Hurry production of harbor for 200gp.
Hamadan - Hurry production of harbor for 240gp. Move citizen from forest to mined grassland to allow citiy to grow to size 6.
Ergili - Leave citizens as they are. Hurry production of Caravel for 32gp.
Pricesylvania - Leave citizens as they are.
Dariush Kabir - Leave things as they are. May rush harbor here too eventually.
Ghulaman - Change production from Spearman to Temple.
Persepolis - Move citizen from an irrigated plains tile to an irrigated desert tile so that Tyre can use the plains tile. City still growing.
Unit checks:
I discover a sleeping Caravel in Bapedi. I christen this Caravel the P.S.S. Archer (CVN-001) and load the resident Immortal into this ship. There's a Knight that will be ready to go in Gordium next turn, but it will be too far away to be able to load onto the ship right away. I decide that it should head around to the rally point to pick up our catapults and sundry units down by Ergili so that we'll have reinforcements for our inital shock troops. I order up hurried production of the Caravel in Tarsus as well for 76gp. P.S.S. Archer recieves its orders and begins voyage to rally point.
Now I take stock of our naval units that will be ready to engage soon. The P.S.S. Builder (CVN-002) carries a compliment of a Knight, an Immortal and a Spearman. This ship is furthest from the action and is expected to be ready to be in striking distance of Roman territory in five turns. The P.S.S. Stwils (CVN-003) is a bit closer to the action and carries a compliment of 2 Knights and an Immortal. On the scene just off the Roman coast are the P.S.S. Padma (CVN-004), Task Force Alpha; consisting of the P.S.S. Price (CVN-005), P.S.S. Mcdan (CVN-006), P.S.S. Persepolis (CVN-007), P.S.S. Chieftess (CVN-008), and the P.S.S. Barker (CVN-009). Also nearby is the P.S.S. Gunning (CVN-010). Their compliments are as follows:
Designation Name Compliment
CVN-004 Padma 3 Musketeers
CVN-005 Price 2 Musketeers
CVN-006 Mcdan 3 Knights
CVN-007 Persepolis 3 Immortals
CVN-008 Chieftess 2 Knights, 1 Immortal
CVN-009 Barker 2 Knights, 1 Immortal
CVN-010 Gunning 1 Immortal, 1 Spearman
Our other naval unit is the P.S.S. Hygro, currently leaving the Bay of Bactra and carrying a Knight and 2 Musketmen.
I decide the best approach would be to have two waves of attack with five knights in each group. The stronger group will hit the northern cities in the Roman realm (Veii, Rome, Cumae) while the smaller group will take on the southern towns (Neapolis, Antium, and Pompeii) The ships will be given the following orders:
1. One immortal unit will transfer duty from the P.S.S. Persepolis (CVN-007) to the P.S.S. Gunning (CVN-010).
2. Operation "Closed Fist" will attack the northern cities of the Roman lands and will have the following ship compliments assigned to it (5 Knights, 5 Immortals, 3 Musketmen and 1 Spearman):
CVN-002 P.S.S. Builder
CVN-003 P.S.S. Stwils
CVN-004 P.S.S. Padma
CVN-007 P.S.S. Persepolis
CVN-008 P.S.S. Chieftess
3. Operation "Open Palm" will attack the southern cities of the Roman lands and will have the following ship compliments assigned to it (5 Knights, 3 Immortals, 2 Musketmen and 1 Spearman):
CVN-005 P.S.S. Price
CVN-006 P.S.S. Mcdan
CVN-009 P.S.S. Barker
CVN-010 P.S.S. Gunning
4. The P.S.S. Hygro (CVN-011) is assigned to relieve Operation "Open Palm" pending the outcome of the two campaigns.
5. The P.S.S. Archer (CVN-001) and the ships under construction will relieve Operation "Closed Fist" pending the outcome of the two campaigns.
Now, to check on what our homeland defense looks like...
Antioch and Tyre have large garrisons with an excess amount of units. I relieve the Knight and 2 Musketmen in Tyre and the Knight in Antioch and order them to the rally point to relieve our troops overseas. Otherwise our homeland defense seems sensible. I send one jungle clearing worker toward Antioch to irrigate that unimproved plains tile. I wake up two Immortals units that were fortified SW of Arbela and order them to the rally point. I order the workers that were working in the jungles between Bapedi and Gordium to move toward Bapedi to clear the additional jungle tile. I order the extra Knight in Goridum to the Rally Point.
Well, think that's it for the preturn...
Intraturn
Nothing.
1 - 1320 AD
Persepolis completes University, begins Knight.
Zimbabwe completes Knight, begins Knight
Arbela completes Knight, begins Knight
Bapedi completes Knight, begins Marketplace (to manage happiness situation mentioned above).
Tarsus completes Caravel, begins Caravel
Gordium completes Knight, begins Knight
Sardis completes Harbor, begins Marketplace
Samaria completes Harbor, begins Aqueduct
Hamadan completes Harbor, begins Temple
Ergili completes Caravel, begins Caravel
The P.S.S. Thunderfall (CVN-012) is commissioned and sails from Ergili to the Rally Point for troops to relive troops engaged in Operation "Closed Fist". The P.S.S. Thunderfall loads 2 Knights and an Immortal from the Rally point and sails for Rome.
Knight in Zimbabwe heads to rally point.
All workers in jungles west of Zimbabwe head north to clear jungle near Pasargadae.
Musketman in Bactra fortifies.
Knight in Goridum heads to Rally Point.
Workers NW of Bapedi complete clearing jungle and begin mine.
Musketman in Bapedi fortifies.
Knight in Arbela heads to Rally Point.
The P.S.S. Fanatica (CVN-013) is commissioned and sails from Tarsus to the Rally POint for troops to relieve troops engaged in Operation "Closed Fist". The P.S.S. Fanatica loads 2 Knights and an Immortal from the Rally Point and sails for Rome.
No cities grew that I can see so I'm not going to check for citizen management. No one appears to be revolting. Egypt lacks all sorts of good stuff. We're up Monotheism, Feudalism and Engineering on them, they have Monarchy on us. They have 60 gp in their treasury and we have 290gp in ours. They are Polite to us and are in awe of our culture. Alex lacks Engineering, Theology and Chivalry and has Monarchy over us. He has 59gp in the bank and is in awe of our culture. We don't have any current deals with Alex. We're up Monotheism and Engineering on Caesar and he's up Monarchy on us. He has 16gp in the bank, is polite and is in awe of our culture.
Intraturn
Nothing.
2 - 1325 AD
Our Alchemists discover Magnetism and begin to research Banking.
The Great Lighthouse is now obselete.
Sardis' cultural borders expand.
Workers NW of Bapedi complete mine and move NE to help clear jungle.
Cleo made 12gp last turn, no advances.
Alex made 5gp last turn, no advances.
Caesar made 2gp last turn, no advance.
I change our research from Banking to Metallurgy so that we can move on to Military Tradition (and Cavalry... that'll cinch things for us).
Intraturn
Nothing.
3 - 1330 AD
Ulundi completes Knight, begins Knight
I move citizen from SSE 2nd Ring irrigated grassland to NW 2nd Ring mined grassland on a river.
No reports of unhappy citizens.
Cleo picked up Monotheism and paid at least 72gp for it, because she's broke now.
Alex picked up Engineering and made 6pg last turn.
Caesar picked up Engineering as well and made 4gp plus the 72gp from Cleo for a total gain of 76gp.
Intraturn
Nothing.
4 - 1335 AD
The P.S.S. Archer (CVN-001) upgrades to Galleon class for 20gp in Ergili Naval Shipyard (ENSY). Its new designation is GVN-001.
Workers outside Ghulman begin roads.
Two additional Immortals units and a Knight unit join the compliment of the P.S.S. Archer (CVN-001) as it is upgraded.
Persepolis' growth did not adversely affect happiness. Only tiles available to work are irrigated desert tiles or coastal tiles. I leave the citizen on the desert tile the AI assigned it to.
I move citizen from mined plains tile NW of Antioch to Hills tile NNW of Antioch (same food, more production).
Nothing interesting to report on the adviser screens.
Cleo made 2gp last turn (2).
Alex made 7gp last turn (78).
Not sure what he spent it on, but Caesar lost 78gp last turn (12). His techs remain the same.
Intraturn
Alex complains about our Galley passing through his waters. I tell him that they'll be gone presently. He's bummed we're leaving but he lets us go without too much hassle.
5 - 1340 AD
Persepolis completes Knight, begins Knight.
Zimbabwe completes Knight, begins Knight.
Arbela completes Knight, begins Knight.
Sidon completes Musketman, begins Aqueduct. I change citizen from working coast tile to a hill tile so that food production is not wasted until Sidon completes its Aqueduct.
Tyre completes Aqueduct, begins Knight.
The people expand our place!

I hurry production of the Galleons in Tarsus and Ergili for a total cost of 272gp.
The P.S.S. Archer (GVN-001) sails from ENSY to provide relief for troops engaged in Operation "Closed Fist".
Knight in Zimbabwe heads to rally point.
Workers complete clearing jungle SSE of Pasargadae and begin mine and road.
Worker stack (3) heads to mine irrigated desert outside of Persepolis.
Worker stack (2) heads to mine saltpeter hill outside of Arbela.
Knight in Persepolis heads to Rally Point.
Musketman in Sidon fortifies.
Knight in Arbela heads to Rally Point.
Workers complete clearing jungle NNW of Bapedi and begin mine and roads.
I move citizen working mined grassland not on a river NE of Bapedi to mined grassland on a river NNW of Bapedi.
Worker stack (3) moves toward Bactra to build road through forest.
Worker heads to clear jungle near Gordium.
Cleo picked up 2gp last turn (4).
Alex picked up 8gp last turn (86) and Theology.
Caesar picked up 2gp last turn (14).
Since Alex is gonna sell it anyway, I shop Theology to Caesar for Monarchy, his world map and 14gp.
Intraturn
Nothing.