All right then I'll try and focus on the civ development side
Pre-turn 185:
- Levantera has a monument in construction which it doesn't need because it has religion: cancel it and build fishing boat
- Kaver has a granary in construction, queue Temple of Leaves in front of it because we're spiritual and that temple will in fact finish faster than the granary could
- I notice that by firing all the specialists in Telynohn the city can produce an expedition (or Harmatt but he appears to kind of suck) in 5 turns instead of 9... since we want to settle cities I do that. We already have a prophet we discovered in a lair and no need to rush out another GP at this time. Also cancel bone palace so we can do this; there were only 33 hammers invested in it and we don't need that wonder tying up our capital for two turnsets.
- The dumb AI governor in Bayamo is working an ancient forest instead of the gem mine

I fix that. Goldmine in Kaver wasn't being worked either.
- Only way Maros can get back to the digsite in time with his Heavy promotion is if Kewakea goes with him and does the haste-after-movement trick. Since Gryndane has to go with Kewakea too, this'll delay investigation of the Z'tecloana rift and tower.
- Unless I train Harmatt and send HIM to investigate the rift. Tancred staying around to investigate the haunted areas and talk to the stargazer makes sense.
- Where to settle? The only site likely to disappear is the one near dragon bones which was mentioned several times by other players, so it makes sense to take that first. It will take a while to get a disciple up there to spread FoL for culture so I'll train the disciple first.
- Since a couple of units have to be trained, I dump pacifism for nationhood.
t186: Of course the moment I dump pacifism we get to buy a specialist.
Gave our new Chislev friends open borders tracking and trade for sailing... this gives us a fair amount of income from trade routes to Elohim and vampires.
Kardel and Boo set off on their journey to Standing Stones, it's in the middle of Faeryl's lands though.
t187: Kardel continues to travel through friendly lizard lands (Cualli)
t188: FoL continues to spread around the world. Kardel has to bypass the hostile lizards of Mazatl so the hawk is dispatched there to keep an eye on their movements.
t189: err I guess anti-barbarian picketing does not work in FF, because 5 lizards just randomly appeared next to the pirate city of Levantera.
Not good. I scramble as much defence as I can - Gryndane is able to divert from travelling with Maros to kill one since he's insanely fast.
t190: Gryndane kills a second and then has to leave in order to rejoin Maros so that Kewakea can keep helping him on his slow trek. Our units will take it from here.
t191: Thessa requests festivals, I give her. Bayamo: Elder council -> Worker
Dragon bones city of Churada is founded. Wow, Austrin not having to pay distance maintenance seems rather overpowered. The lizards near Levantera are blocked by our highlanders but won't attack
t192: Faeryl demands our world map, I give it in the hope that we'll get open borders but no dice. We have a game-enforced peace treaty for 10 turns, unfortunately.
t193: Cualli demand sailing. No. The prophet and supplies make it back to Kaver. Can't figure out the movement mechanics on Maros at all, sometimes he loses all his movement for the turn just crossing a river. Although I've made a beeline from the start he might not make it in time anyway.
t194: Tancred decides to spend some time chatting with the stargazer (Fortified there.) Trade routes to elves opened up now - our research is sitting at +108/turn. Leventera's fishing boat is done and it'll get a barracks now for the pirates. Supplies are used to build a library in Kaver.
t195: Harmatt is out, and the game helpfully informs us that he's an early game hero. Because tracking is such an early game tech obviously

He begins the trip to Z'telocana.
Goblins interfere with the road construction between Kaver <-> Evermore and the two elf workers have to run towards Kaver covered by an explorer (who kills one goblin)
t196: Calabim cast river of blood reducing all our cities' populations by 2. Telynohn finishes a disciple and prepares another expedition. Priesthood -> Way of the Wicked because people were talking about Nox Noctis.
Yay for having to reload an autosave from 4 turns back because I misclick Maros the slowest dwarf in the universe onto the wrong square

Ironically, when haste wears off on a turn he sometimes get to move an extra square because I can move and recast taking his movement points back from 0 to 1 whereas if he started the turn on 2 movement points he'd use them both moving to a square.
t197: Looks like Maros is just going to make it. Rhoanna demands priesthood. No.
t198: yep we got another Haste wear off, so he's definitely going to make it.
t199: Faeryl converted to FoL, and since I was nice to her earlier she will now accept open borders
Maros, Gryndane and Kewakea reach the Alturan digsite with one turn to spare.
Harmatt reaches Z'telocalana
and Kardel is one turn off the standing stones. Also, troops around the Kaver area finished off the goblins that were attacking the Elf workers. They restart their road building from the Kaver side.
t200: Kardel reaches standing stones. A bear arrives in Churada where it can add culture and the disciple is 2 turns out.
Song of Autumn is up to 22 gold per turn LOL, shrines get insane on such a huge map
So er, at the moment I think we're just about to run away with the game economically... our neighbours are friendly, elves are the only ones keeping up with us on GNP *and* we have a ton of good city sites left which we can freely settle.