My original thinking was that I was just going to play my turns and see if I couldn't take out Tokugawa before turn 10... but with all this Colossus discussion, I thought I'd throw my plan out there to see if we might want to modify it.
Here's the basic way I had originally planned to play my turns:
Notes:
0a (Turn Zero) Wake some swords, whack the Jap warrior and spear. (I've downloaded the save and looked at it, but have not played any turns...)
0b - change build orders to galleys....

Upgrade several warriors in place, move others where they can be upgraded...
...speaking of upgrades - note to team - handing me a game with large sums of gold and outdated troops is like handing whiskey and car keys to a teenager...don't expect to see either again anytime soon.
...move every forted sword somewhere...
End of pre-flight - revolt.
The map shows the general advance routes for a campaign in which we don't worry about the Colossus build...and the turn (from zero) I'd expect to be on a given square.
Generally - 3-4 swords will be sent south, to deal with that settler pair when they land south of Mauch Chunk. (I'm only about 85% sure that's a settler pair) Send at least 4 swords to Kahnawake for landing at Satsuma, send the rest northward...
There are some other details, but this should give you a general idea....
@Team: How can we modify this plan for a "Capture the Colossus" gambit?