Turn 6 (110 AD)
F1 check: Looks as though we're still doing okay on the happiness front. I can still get Feudalism faster by going 4.5.1, but I would prefer to wait until the war is over and we can get back some unit costs to keep us from losing money. I want to make money instead so I can rush things, like the galley I'm going to rush this turn.
* Zoom to Kahnawake and pay 80 gold for a galley. We can load two swords into this galley next turn and send them to Zululand to help complete the offensive.
* Sword in Tonawanda to Niagara.
* Sword in Niagara to Kahnawake. (He couldn't load this turn anyway, so we saved 20 gold by waiting to rush that galley.)
* Sword in Oil Springs to Kahnawake.
* Mining work complete near Kagoshima. Move the worker on the forest to the new road/mine grassland tile. Move the worker stack S of Kagoshima W to the forest.
* Gain control of the stack NW of Osaka. Move it S-S-SE for a road/mine near Satsuma. (Leaving the other forest available will give extra production to Osaka once it has a courthouse/police station.)
* Move the swordsman S-SE of Zimbabwe SE-S.
* Move the worker team W of Hlobane SE.
* Wake the 3/4 swordsman who was guarding that worker team and move him S. I am not going to directly defend the worker team at this point, because I am convinced that Shaka is out of units to come after us with (no more archers have come our way and he asked for a peace treaty).
* Move the swordsmen SW of Hlobane SW. The assault on Mpondo looks like it will start on Turn 8. Then we will just have to sweep up the Zulu.
* Galley SE of Hlobane NE-E-N.
* Galley W of Oka S-SE-E.
* Worker team SE of Oka moves NE and starts to irrigate.
* Worker team SE of Salamanca into Salamanca. They are heading northwest.
* Change of plans for the worker team SW of Akwesasne. They are headed south to clear jungle instead. Fortunately this isn't a huge net loss of time. Move them SW-S-SE.
* Move galley 3SE of Akwesasne E-S-SW. As I said, darned if I don't get any exploring out of this galley.
* Start worker team S-SW of Mauch Chunk clearing jungle.
* Have last worker SW of Camp Mistic clear jungle.
* 4/4 swordsman E of Mpondo fortifies. Almost there...almost there...
* 2/5 swordsman W of Mpondo fortifies. Almost there...
F1 looks fine. Let's move.
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IBT: Zulu are definitely on the ropes, no troop movement anywhere nearby.
Centralia: MW -> Galley
Akwesasne: MW -> Spearman (for iron pillaging duty)
Kahnawake: Galley -> Galley
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Turn 7 (130 AD)
F1 check: It's all good. Feudalism in 8, +20 gpt.
* Load both swordsmen in Kahnawake into the new galley.
* Send that galley S-S-S.
* Worker team NE of Oil Springs mines.
* Worker team 2SW of Kagoshima chops.
* Worker team NW of Satsuma roads.
* Worker team S of Satsuma moves W.
* Worker team SW of Hlobane roads.
* Gain control of a 3/4 sword 2SW of Hlobane. At this point there is an interesting decision to be made: do I try to smite the Zulu with elites now or wait one more turn?
Again, I will be "wasting potential great leader chances," but what else were these elites going to be doing? Sitting there? They don't win any battles otherwise. I can send the veterans west to Bapedi for promotion chances; since it is the capital, Shaka is likely to prioritize its defense.
* 3/4 sword 2SW of Hlobane waits to regain a hit point.
* 4/4 swords 2SW of Hlobane (two of them) move W. They are a backup option for taking out Mpondo if that becomes necessary.
* 3/4 sword SW-W of Hlobane waits to regain a hit point.
* Loaded galley 3SW of Niagar moves S-W-SW, but it doesn't make a delivery at this point. We will cut to the south and drop off closer to Bapedi. This is far faster than moving one square at a time, and in fact I should have done it before with the troops I dropped near Hlobane.
* Oops, crap, had the wrong galley. The UNLOADED galley moves S-W-E and loses a turn

Gosh crap darn.
* Wake the troops near Mpondo, we've got a war to fight.
* 2/5 elite sword W of Mpondo attacks 3/3 Impi and wins, losing 1 HP (1 left).
* 4/4 veteran sword E of Mpondo attacks 3/3 Impi and loses, doing no damage. @#%*.
* 5/5 elite sword E of Mpondo attacks 3/3 Impi and loses, doing 1 damage. Impi promotes.
* 5/5 elite sword NE of Mpondo attacks 3/4 Impi and wins, losing 3 HP (2 left).
* Mpondo is sacked and razed, we get 5 gold. Stupid Impi screwing up my elite units! Gahh!
* Immediately switch Satsuma to a spearman and rush it for 60 gold. It will escort a settler down to the old location of Mpondo. For now I'll hold it with the elite sword who took the city.
* Sword in Niagara Falls to Kahnawake.
* Galley S-SE of Oka moves S-E-E.
* MW in Centralia to Mauch Chunk.
* Galley 2NE of Centralia E-S-W.
* Worker team E of Salamanca moves N, with the idea of roading the forest.
* Worker team in Salamanca moves W-W-N.
* Worker team SW of Akwesasne moves E to clear the forest.
* MW in Akwesasne moves to 1W of Centralia.
F1 checks out fine (my edit afterwards: no it doesn't, didn't look carefully enough). Salamanca is going to waste some shields, but there aren't really any good squares to move a citizen to.
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IBT: CRAP! Missed a riot in Zimbabwe. Grr. Time for damage control: lift citizen off the mined, unroaded BG. We'll lose a turn here, but that swordsman wasn't building fast anyway. My bad...
Salamanca: Swordsman -> MW
Grand River: Swordsman -> MW
Satsuma: Spearman -> Barracks
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Turn 8 (150 AD)
Check F1 very, very carefully. Zimbabwe was problematic because it had just been captured and still had indigenous people in it. I think we'll recover. I am supremely confident that there are no other problems.
* Wake a settler in Satsuma and send it along with the new spearman S-SW-W. We're headed for Old Mpondo.
* Worker team NW of Satsuma mines.
* Worker team 2SW of Satsuma roads.
* Vet sword 2SW of Hlobane moves W.
* Vet sword SW-W of Hlobane moves W.
* Vet sword SW-SW-W of Hlobane moves W. (There are two of them, they both move.)
* 2/5 swordsman fortifies.
* 1/5 swordsman fortifies.
* Empty galley (pfffft) 3NW of Oka moves SE-S-SE.
* Full galley 3SW of Niagara moves S-SW-W. Once again, we're headed for the shores of Bapedi.
* Worker team 2NE of Niagara moves N-NW-NW.
* Worker team 2N of Niagara moves NE and start a mine.
* Extra swordsman in Kahnawake. I will have him fortify for now; someone can come back and get him with a galley, or take him to Panama with the next galley.
* Worker team 2NE of Salamanca roads.
* Sword in Salamanca to Niagara. Actually, maybe a cash rush for that last galley is in order.
* MW W of Centralia to Mauch Chunk.
* Galley E of Centralia is up. This is my favorite unit because it's exploring. I keep finding myself anxious to move it every turn.

S-E-SW is the order of the day.
* MW in Mauch Chunk to Panama.
* Galley 2S of Caughnawaga moves S-SE-E.
* Worker team E of Oka moves N of Caughnawaga.
* Sword in Grand River to Salamanca.
* Worker team SE of Akwesane starts chopping.
* First four workers off the stack road, and Camp Mistic is officially part of the network! MM a citizen off the coast tile S of Camp Mistic and move him onto the now-functional grassland. All other workers in this stack start a mine.
Take a break here for a snack.
One last check...and...enter.
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IBT: Woo-hah! Shaka sends an archer to attack one of our vet swords, but the sword has a flawless defense and then promotes. Order is restored to Zimbabwe...can't believe I dropped the ball on that one.
Niagara: MW -> Marketplace
Oil Springs: MW -> Spearman
Caughnawaga: MW -> Marketplace
I feel much better about building markets now that we have some extra troops. These can, of course, be vetoed by the "next better player" if it is deemed necessary.
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Turn 9 (170 AD)
F1 check reveals nothing. Don't think I missed any this time. Feudalism in 6, +18 per turn.
* MW in Caughnawaga to Mauch Chunk.
* Worker team N of Caughnawaga starts a road.
* My favorite galley 2NE of St. Regis moves SE-SE-SW.
* MW in Mauch Chunk to Panama.
* Galley SW-SW-S of Mauch Chunk moves SW-S-SE.
* First worker off the stack SW of Camp Mistic finishes a mine. Rest of the stack moves NW.
* Sword in Niagara to Kahnawake.
* MW in Niagara to E of Tonawanda.
* Worker team SE of Oil Springs moves 3NE.
* MW in Oil Springs moves 1N of Tonawanda.
* Sword in Salamanca to Niagara.
* Worker team SW of Osaka mines.
* Spearman/settler N of Zimbabwe move to the hill SE-S of the town.
* Vet sword 2E of Bapedi moves W. (Cue Jaws music.)
* Vet sword SE-E-E of Bapedi moves W.
* Vet sword SE-E of Bapedi moves W.
* Elite

sword SE-E of Bapedi moves W. Yay, I might get to attack Bapedi as my last action.
* Galley SE of Hlobane moves SW-S-SW.
* Galley SW of Oka moves SE-SE-E.
F1 check one more time. I still can't do anything clever with the science rate (other than delay Feudalism by a turn), so I leave that alone. Hit enter.
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IBT: Xerxes keeps moving warriors and galleys around Sidon, but he hasn't done anything to us yet.
Akwesasne: Spearman -> Galley (suicide galley)
Tyendenaga: Galley -> Galley (suicide galley)
There are four galleys heading towards Panama. New ones are intended for suicide scouting.
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Turn 10 (190 AD)
F1 check: I think we're still okay, but the next player had best check.
* Galley from Tyendenaga S-S-S.
* Spearman from Akwesasne SW-S-SE.
* Worker team 2NE of Salamanca to hill NW-N of Centralia. (Centralia will have to work this tile after it grows.)
* MW N of Tonawanda to 1E of Caughnawana.
* ME E of Tonawanda to 2E of Caughnawana.
* Galley 2SE of Caughnawana SE-SE-SE.
* Sword in Niagara to Kahnawake.
* Sword in Kahnawake fortifies. I consider cash rushing a galley, but the next player can judge this for himself. It depends part on how the Battle of Bapedi goes.
* Worker team NE of Oil Springs into Tokyo.
* Worker team S of Tokyo N-NW-NW.
* Worker team NW of Satsuma S-S-SW.
* Worker team NE-N of Zimbabwe mines.
* Spearman/settler combo W-NW-NW of Hlobane moves SE-S.
* Worker team near Hlobane irrigates.
* Vet sword SE-E of Bapedi moves W. He won't attack this turn. I am going to do something risky: I am going to attack without an overwhelming superiority, and put my trust into the RNG.
* Vet sword E of Bapedi attacks 3/3 Impi in Bapedi and wins, losing 1 HP (now 3).
* Vet sword SE of Bapedi attacks 3/3 Impi in Bapedi and wins, losing 2 HP (now 2).
* Elite sword SE of Bapedi attacks 3/3 Impi in Bapedi and loses. The Impi promotes, but he lost 2 HP, so now he's at 4. He is the strongest defender left in Bapedi, so one of our swords should be able to take it next turn.
* Loaded galley south of Hlobane moves W-W-W.
* MW in Mauch Chunk moves to Panama.
* Galley west of Panama moves to Panama.
* Worker team W of Camp Mistic chops.
* Galley SE-E of St. Regis moves S-S-S.
That's about it! First ten turns of GK2 done! Woo!
I'll write the post-turn report and make screenshots right away.
And post the save.