GR6 - Persian Rugburns
750 AD (0)
I'm not sure what to do. We apparently don't have to revolt this turn.
Pop into F4 and find out Liz bought our contact, so declare war.
We have three armies that give us the equivalent of Cavs vs. Spears in Arabia, so I intend to burn all except the Pyramids and re-settle at our leisure, picking off foreign settler pairs as we go. The Arabs can found new cities for us to capture, I'll get back to them later. Looks like the Arabs have 6 cities on this continent.
Whack a red-lined LB and cover with an Elite Pike. Nothing useful can attack us on the IT.
I think we're good for at least 3 more Armies, hopefully I find out for sure this round.
I am seriously tempted to pillage the Saltpeter, we don't want any part of Muskets and I'm not sure we want Cannons. Leave it be. We're primarily building Knights anyway.
I think we have to go Astronomy before Military Tradition, or our offensive will stall for lack of transport. As such, the pre-build becomes a Market. The pre-build can re-start by the end of my turns, and be better timed to end with our acquisition of MilTrad.
Now ... what to build in all of the Ice Fishing Villages. We're sort of on a little bit of everything, and that's probably correct. I switch cities that can reach food bonuses with a border expansion to Libraries. Ones that cannot build Trebs or Harbors. We'll worry about superfluous border expansions when we're in the final Domination push.
Swap Borazjan to Harbor, so it can run another specialist. Was on Treb.
Kandahar needs another Specialist in 2. Squeeze two extra Scientists out of Istakhr. Sidon goes back to being fed, and swapped to a Courthouse. Then it can build either Trebs or Knights, depending on how many shields are recovered.
Bactra will grow on the IT. Birka does us more good with another Scientist. Samaria will have to spit out a Worker after its Courthouse completes. Maybe. Don't need Clowns. Ergili won't be able to grow to size 7 without really pinching our core, swapped to Galley.
Need at least 1 Settler for domestic consumption, for the NE tip of the Tundra.
All of that mess to shave 1 turn off of Metallurgy.
IT - Nothing much, except Celts complete Copernicus. Celts also have a Caravel out and about.
760 AD (1)
Keshik volunteers for target practice. First elite victory. Get the party started at Medina. Five army victories later the city burns, netting us 5 slaves.
Homeland army starts to run after Celt Caravel. I suspect a landing in the Jungle. Wake two Trebs on the island and send them back home. I intend to make the Arab units go poof.
Re-MM and now Metallurgy is due in 11. Good shot we have the tech by the end of this round.
IT - Apparently I forgot to declare on the English, as they've signed an MA vs. us with the Celts.
770 AD (2)
Healing round for the Armies, we'll get back at it next turn.
IT - Celts land 1 Knight. Arabs found a city in front of our Armies.
780 AD (3)
Whack Celt Knight. Win 4 vs. Arabs and burn the offending city. Set up to attack Najran next turn.
Metallurgy is due in 9.
790 AD (4)
Three Army victories later, Najran is razed for 6 more slaves.
Goofy plan time. We'll see if it can be executed before the end of my round.

(Also known as, can I count.

)
I think I'm being a little more aggressive than NP in creating Specialists in the Tundra. I'm pulling the plug when the city hits +1 food and only has 1-food tiles to grow into. We need the 3 light bulbs more than the last corrupt body.
IT - Celts drop off a Musket/Crusader combo on the island.
800 AD (5)
Arbela completes Library, starts on Pentagon as pre-build. Same shields as Military Academy, so it is easy to figure out how fast it needs to build.
Have a brain fart and will temporarily misplace a few of the slaves.
We're doing so well on Scientists I won't bother to turn the rate up. It would cost us 150 gold to trim off 1 turn.
I think I went 1 too early at Anjar. We'll see.
IT - Crusader attacks and dies. Musket retreats. I was a bad boy and the Arab units chase the unprotected slaves. Shame they fall one tile short.
810 AD (6)
The Saltpeter is hooked up, so we are stuck building Muskets. I guess we could pillage it if we wanted to, leave it for post-turn discussion.
Now the Mongols land a Keshik. Disposed of.
We should be able to whack Mecca (and the Pyramids) next turn.
The Celts completed Bach's.
820 AD (7)
Anjar grows, we hit twice and capture. I want to start ferrying Knights over to help with the clean up.
Three Army wins only dent Mecca. The terrain wasn't amenable to what I really wanted to do, sweep behind Mecca and hit it on the way back. Total of 6 Arab units die this turn.
IT - Capturing Anjar made the Arabs bold enough to ...
2nd Horse retreats. Poor stack of Arab Spears still can't catch up to the action.

Have to get Mecca this turn.
830 AD (8)
Rush Walls in Anjar. Form empty Army.
Found New Gordium, spot Celt Caravel up to no good. Need those Knights, will have them next turn.
That was anti-climatic. Capture Mecca with first Army victory. We have the Pyramids, for what that is worth. Didn't really plan this one out too well. I don't want to Garrison with any of the Armies, and all of our other units are on the other side of the continent.
The Pyramids only work on this island, so Mecca can be abandoned with little reprecussion. The tourism is corrupted.
I won't be able to finish the Arabs off on this round, but the next guy can do it rather easily.
IT - Celts land a Knight/LB/Musket combo by Behustin. Nothing we can't handle. Maybe.
840 AD (9)
All intruders whacked without loss.
The Mongols have a city on our 2nd island. Like that's gonna last.
Moving 3 Knights, 1 Pike, 1 Settler, 1 Treb to the island. Army is coming back on a different boat.
Decide to risk all 3 armies for 1 turn in Mecca to heal. We are actually ~even with the Arabs in culture, so what could go wrong?
IT - Solid landing by the Celts by Behustin. Stack of six units, might get interesting.
850 AD (10)
Six units were landed by the Celts, and we cannot kill them all ... Screw that, kill 4 and lose my first unit of the round. They have many empty cities they can approach but not enter, and then give us a leader next turn.
We will get Metallurgy on the next IT with scientists alone. I leave it as an exercise for the next player to optimize the specialists.

(Who can guess what I do?)
The empty Army is now hiding in New Pasagardae.
Time to put a match to Mecca, but first we use the cultural boundaries to attack Damascus. Criminy, took all 4 army victories to burn the city.
Final Notes:
I lost as many cities as units, counting the abandonment of Mecca.
The Arabs have 8 total pop points, and the biggest challenge for the next leader will be to escort the 15 slaves to somewhere useful. They've been tagging along with the army, and rapidly accumulating. There are 4 settlers in New Pasagardae and we can probably capture all the remaining Arab cities, if we time things right we can keep the bulk of the Arab force running between targets and not have to garrison the captures.
Next leader might be able to lead off by capturing Fustat with the three Knights, or whatever. Our own island is full and we have an active settler to transport over, so we may be able to cover the Arab island in ~20 turns. We do have to build a road net to allow the armies to defend the entire island. Some of it is in place already, but we don't want to lose cities by being hasty on the settling.
The AI is so happy about Behistun we know we have either Coal, Rubber, or Oil there, so we've got that going for us.