initial investigation:
dam, we need some worker improvements quick, i've never had this many unimproved tiles being worked.
-ferrum building worker, add a lighhouse to the que, will make growth in this city possible.
-rome building partheon and will continue so for most of my turn (9 turns out of 10)
-cumae building granary in 5 turns, growth in 6. NICE. congratulations to whoever set that timing up.

-antium building coloseum. what the? sorry, but i dont understand this, its still got 2 happiness to use up, and 2 health, and we're about to connect dyes. dont see a reason for burning this much production now.
-teotihaucan building worker, fine with me, it needs one.
-tenotchitlan is holy city for hindu and jewish, nice. gotta get them prophets comming, think i may even chop a forest in rome to help the partheon along.
-military seems all defencive (and happyness producing, will have to add to it a bit i think)
starting turn....
preturn actions, changed antium colloseum production to praetorian. considered changing to settler to take that little peninsula, but city will grow in 4 turns, figured i'd let it before stopping its growth.
1. 400ad -monty cancels peace treaty (its expired)
-hindu missionary finished in tenochtitlan, pushed back temple production for another missionary first (temple's half done, guess i'm not the first to push it back, lol)
-worker on corn by teotihaucan starts road to connect the corn.
-first misionary sent to rome, will help speed up the partheon construction a little. cumae might have been other choice cause it could proly use the culture boost, ah well.
2. 425ad - plato born far away.
- rice farm by rome finished. worker sent to help speed up floodplain farm by rome.
3. 450ad - compus done. resist the urge to sneak drama (my favorite tech) into the tech que. let it continue on road to optics, a goal is a goal after all.
-aristotle born far away (where are our great people i ask)
-corn by teoti.. connected. we're up to base 12 health now. worker goes to help connect dyes.
4. 475ad - inca cancels open borders. bugger...
-teoti... finishes worker. set to settler to get that peninsula (9 turns)
-ferum finishes worker starts lighthouse.
-copper by cumae connected. dont like trading away copper to civs that are annoyed at me, so we're keeping it while i'm in charge.
-with help from 2 more workers, the plantation on dyes is done.
5. 500ad - cumae granary done, set to barracks, cause nothing else seems worth it at this point.
-techno trains second missionary. push off temple again, for another missionary
-another farm done for rome (grassland on river, used 3 workers). rome now working all improved tiles

-hinduism spread to rome (by missionary)
-cumae's plantation on sugar done, starting second one.
-praetorian in antium done, starting worker.
6. 520ad - forgot to keep track of what i did, must not have been interesting didnt notice that i'd gone past it till....part of 500ad log might have been 520, not sure now.
7. 540ad - corn by tenoch farmed, starting road (will get wheat back for this second corn)
- banana by antium plantationed, starting road.
8. 560ad - lighhouse done in ferum, starting galley to explore that land south of the eastern peninsula.
-roads done for banana by antium and corn by tenoch. (multiple workers on each)
9. 580ad - China offers Currency and 100 gold for compas. i'm fairly certain we're only ones with compas, and he's not only one with currency, but they're same beaker cost techs, and he's adding 100 gold. so i take the trade, hope he doesnt whore it out like he would have in civ3.
- rome finishes partheon, finaly. start hindu misionary, gotta spread the faith.
- another missionary done in tenoc. head for closest city, just cause i dont think it matter what we do first anymore.
10. 600ad - metal casting done. machinery researching.
- missionary spreads hinduism in cumae (hope to push that border)
- missionary spreads hinduism in teoti...
done......
notes for next person....
most of the worker force has migrated south under my command. the workers by teochitlan are chopping the forest, but i mistimed it completely, they'll chop the forest the same turn that the settler will have 1 turn left anyway, so its a waste that'll be carried over to next build. if you plan on starting a building next (which gets build bonuses from Organized religeon atleast) then walk one of the workers off the forest, so the forest chops after the production on teh building starts, because caryover production doesnt get the 25% bonuses to it. it its a unit you build next, then it wont matter one way or the other.
swithched the horses tile to be antium's because it allows the worker to finish one turn faster, and doesnt slow down the settler.
i guess walking the praetorian off the peninsula wasnt such a good idea, a barb city has just poped up there. might be a good idea to send a praet (or archer even) back there to either wipe off the city or get some experience it while waiting for it to grow to size 2 so we can just conquer it. its built 1 tile south of where i would place that city (i'd put it on the rice, so as to reach the banana tile) but its still not a bad place, not sure what to do with settler in that case though.