Preturn: I don't consider our core 90% improved. We have unimproved hills and mountains throughout our core including first ring cities. In fact I will probably be moving workers into the core to finish up that first rather than some of their current tasks.
I don't think I will be doing any merging my turn. Perhaps in one of the next two players turns it will become possible.
Decide to rush a Caravel. I don't want to lose the army.
I notice that Arausio was built one square too far NE. This gives us a distance of 7 to place a town between.
Kill 2 Longbows.
IBT: Spot another Egyptian Longbow.
570 AD: Kill the new Longbow as well. Settler is in the wrong spot and off the road. I move it sw so it will be within 3 of the cities it is supposed to be near.
IBT: Our landed Army with 2 units is nearly killed by a Cavalry attack and a Longbow attack.
580 AD: Well hopefully our army is safer in the boat - though Portugal could certainly sink the boat with the Carracks. I don't like either option though. It would have been better to wait for a second ship before setting across.
Build Arausio (Light Blue dot).
Kill 3 Spears in Pi-Ramses.
IBT: Not much
590 AD: Capture Helioopolis. Build Dragon's Eye (the peninsula looks vaguely like a dragon's head).
Gallic Army near Pi-Ramses heals. it is down in HP and close to the danger level.
600 AD: Capture Elephantine.
610 AD: Attack Pi-Ramses, but my nearly healthy army is down to 3 hp after the first attack. The Defender is a Spear. I retreat and will have to heal all over again.
That means another wait to kill Egypt. Land Army.
620 AD: Build Camulodunum. Join Knight to Army.
630 AD: Pillage. Heal.
640 AD: Richburough is built. Move on Pi-Ramses again (3rd attempt).
650 AD:
The Continent is now ours - we have 2 armies on the far continent. One should head north into English territory.
Zero Landings - the AI were fighting one another.