Turn 0 - Switch Ur from Marketplace to The Pentagon, due in 36 (400 shields). I've got my‌ fingers crossed for TGL.
I'm a bit skeptical on the location of Kissura, but I won't disband it. I'm still going to build a city on T_McC's blue dot 1 S and 1 SW of where it is now, though. I only make 1 build change, but once most of these settlers are built, I'll focus on some more troop production.
IBT - Various troop movements, the Mayans advance a longbow and a Crusader.
Turn 1 - Der founded. Emphasize production was off, so I turn it on.
IBT - We lose an Enkidu on defense to a Longbow (expected), but it allows our workers to complete the road this turn, rather than retreat.
Mysticism learned, research set to Polytheism in 7 at +4gpt (Literature next, then Monarchy).
Turn 2 - Good thing we waited a bit before sending an army over to the Zulu continent. There's actually a 4 tile island right next to the main continent that we may have accidentally have landed on.
IBT - We defeat a Russian archer. The mayans advance another longbow in addition to the one they already have near Der and advance their Crusader. This is gonna be a close fight, or we're gonna have to take some casualties.
Orenburg and Erech (iron city) riot.

Sorry about that.
Yekaterinburg has finished Zeus! Time to attack.
Turn 3 - Nevermind about that 4 tile island thing. It's barely connected to the mainland.
I seem to have forgotten about our Archer army, which can take out a Longbow this turn. Our catapult hits the 2/3 Longbow and a horseman takes it out flawlessly. The archer army kills the 2/3 Longbow flawlessly as well.
I think we built a few too many settlers. I wish some of those were swordsmen right now as the areas we want to settle aren't enemy-free (save one inside our borders).
IBT - Lmao!! The Mayans are fools. They move their crusader onto another mountain (Rather than the plains, which is smart), but they bring with them a settler that moves onto the mountain undefended.
Turn 4 - Our swordsman army (2 swordsmen only) takes Yekaterinburg, losing 2 hp in the process but getting us Zeus and a slave.
We capture the Mayan settler, netting us 2 slaves.
IBT - The Crusader attacks a regular Enkidu on a hill (that I put there so it couldn't stay on the high ground) and wins, but loses 2hp. A russian archer dies at the hands of a vet Enkidu at Kissura (it wouldn't attack when the Elite Enkidu was showing, though).
Turn 5 - Once again, it's good to explore before sending an army out. The Island near us is NOT the Zulu Homeland. There may be a passage in the South though, since I see a Zulu border poking out.
The lucky crusader defeats a veteran horseman (after redlining, it won 4 straight points) AND promotes.
Kua is founded.
Our sword Army takes out an archer, losing 1 hp in the process. The battle for Moscow will occur next turn. I should probably let the capital stay far away from their cities, but since they have so few cities, the far away cities should have regular corruption anyway. All of them are size 1 too, so there's no need to delay Moscow's capitulation any further.
IBT - We defeat a Longbow and Crusader on defense, getting one promotion to elite.
Yakutsk and Yekaterinburg riot. I keep forgetting that MP means something in the small cities (once the russians are dead, they shouldn't be a problem).
Turn 6 - Our cats go 2/3 at Moscow. We kill 3 spearmen and an Archer and
get a Leader on my first try leader fishing.
Do we want the Pentagon or another army? I will save this decision for the next leader as there's little chance for more Elite Combat on my turns.
Moscow is captured along with 2 slaves. I decided to capture, not raze, since it's too small to get us any slaves. If we deem it too high a flip risk (which I don't believe it is)
IBT - The Mayans advance another reg Longbow out of Calakmul.
Turn 7 - A Vet horse defeats the Longbow flawlessly and retreats.
IBT - We defeat another Russian Archer on Defense.
Mysticism comes in, research set to Literature in 19. We could have gotten Monarchy in 13 and still made a little gpt, but if we get TGL (which it seems we will) we won't need to research it, so why waste the money doing so? The AI will have Education soon (if it doesn't already) so it should be getting Literature right after, meaning that TGL could fall soon, but I think we can take that chance.
Turn 8 - Marad Founded. Calakmul will be assaulted soon. Most likely on my last turn or the turn after.
IBT - The Mayans advance Yet another Longbow out of Calakmul
Turn 9 - Our vet horseman kills the Longbow, losing 2 hp but promoting.
A Catapult hits the Musketman in the city, but no other defender pops up. They may have more units in there, though.
Our archer army defeats the Musketman, losing 3 hp (now 11/14), revealing a reg spearman. The army attacks again, and wins, losing 2 hp. Calakmul is razed since it is 1 tile away from the proposed city spot (on the Ivory). No slave, unfortunately.
Our curragh is kinda useless with its short range, so I'm going to attempt a suicide run to see if it can get across the 4-tile sea/ocean (if only we were seafaring or had TGLighthouse). In its crossing, it discovers a Mayan Caravel near our coast. Let's hope it's not landing anything near our newly conquered territories as I barely defended them so that I could push the offensive.
IBT - The Mayan Caravel luckily retreats. We also defend against an Elite Impi who manages to do more damage than the past 3 russian archers combined (1 hp).
Turn 10 - Kuara Founded. I move most of our troops towards the Western front. We need some more settlers to fill it out, but we have plenty of troops to clear out our West. The addition of Ivory made our cities a lot happier, and Furs would do a lot of help as well. All of our size 2 cities can be happy without any scientists, but I have left them there for now so that we don't have to increase the science rate. Right now, it seems that our Pentagon Prebuild will finish 1 or 2 turns before we research Literature (thanks to growth).
Our leader is right outside Isin. You can use him for an army or for the Pentagon or Heroic Epic. I'm starting to think that an Army was the smartest thing to do now, but it won't make a difference since we only have 1 elite unit capable of producing a leader right now. If we do build an army, I would reserve it for
Ancient Cavalry which we get next turn.
Finally, I left the movement of the Galley unmoved because we can use it as a suicide Galley if we want, but it's up to the next person.