HNDY05b - We Don't Even Have a Snappy Title 
550 AD (0)
You are the scum under the leaves after it rains.
Lugalbanda builds an Army. We're going to have 2 pillaging armies on the other continent. Next leader rushes the Pentagon.
After creating all the scientists possible, it's still only going to be worth 1/5 of a tech to completely stop growth. Not useful, so everybody back into the fields.
We are overmining, particularly around cities that have Mountains and Hills to use. Put a stop to some of that. Also start 4 Caravels, a pair on each coast.
560 AD (1)
Really don't want any part of vet Muskets on Hills, so by-pass near Zulu city to whack the Iron city.
570 AD (2)
Off a Zulu LB, backtracking from the Iron City. Slight problem, our Armies are all getting caught in the East.
580 AD (3)
Kill another Zulu LB. Have our pair of two-member Armies together. Have to bring Archer army up as well.
590 AD (4)
Are the Mayans still in this game?
Kill two units with the AC army, promoting a member to Elite. Now it will have 15 HP when it hits Zulu shores.
Forest chops are progressing a few builds. There is a Zulu Caravel sneaking around, so I upgrade a Horse to a Knight.
600 AD (5)
AC Army almost bites it, dropping to 1 HP before retreating while being attacked by an LB.
Win one with the Sword Army, but drop to 4 HP and retreat.
610 AD (6)
Shaka has Horses. We haven't seen any yet, and we have time to clip them before Cavalry.
620 AD (7)
Shaka is floating around, but nothing special yet.
We're a Monarchy and the Zulu build Copernicus.
We make +67 gpt, and I'm not starting research yet. I want to rush a couple of Caravels and get a few Libraries finished first. We do have a few scientists poking along (11 to be exact). We could get Metallurgy in 16 turns.
The sum total of land troops I have queued up is zero.
We are 18 over our support limit, to be improved by a couple of Aqueducts that will be rushed.
630 AD (8)
Hurry two Caravels in the West for 230 gold. The AC army ships out next turn.
Off a pair of Zulu LB's. We really need another Leader so I can build an Knight Army and be done with these guys.
640 AD (9)
The AC army sails away, never to return. A compatriot accompanies them in a separate boat.
Little more Infra completes, much more to do.
650 AD (10)
Now the Eastern task force is assembling for transport to Mayan lands.
Must dig St. Pete's out of the jungle to free up tiles for other cities.
660 AD (11)
We make landfall next turn in the West, and depart our shores in the East. The Zulu are just screwing around sacrificing LB's left and right.
670 AD (12)
Zulu make a nice landing in our south. We trade an AC for a LB, and redline a Musket. Max of one more unit to be lost on the IT. Upgrade another Knight to deal with the problem.
Things will start to look bleak for the Zulu next turn. We land the AC army on a Hill, and will properly assemble next turn. Kill yet another Zulu LB in our East.
IT - Zulu LB flawlessly kills our Enkidu behind Walls and spawns a leader. Shame that guy won't survive this turn.
680 AD (13)
As predicted the Zulu LB/Leader pair perish.
And the Pillaging has Begun! Already the Zulu empire is split in half by land.
We could get Metallurgy in 13 turns at max sci, but I'll leave a full treasury to the next person.
690 AD (14)
We make landfall in the East, again putting the Army on a hill.
Whack invading LB from the Zulus. The red-lined Musket will live another day.
We are now 2nd in population.
Hmmm ... just now noticing that the Mayans have already been picked fairly clean.
700 AD (15)
Finally smite that Musket and smack another LB.
Sword army is assembled in Mayan territory. AC army is fortified in Zulu territory. Wasn't going to chance attacking anything, they'll move next turn.
Final Notes:
Next player can probably turn research back on. We have three cities that are able to build military, so I doubt we need much more cash for infra-rushing. I'd leave some of the coastal corrupt cities building boats, we're going to need a bunch.
Next player also gets to enjoy a few border expansions that should make micro easier.
I wasn't at all concerned with the Zulu cities on our shores. They are only useful for draining Shaka's treasury and providing leader fodder. Once we start seriously producing Knights (or Cavs) they'll be easy to be rid of.

550 AD (0)
You are the scum under the leaves after it rains.
Lugalbanda builds an Army. We're going to have 2 pillaging armies on the other continent. Next leader rushes the Pentagon.
After creating all the scientists possible, it's still only going to be worth 1/5 of a tech to completely stop growth. Not useful, so everybody back into the fields.
We are overmining, particularly around cities that have Mountains and Hills to use. Put a stop to some of that. Also start 4 Caravels, a pair on each coast.
560 AD (1)
Really don't want any part of vet Muskets on Hills, so by-pass near Zulu city to whack the Iron city.
570 AD (2)
Off a Zulu LB, backtracking from the Iron City. Slight problem, our Armies are all getting caught in the East.
580 AD (3)
Kill another Zulu LB. Have our pair of two-member Armies together. Have to bring Archer army up as well.
590 AD (4)
Are the Mayans still in this game?
Kill two units with the AC army, promoting a member to Elite. Now it will have 15 HP when it hits Zulu shores.

Forest chops are progressing a few builds. There is a Zulu Caravel sneaking around, so I upgrade a Horse to a Knight.
600 AD (5)
AC Army almost bites it, dropping to 1 HP before retreating while being attacked by an LB.
Win one with the Sword Army, but drop to 4 HP and retreat.
610 AD (6)
Shaka has Horses. We haven't seen any yet, and we have time to clip them before Cavalry.
620 AD (7)
Shaka is floating around, but nothing special yet.
We're a Monarchy and the Zulu build Copernicus.
We make +67 gpt, and I'm not starting research yet. I want to rush a couple of Caravels and get a few Libraries finished first. We do have a few scientists poking along (11 to be exact). We could get Metallurgy in 16 turns.
The sum total of land troops I have queued up is zero.

630 AD (8)
Hurry two Caravels in the West for 230 gold. The AC army ships out next turn.
Off a pair of Zulu LB's. We really need another Leader so I can build an Knight Army and be done with these guys.
640 AD (9)
The AC army sails away, never to return. A compatriot accompanies them in a separate boat.
Little more Infra completes, much more to do.
650 AD (10)
Now the Eastern task force is assembling for transport to Mayan lands.
Must dig St. Pete's out of the jungle to free up tiles for other cities.
660 AD (11)
We make landfall next turn in the West, and depart our shores in the East. The Zulu are just screwing around sacrificing LB's left and right.
670 AD (12)
Zulu make a nice landing in our south. We trade an AC for a LB, and redline a Musket. Max of one more unit to be lost on the IT. Upgrade another Knight to deal with the problem.
Things will start to look bleak for the Zulu next turn. We land the AC army on a Hill, and will properly assemble next turn. Kill yet another Zulu LB in our East.
IT - Zulu LB flawlessly kills our Enkidu behind Walls and spawns a leader. Shame that guy won't survive this turn.
680 AD (13)
As predicted the Zulu LB/Leader pair perish.
And the Pillaging has Begun! Already the Zulu empire is split in half by land.

We could get Metallurgy in 13 turns at max sci, but I'll leave a full treasury to the next person.
690 AD (14)
We make landfall in the East, again putting the Army on a hill.
Whack invading LB from the Zulus. The red-lined Musket will live another day.
We are now 2nd in population.
Hmmm ... just now noticing that the Mayans have already been picked fairly clean.
700 AD (15)
Finally smite that Musket and smack another LB.
Sword army is assembled in Mayan territory. AC army is fortified in Zulu territory. Wasn't going to chance attacking anything, they'll move next turn.
Final Notes:
Next player can probably turn research back on. We have three cities that are able to build military, so I doubt we need much more cash for infra-rushing. I'd leave some of the coastal corrupt cities building boats, we're going to need a bunch.
Next player also gets to enjoy a few border expansions that should make micro easier.
I wasn't at all concerned with the Zulu cities on our shores. They are only useful for draining Shaka's treasury and providing leader fodder. Once we start seriously producing Knights (or Cavs) they'll be easy to be rid of.