Warning! No pictures. Yes I did take some, but was too lazy to boot up Photoshop to fix them up. Nothing really happened anyways, so no real loss.
425BC (0): Preflight check. 425BC? Ok... Years must've gotten messed up. Let's take a look.
It's common courtesy NOT to queue up a whole bunch of stuff in the build queues of cities, especially considering that some of this stuff will take more than a few turnsets to finish. I clear the build queues of anything that does not have hammers put towards it already.
Move citizen at Mistake off the cottage and to a 2 hammer tile. Barracks drops to 5 turns. I'm not exactly sure WHY we have a cottage here to begin with, since this is going to be our production city. We want FARMS on everything that isn't giving us hammers, and the diversion to build the cottage has probably cost us some time on city growth. Oh well.
Djenne becomes Coral Harbor, and Timbuktu becomes Miner's Rest. Sorry, my creativity isn't as good as Liq's (the guy I quote in my sig). But I guess it's better than plain stock names.
Angle has an archer in it. I didn't hear this mentioned, but whatever...
IBT: Our warrior sitting outside of Angle gets attacked by the archer and... he wins! Whew. Free exp for him. He's down to 1.5 health.
400BC (1): Parthenon is built in a far away land... Yeah, not unexpected...
Our worker is done building... a road through the forest south of Haven! Um...

I think we have more important things to be doing with worker actions. Haven has enough improvements for now, since it can't sustain much more population. So off to Mistake goes this worker...
375BC (2): Settler is done at Haven, it goes on to it's queued up Temple, which will bring badly needed happy to the city. Since I didn't hear where to send him, he's going to the western city site.

One of our workers has wasted his time building a road through a desert north of Miner's Rest. I assume the logic was to connect the cows after they were pastured. A more useful road would've gone northwest from the wheat, but we also failed to take into account that we already have 2 cows hooked up, and hooking a third to our trade network is redundant. I start farming one of the three floodplains. Feel free to change it later, but my logic is that Miner's Rest is surrounded by plains and some plains hills, and would make a much better production center than another site for cottages.
Wake a warrior at Mistake and send him on his way ahead of the incoming settler.
IBT: Still 5th in culture... How were we looking to win again?
350BC (3): Work boat done in Coral Harbor. Game wants me to make a lighthouse, but I'll go for an Obs first. Hopefully Confuci spreads here sooner rather than later, but I want access to the fish ASAP. Move boat one square and fish the clams. Gank the citizen over to the clams so it'll grow the city in 3 turns, which will eventually help the Obs more than waiting.
Farm the grass next to Mistake. The place needs food to work 3 more mines and it's growing slow.
325BC (4): Alphabet. Next... I think hard... The plan was to shoot for Music to net the Great Artist. If we go for it now we will make it with our tech lead, even if we need to turn down the beakers a bit. We also want Civil for the irrigation spread, but that can wait a bit until we have places like Mistake with enough pop to take advantage of it. Drama then Music.
Might as well road that pasture now...
Yay, Confuci spread in Coral Harbor... Only 1 hammer on the obelisk, so I switch it to a lighthouse. Should've trusted the RNG and saved one hammer, oh well.
Haven will grow in 2 and finish the temple in 3. Dangit... Gank the 18 turn to village over to the mine to switch the times around. Temple in 2, growth in 3 g2g.
300BC (5): Rax done in Mistake, 1 turn Axeman falls into the queue.
Twin Peaks founded at the western city site. Granary because it is somewhat food poor, and also already attached to the trade routes. Also no pressing resources in range that we need to grab.
IBT: Gah! Another archer finished in Angle, and he finished off the healing warrior...
275BC (6): Temple is done in Haven, it's now at 1 turn to grow, but I order up another worker because we've got too few. Citizen back to the FP to grow the cottage...
Axeman is done in Mistake. It's a toss up between perpetual 3 turn Axemen, or a Courthouse. Courthouse will save us 1gpt and take 12 turns. I'd rather have a quartet of Axemen to take Angle, where we WILL need a courthouse. Dial up another Axeman.
250BC (7): Moving the Axeman towards Miner's Rest. Also free up the Chariot and send it that way too.
225BC (8): Axeman -> Axeman in Mistake. Notice farm is done this turn so stop working a grassland forest to work it. Growing time drops from 19 turns to 10 turns. Growl at myself when I realize that Mistake has no Granary. Change Axeman to Granary in 5.
Moving the units...
200BC (9): Drama done. We've also hit the limit on deficit spending. Music in 13 turns at 80% research making 2gpt spare.
Farm done by Miner's Rest, move the plains forest citizen over to it. 6 excess food should mean we can afford to work the gold, the plains hill, and a workshopped plains to stagnate. But since we don't have Metal Casting yet, that last thought will have to wait. Please kindly refrain from building roads on the plains around Miner's Rest, so we can maximize forest expansion chances (until we need to use those tiles at least).
Going to stop here to even out the turns.
Comments to come afterwards.