OK. Here goes...
0: 540AD
GP due in 15 turns at capitol, and 12 in FM. I guess we need to add an extra specialist to hurry the capitol to 11 turns, and keep our fingers crossed we get the profit....
Set miners rest to grow a little quicker. When we get the forge, we really want to grow it to it's new happy cap, so lets get up to the current happy cap asap.
Set coral harbour to work the 2nd fish.
I also think we're a little light on troops. There's no spare escorts and I'd really like to see our outlying cities to have an axe and skirmisher. Maybe I'm paranoid

And we need a couple of missionaries for our new cities. It's a much better hammer investment than a obelisk
Do we want to put a Colossus here. Would really add to the coastal economy. ?
Turn 1: 560AD I'm going to get us setup for the Colossus in Coral Harbour. I've set the worker to pre-chop (there's loads of desert to get through to road up, and we're connected through the coast anyway, so we only need the road for mobility). I'm going to build the forge, try to do a 2 pop whip fox max overflow, then chop fell the pre-chopped trees. (should give 37

per tree.) That will then give all our coastal tiles 4

If we get it.
Set right angle to work the 3

hill. And set the settler to chop the tree there. We need to courthouse and we can get start a workboat there.
Turn 2: 580AD
Get the forge in FM. Start on missionary. Set the worker there to chop a forest next to the city. We need one more farm around that area to work the mine we've just built. Doh, we don't have civil services, I guess not then. I'll send him down to Twin Peaks to built a cottage there.
Turn 3: 600AD.
library in coral harbor. Set to forge. Build mine on hill near Right Angle.
Turn 4: 620AD
Get compass.
Checking with the plan, next is monarchy to hopefully sling
Twin peaks gets it's courthouse. Set to library. I'm guessing this is going to be a commerce city, and the library will get there berfore we grow again, so we can hire a scientist to avoid going

Courthouse in Right Angle too. Set to work boat to get the fish.
Turn 5: 640AD
Missionary in FM, set to build another. Send this one to painted cow to get the borders growing to get the fish.
Fire the scientist in Commerce Heaven, I think we've pulled far enough away from the Glib in Miners Rest.
Great lighthouse has been built in a far away land, I think by a GE (if Nabu-rimanni was one)
Set a worker near right angle to start chopping away at the jungle to hook up the dies.
Turn 6: 660AD
Send 2nd worker to help with the jungle/dies.
Set FM to build an Axeman for the new city.
Right Angle to finishes work boat, set to lighthouse
And the other way round in Painted Cows.
Turn 7: 680AD.
I set the worker near twin peaks to start building the road north. I know it's not a great move, but I'm not sure what else to do, and it will need building when we settle the silver north.
Turn 8: 700AD:
We get monarchy.
The GP from Commerce Heaven is due next turn. Set sci to Machinary on a temp basis until next turn is done.
Turn 9: 720AD:
We get our settler out, swith to market for the

and the

FM builds an axe escort, and set to missionary for the new city. I'm sending a worker and axe down to the gold city.
Turn 10: 740AD:
Miners rest has finished it's forge. I've set it to an explorer with the idea to load it onto the first gally we build, but there's no hammers in that, so we can change our minds.
Twin Peaks finishes it's library. I hire a scientist and set it to build a galley
Eastend finishes it's granary, set it to courthouse.
Commerse Heaven produces a GSc ;-(
I could have moved it over to 1 specialist one turn earlier it may have made a difference.
Oh well. It does meen we need another religious building/wonder in CH to get a profit for our shrine though. Set research on to CS the hard way.
the GA wants to pop HBR. After a bit of research, we need to get CS before we can pop nationalism. Phew.
The next scientist from the Glib should be allong in another 14/15 turns or so.
I could do 3 :whip: at coral harbor for the forge. That should give an overflow of 26 hammers, multiplied by the new forge, which is a good start on the colossus. But, I've just realized that our plan is early cavs, and astronomy. Which will obsolete the colossus. So maybe we don't want to build it. Either way, there's a decision to make.
:whip, get 40 hammers next turn for someone to decide what to do with and 4 pre-chopped forests, or not.
OK. The settler is on goto to golden wheat, there's a worker on goto to the wheat there, and an axe near Commerce Heaven I was planning to send down there, but he's still 5 turns away, so I've cancelled it. There's a missionary on goto 1 turn away from east end too.
So, up for discussion,
City sites in the west ? I'd say 1NE of the cows. Gets silver and cows, and provides a cut through for our navies.
Colossus or something else ?
Medium term build plans. Some galleys for easy upgrading ? or focus on infrastructure for
EDIT: What civics do we want to be in ? We can switch to HR and Pacifism. Could be good to do cos we're isolated and don't need the troops. it would hurry the GPs for popping the techs.
Edit2: I forgot that right angle is stagnating. I forgot to change that a few turns ago
Here's the roster:
Roster
IdiotsOpposite (UP!)
S.ilver (On deck)
Hackapell (MIA)
Simon_c (just plaied.)
Here's the save.
http://forums.civfanatics.com/uploads/111964/Io1_AD-0740.Civ4SavedGame