Alright, without further ado:
Pre-Turn
Diplo Check:
Korea is up Iron Working, down Mysticism, as indicated, and has 1 city.
Han is down Mysticism, has 2 cities.
Baekje is down 4 techs including Myst, and has only 1 city and a piece of gold.
I am able to turn Luxury down to 10%, saving 2 gpt. 1/1/1 citizens in KK.
Switch Kazan to a worker, due in 7 rather than a granary in 57. It is +4fpt with growth due in 2.
Settler that Karasu left heads north, heading for the planned site NE,NE of Kazan.
Turn 1 (2110 BC)
No diplomatic changes
Settler continues N, NE towards site.
Worker finishes road to Almarikh, chases Settler with plans to link up and add furs.
Warrior in Almarikh wanders over to KK, heading for the far southern point just to look across.
Western warrior goes S.
Scout goes NW, N
Drop lux to 0 for one turn gaining 2 more gpt.
IBT: Scout sees barbarian across straits on Korea's island.
China founds Nanking directly towards us from Beijing. I'm starting to think about Gator's decision to grab the sheep and lambs at an RCP9 site BEFORE going for the horses. I'll have time to think about it.
Turn 2 (2070 BC)
Scout goes W, W. Chinese have more furs up here.
Western Warrior goes NW, planning to reveal more coastal tiles for map trading purposes.
Northern worker begins roading.
Settler NE to city site.
Worker triad finishes mine on sheep hill. MM Karakorum off olives to a floodplain for growth in 1, while I think about how to get the factory up and running best. Reading thread for discussion... Ok, I need the olive hill mined, and the last non-wheat FP irrigated. Move to olive hill.
Warrior heads E,S.
Lux back to 10% (+15 instead of +18) since warrior left.
MM Ta-Tu to the unimproved grassland for a turn for one extra commerce, get warrior in 1 anyway. Wasting a shield at Almarikh, no way to MM down without giving up a food.
Diplo: No changes - mysticism deal with Korea is still 149 gold, and I'm holding out for something else to be developed. Baekje has established a new city somewhere.
IBT: Ta-tu builds Warrior->Settler
Almarikh builds Barracks->Worker
KK grows to 4.
Turn 3 (2030 BC)
Settler founds Tabriz. Starts Worker.
Worker triad begins mining olives.
Warrior heads south. Just now notice I can see Korean city borders over there.
New warrior from Ta-tu runs to KK to avoid raising Lux rate. Will hang around a bit.
West Warrior goes W.
Scout goes NW, N. Han have horses up here too.
MM KK from forest back to olives (settler in 3, growth in 3) -- mine should finish before 3, have to consider this.
MM Ta-tu back to mined grass. Settler in 10.
MM Kazan from roaded plain to furs.
Diplo: Baekje has gained Iron Working, and is still down 4 techs! Trade Masonry and The Wheel for Iron Working and his lucky gold piece. I could have traded him Masonry, Pottery and 18 gold for it, but I'd rather gain money than lose it.
There is iron west of Canton, and northwest of Beijing. Nothing practical for us. I think archers to crush or cripple the Han before he gets iron are in order.
IBT: Kazan builds worker->Granary
Turn 4 (1990 BC)
New worker heads NE to join single worker.
Coastal warrior heads south, sees a bit more bland land.
Western warrior W.
Scout S,W
Diplo: Nothing.
Turn 5 (1950 BC)
Warrior to southern land's end
Northern workers begin irrigating FP.
Western Warrior SW.
Scout SW, W.
Diplo: Nothing.
IBT: Han warrior visits Western Warrior by cows.
Karakorum finishes Settler->Warrior. I want to let it grow to 4 to start the factory properly, and I think I can do it.
Settler is going to head for RCP9 site by sheep. Ta-tu's settler can go to the horses, KK's next could go for the far horses (site 1 SE is RCP9.)
Turn 6 (1910 BC)
Wake Kazan's warrior to Almarikh to avoid needing lux slider. Realize with KK's settler I can drop lux to 0 (+20 gpt now).
Southern warrior N to get back into the MP circuit. Notice a Baekje warrior across strait.
Western warrior N.
Scout SW into Han territory to get a blackspot. Han have MORE furs in there. Geeze mad-bax. Variety?
MM KK to warrior in 2, currently at +3 fpt.
MM Kazan down to +3 fpt for more commerce (growth in 2 still)
MM Almarikh to get one more commerce while worker pops.
IBT: Cautious Han lecture me on trespassing. I apologize.
Turn 7 (1870 BC)
Almarikh's warrior back to Kazan. Lux up to 10% as Ta-Tu hits size 3.
Settler moves N of Almarikh.
Southern triad begins roading olive hills.
South Warrior N.
Northern duo head to furs, new worker will join them next turn.
Western Warrior W.
Scout N, N. Han established Tsingtao NW of Beijing by iron. Scout is heading into the NW tundra.
MM KK for more food with warrior still in 1.
Diplo: Nothing. Baekje founded a new city.
IBT: KK Warrior->Settler in 5. Growth in 1.
Turn 8 (1830 BC)
New warrior SW (heading to MP in Ta-Tu)
South Warrior N.
Kazan warrior fortifies.
Settler N.
2 northern workers start roading furs. 3rd worker joins them.
Western Warrior W.
Scout N, N.
Diplo: Han have a prisoner (worker!) for sale for 27 gold. Did we forbid ourselves these? Scanning thread. Nope. I buy the first of our many volunteer laborers. He heads north, with the intention of improving the roaded plains near Almarikh first.
IBT: That Han warrior is following me.
Turn 9 (1790 BC)
Western Warrior W.
Settler W.
Southern triad finishing, heading for last FP (non-Wheat) to perfect settler factory. They go NW, N, but will waste another turn because of all the rivers.
Warrior SW of KK goes to Ta-Tu. South Warrior goes to KK.
KK is at +5fpt, should never need to drop below, though it is using the wheat for a bit.
Kazan is using an iFP, and the furs to get some production. Once the granary is online, it can be a worker factory.
Scout goes N, N again, finding the NW coast, nothing up here.
Diplo: Nothing.

I need to apologize here. I just now saw the discussion that Alan wanted our third ring out at 11 or further -- I haven't done anything to wreck that yet, but had I realized that, I could have settled that settler by now. I won't move him on my last turn, so Gator can either go with my RCP9 thoughts, or with Alan's. We should discuss this.
Turn 10 (1750 BC)
Western Warrior NW.
Workers to FP south of Kazan.
Warrior in KK crosses N, intending to head to Tabriz when it grows next turn.
Scout E (follow coast around towards home).
And I am done! I don't think I did anything glaringly bad. Nothing spectacular either. Feedback welcome.
Pass-down notes:
Han just developed writing. Will trade it for IW and 302 gold, or Myst +246. Strangely (to me), he'd need Myst + 10gpt +67gold for it. Seems he'd prefer straight cash. Maybe he's hostile. I'd rather not see us give him IW, the odds of him noticing the Korean or the Baekje are slim, since the AI won't watch the straits.
The settler hasn't moved, as per my last turns notes.
You may want to MM Kazan for more food, instead of the faster granary. That's not my strong point (does it make sense to grow and then whip instead?)
The warrior in the southwest, and the scout are both heading clockwise to scout out the coast. At which point they can go home.
Almarikh has a warrior next turn, you'll want to MM back the sheep, I went for commerce this turn.
Ta-Tu really needs some worker turns-- it could be our main unit-pump for a bit.
Tabriz will grow next turn, the warrior south of Kazan can reach Tabriz to MP. Once Tabriz finishes the worker, I was thinking another barracks town (with potential forestry to speed it up) to make units.
We should have furs online very soon -- all these MP will be almost unneeded. Time to think about archers, or hooking up the nearby horses and some horsemen, to crush Han before he figures out how metal works. I think I'd prefer archers -- they'll upgrade to Khorchin for us. Mobile artillery/attackers rolled into one.