Here are my fifteen (I wasn't sure if I was supposed to play 10 or 20, so I played in between

) Things didn't go to well, we lost Arbela (as a result of these darn variant rules).
(0) I check around for techs...Japan will take Alphabet for 80 gold, Myst for 65, and HorseRiding for 90. They also have contact with just about everyone. I decide to try to make peace with America. Unfortunately America won't even give 1 gold for peace, and with the variant rules, we have to stay at war.
(1) Nothing much.
(2) Immortal built in Susa, another one started.
(3) Looking at diplomacy everyone has the same thing: Alphabet, Myst, Horse Riding, contact with 8 civs. I buy contact with Chinese for 30g, French for 25, Babylon for 25, and Indians for 17. Not bad. Our new contacts have the same three techs (except India, they have two), so we seem to be behind everyone by three. As Lt Killer said, a good war will make up for this difference.
(4) Barracks done in Perseopolis, Immortal ordered, we will get one every 4 turns. Not bad. I say we take out Japan---the only other civs we can see are Russia (seem to be far west) or Egypt (south of Japan). Japan is the only civ we share a nice, long border with.
(5) Tokogawa offers contact with Germans for 1gpt and 6g, and he is willing to go down to 1gpt. We only have 2gpt to spare, which will probably buy us two contacts, but I'm sure they're far away and not worth that much.
(6) Nothing really.
(7) Our Immortal army is up to three now. Apparently the Russian city to the west is now under Japanese control. I didn't know they were fighting...
(8) Nothing really.
(9) Nothing much. A few more civs start some wonders. I forsee a massive cascade, taking out most of the ancient wonders...
(10) Iro offers contact with Germany for 15g, I accept. Our discovery of Alphabet reveals that everyone has Writing as well.

I don't like behind behind in tech. Japan has 5 cities, which isn't too bad. They won't be too hard of a target, but I suggest an army of 10-15 Immortals for that war.
(11) American warrior/archer move into Japanese (formerly Russian) territory. I guess there is alot of fighting down there.
(12) I up Math to 2gpt for 11 turns. I want to get this tech before the rest of the world so we can use it as trade bait (and this should gain us alot of ground if we get it first).
(13) Fourth Immortal built. American archers and warriors move into our territory, near Arbela (1 spear). Things might get rough soon...I take our 4 Immortals and begin to move them towards Arbela, hoping to get a counter-attack in. I just noticed we have more units than I thought; I send a force of 5 Immortals, 1 archer and 1 warrior west. War is in the air...
(14) American units attack! Unfortunately, I couldn't make peace with them, by the variant rules (they wanted 60g, and wouldn't even accept straight peace). Arbela is burned to the ground.
(15) This is it for me. The bunch of units heading west were going to try to save Arbela, but it is gone now. If you like, you can send them west and fight some American units in open ground. If the American units head towards Pasargadae, use the Immortals to counter-attack. I'm very sorry for letting Arbela go, but it was a crappy desert city that can be easily replaced. Before I save, I talk to Lincoln one more time: he has gotten cocky. He wants Pasargadae for peace, now. Onward, valiant soldiers! To Washington we go!
And the save: