Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over. I see 4 captured cities, I abandon them all. Looks like we have some builder turns coming up. I notice the Silks need hooked up. We need Settlers and workers bad. Also some boats. Some MMing wrings one less turn toward Chemistry.
Non-Combat:
Workers 47 native, 64 slaves
Settlers 3
Military:
Warriors 5
Archers 1
Spearman 22
Swordsman 5
Horseman 2
Pikemen 12
Knights 6
Catapults 7
Trebuchets 4
Armies 5, 2 of 4 unit, 2 of 3unit Ancient Cavalry, 1 3 of 4 Knights
MDI 10
Ancient Cavalry 17
Galleys 3
Hit enter=>
IBT: Lots of barb movement.
Turn 1, 810 AD: MDI kills Spear and Punjab captured and razed, 1 slave taken.
Jungle Gym founded near Fire Hazard=>wealth.
Begin Knights Templar in K-Grad, Leonardos in Overseeropolis.
Switch many core builds to infrastructure, we have a huge military anyway.
I do want to modernize, we have lots of spears that could be muskets and knights.
IBT: Nothing to write home about.
Turn 2, 820 AD: Dye Happily founded near Monkey Paradise=>worker.
Land 2 MDI at Bengal. They are down to 2 cities. Now just hope there are no settlers on boats.
IBT: Indian archer attacks MDI and loses, Indian galley attacks ours, loses.
Turn 3, 830 AD: Both MDIs win, Bengal captured and razed, 2 slaves taken.
Lower tech slider to 50%, Chemistry next turn at 111gpt.
IBT: Chemistry arrives, next is Theology(path to better boats Theology>Education>Astronomy(Carrack)>Physics>Magnetism(Galleon)
Turn 4, 840 AD: Begin organizing our specialist farms, MM to get Theology in 5 turns.
Move MDI to Kohlapur.
IBT: Lots of barb movement.
Turn 5, 850 AD: Dyed in the Wool founded near Dye Happily=>worker.
Kill another barb camp.
Good news guys, Im going to play a double turn-set, since its whack a barb and build and develop our empire time.
IBT:
Turn 6, 860 AD: Both MDIs lose vs 1 spear at Kohlapur

and he is promoted, grr.
Our wounded galley may also be sunk by a barb galley, and to add to that, India may have escaped to another island.
IBT: Our galley survived!
Turn 7, 870 AD: Pick up an MDI to go to Kohlapur.
IBT: Incan city of Riobamba builds Knights Templar, too bad.
Turn 8, 880 AD: Lake Havasu founded near Brag about Gems=>trebuchet.
Lower tech slider to 30%, we get Theology at 182 gpt.
IBT: Something happened on the IBT, no Theology this turn

Oh well, more money for future deficit research.
Turn 9, 890 AD: Both MDIs win, taking Kohlapur, and India is no more! 1 slave taken.
River of no Return founded on floodplains north of Lagos=>settler.
IBT: We finally get Theology, next is Education in 6 turns.
Turn 10, 900 AD: Do some minor Micromanaging for the next player.
Non-Combat:
Workers 56 native, 68 slaves
Settlers 8
Military:
Warriors 5
Archers 1
Spearman 24
Swordsman 5
Horseman 1
Pikemen 13
Knights 8
Catapults 7
Trebuchets 4
Armies 5, 2 of 4 unit, 2 of 3 unit Ancient Cavalry, 1 3 of 4 Knights
MDI 10
Ancient Cavalry 19
Galleys 5