Pre-turn (430 left):
Wow, check out Alex's meteoric fall on the power graph. Guess he's not so much of a threat to us anymore. Gandhi is still a hopeless runner up:
There's lots of land to the SE. The big question here, is do we expand or let others do the work for us? Though there are some potentially good city sites, I'm partial to improving our economy for now, then ramping up with the military to take out Gandhi.
We don't have Construction yet for cats! Grr. We're not going to be taking capitals with swords people. I leave it on CS for now, but Construction WILL be next.
I put Kill Barb on Heroic Epic since it's highest in production. We're gonna need it. And why was it set to grow so slowly? It has an enormous potential food surplus and is below the happy limit. (I keep it working the cottages of course).
Our happiness in this game simply sucks, we need to figure out a way to grow our cities past 8 or 9. The wine would net us another happy also if we had Monarchy. The silk would with Plantation. Neither which we have.
Hmm... should we settle another city south of Eagle's Next in the hope of stealing one of those gold tiles from Alex? One isn't even Alex's, it's in neutral land. And the land around there is actually pretty good:
We can't really afford two scientists at Rexburg, especially considering it's starving. Fire one.
Liquidia has a CITIZEN hired, and is starving?

And why in tarnation is it building an AQUEDUCT when the health limit is way above the happiness limit? We already have the Hanging Gardens in another city. I put it on forge.
Turn 1 (429 left):
Gonna use workers to chop-rush stuff in S&M city. But first, I rename it to SandM city; apparently the ampersand is confusing the interface text. Gonna selectively chop-rush in other cities also to get these forges out.
Marble hooked up, time for Heroic Epic drops in half, cool.
The synergy with Machinery is just too good to ignore IMHO, so I use the Engineer to discover it.
Turn 2 (428 left):
Heh, we have a Brian Bloodaxe, but no Eric Bloodaxe? (Google it!)
Turn 3 (427 left):
Zzz.
Turn 4 (426 left):
Zzz.
Turn 5 (425 left):
Zzz.
Turn 6 (424 left):
Lars un-mans a barb sword.
Turn 7 (423 left):
Gonna chop-rush a settler at S&M city quickly so I can nab that spot I mentioned above for the gold.
Rex and Kill Barb are now at happiness limits. I stagnate Rex and whip the Epic in Kill Barb. This city was BORN for whipping.
Turn 8 (422 left):
Turning Rex production over to military for the forseeable future. KB on forge.
Turn 9 (421 left):
Zzz.
Turn 10 (420 left):
Zzz.
Turn 11 (419 left):
Lars de-mans a barb axe.
Turn 12 (418 left):
CS -> Construction.
Revolt to Bureaucracy.
Turn 13 (417 left):
Zzz.
Turn 14 (416 left):
Zzz.
Turn 15 (415 left):
Settler pops in S&M.. read on...
To next player:
The settler in S&M should be settled on the city ruins two squares east of the unclaimed gold tile south of Eagle's Nest (see the dotmap above). That gold will net us an extra happy. The crossbowman should be used to escort the settler.
Man, cottages go slow as heck in Epic. We're working tons of them now but our economy still bites.
http://nryan.com/Civ4/Liq01/Turn03/Liq-01AD-1075.Civ4SavedGame