Good to be back in the saddle again. And there is even a war for me.

Just a note, not sure that it matters in this game, but Greebley and I follow each other and have more of a war-monger leaning, while T_McC and LK are builders. Greebley and I follow each other, perhaps a minor mixup would help?
IHT: Swap Gao to guild hall in 3, instead of HH in 1.
Turn 1: Watch Inti's hurt Sioux and America, but ignore us. We learn Chivalry, Architecture, Astronomy, Banking, Education, Navigation, Physics, Political Philosophy, and something else. Glib is obsolete.
Cancel Alliance with Sioux. Vet HH kills Eagle knight at Paracas, Elite pops a leader, we get the town and some massive gold. Our great galleas sinks an incan Ship. (3-0). Shuffle troops and upgrade stuff.
Turn 2: Moving, no combat, find green borders. Sign ROP with Sioux.
Turn 3: Army wins one and then an elite captures pucara. (We just don't have the pop for raze and replace.) It has forge and guild hall. (5-0). We got a slave in the process. Meet the aztecs. They are more advanced then anyone we know. I lose 1 HH, kill 2 eagle knights and we own Voyage of Discovery. We get a slave in the process.
Turn 4: The Sioux got to Cuzco before we did, by having 1 hp left on their elephant that could take the town. Nuts. Kill a loose inti with an elite. (8-1). Aztecs are well cultured. OUr G.A. ends. We give 20 gold to swap WM's with Monty.
Turn 5: Talk to the Iro's.
Turn 6: It looks like the Sioux want to play rough. Fortunately I was setting up to fight them anyway. We will see what plays out.
Turn 7: Swap luxes with the Iro. They are at war with the Aztecs, which is good. I am really moving troops around to avoid a devestating RoP Rape. They could be moving against the Americans as well, We will have to see. Meet India, the Tech Leader. Trade him Iron and Dyes, get music theory, Absolutism, 120 gold and a WM. Contact greece get gold and gpt from him. He is small. Build 2 new embassies, sell WM for cash. Music Theory gets us 100 gold and Map making from the Sioux. The Sioux are Gracious.
Research to PP, as it could be a monopoly tech. (6-turns) The Sioux get our map for 220 gold. OUr pults all become Trebs, and our defense is battening down.
Turn 8: The Sioux are moving all their troops to the city by our capitol, probably to try and prevent a flip risk. We build the Training camp in Gao, start a Uni.
Turn 9: Start upgrading some of our labor.
Turn 10: Continue upgrading labor. The Sioux have 12 offensive units in Yanktown (By our capitol). They have maybe 10 others total. The Iro cough up 60 gold and thoery of warfare for gold.
I think we are in a good position here. I would decide whether or not to go for the Encyclopedia.
If so, swap Gao to it ASAP. If not, build lots of academies libraries and production boosters in the core. We have ~5 cities that are nearly nice, missing 1 booster or a couple of science buildings. Otherwise we are in good shape. The Sioux have no ponies, and we want to keep it that way.
I personally would try for the encyclopedia, as it gives us great flexibility with whatever we want to do next.
We should also start a prebuild for Smith's, but we are only 2 techs total behind the leaders, and 3 techs from Smiths.
In 3 turns PP should be a monopoly.
We are doing quite nicely here, but should build a few more defenders/attackers as we need them.
Where do we want the summer palace?
http://www.civfanatics.net/uploads9/LK102_AD650.SAV