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City Production - Wall street available and 5 banks on the way

We don't have a killer cash flow here and extra $50/turn looks good.
Rule #2 - In cities in culture conflict, culture building should take priority.
The odds are lower with the Zulu and there weak culture builders, but Troy should put a priority on CULTURE building.
This city is as risk of a flip. Who knows, more culture may give us a ZULU city!
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Diplomacy - Overall it went well, close to tech parity and complete knowledge of the other continent. However...

China will offer $12 for wm. Zulu will offer $8 / wm.
You should check wm after massive first contact trading.
There are often AI civs with some piece missing. $20 is a big increase with $94.
Every little bit of cash in OUR hands helps.

You did a good job of luxury trading, but we still have incense.
Never sit on luxury, unless the best offer is absurd like $1 / turn.
Incense to Babylon gains $110, Democracy (save part of a turn, worth up to $134).
$110 is > 5/turn, about all you can hope for this time.
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Military -

Why did we build a longbowman. No upgrade path, while pikes and knights have upgrade paths.
The AI keep building military, so you should squeeze some military / unit upgrades in from time to time.
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Other - Why is our galley in a coastal square?
We have navigation, and can explore everywhere.
There is a potential to pick up a lot of cash with map brokering if we reveal the water first.
A second galley would be nice.
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Overall - The wall street plan is good, but we have $94 with + $26 / turn.
We really won't take advantage of Wall Street with that little of cash.
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Turn Overall - Smith's could be a MAJOR mistake.
The AI loves that wonder. 1.29 is better at picking good cities for wonder building.
You have NO idea how long Economics was out there.
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Workers - My #1 subject to discuss

A bit more workers in the south, an improvement.
Argos keeps getting ignore - clearing 2 forest will let it grow with squares with shields.
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I can't find a lot to comment one - which is a good thing.
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hotrod0823 -
Juliennew - Playing
Tiamat - on deck
Trickey -
10 turns per player
OPEN SLOT - another player is needed
Remember - wait for my commentary before moving - not much of a training day without that.
@alexander dumas
NO mods are required.
The typical expected time to turn around is 24 hours for your intention to play. 48 hours TOTAL to complete the move.
This means I complete 12:00 PM Wed, you should finish by 12:00 pm Fri with minor play room.