Turn 0 - 50 AD
Assessing situation. We are in anarchy, and the Zulus seem weak culturally. Cultural Assualt time!

Looks like we'll need lots of gold to rush temples and libraries. Our military is average to the Zulus, and weak compared to the Egyptians. The Zulu road system is almost non existant. Egypt's is a little better, and is about equal to ours (some unconnected cities). We are also losing 2 gpt. Mycenae has an unconnected horseman (knights are near). Egypt is equal to us in techs (has 34 gold), while the Zulus lack monotheism (has 2 gold).
MM'ing cities. Put Ephesus worked tile on dyes. Putting Troy on grass (worked tile) so it can grow quicker. Corruption nullifies the shield output. (then again, we're in anarchy, so I can't tell!

) MM'd other cities accordingly.
Resource Assessment - We only have dyes. Our incense is unconnected. Marketplaces will have minimal effect, since we have less than 3 luxs. Egypt has elephants (Ivory) and lots of them, but no dyes! The Zulus have incense, but also no dyes.
Turn 1 - 70 AD
History of the world. We're 6th in happiness. Also on the list:
Egypt, India, English, Germans, Chinese, Greeks (us), Zulus, Babylon.
Diplomacy: nothing.
Zulus now have 5 gold. Must be making 3 gpt. Egypt has 34 gold - no change from last turn.
Workers continuing to work. (none free yet). One is moved from the hill by Corith to the Spartian cow.
Turn 2 - 90 AD
We are a monarchy! +22 GPT! (WOW!)
Adjusting science. 60%, fuedilism in 26 turns, -2 gpt. 50%, 28 turns, 0 gpt. Any lower, and it's 40 turns. MM'd some cities with entertainers that were not needed. We'll need to rush our temples, so I'm setting the gpt up high. China already has the GL...
No one can trade yet. Nothing from dimplomacy. I also put science to 10%, as 40 turns is better than nothing, and we make 23gpt.
Rushed a temple in Thessaloncia, a 1spt city.
Turn 3 - 110 AD
Exploring with galley. Thermo changed to galley so we can have an eastern galley. Diplo - nothing.
Turn 4 - 130 AD
Sparta starts a market place. Diplo: nothing.
Workers working on worked tiles. (building roads)
Turn 5 - 150 AD
Thermo builds a galley, and starts on horseman. (shudders at the horseman hordes in GOTM9)
Turn 6 - 170 AD
Corinth starts on horseman. Pharsalos builds a temple, and starts a library. Building roads between Herklia and Rhodes. Zulus now have dyes, but are not connected. Diplo - traded maps for maps with Egypt. Road to Rhodes complete. Why is the plain by Mycenae mined? Changing to irragation. Diplo: nothing.
Turn 7 - 190 AD
Thess expands! Temple rushed in Troy. Scouting with galleys on both sides. Nothing yet. Diplo: nothing.
Turn 8 - 210 AD
Horsie in Corinth, another started. Start barracks in Troy incase we want to send our units up north for a possible attack, and need them upgraded.
Diplo: Nothing.
Turn 9 - 230 AD
Thermo builds a horsie, and starts another. Diplo: Nothing.
continue scouting and building roads. Changed my mind on the Troy barracks, and start a library for culture.
Turn 10 - 250 AD
Egyptian setter and warrior moving through Hlobane. Might want to block them. Diplo: Nothing.