1350 AD (pre-turn) From the LK house rules
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
Why does this continue to get ignored? I found almost no workers moved...
I switch many of the Mayan cities to be taxed to death. We need that population down to lesson the flip risk. I let the leader get marginal Leeds factory on-line. Once we get communism and a police station that will be a decent city. I salvage 3 more shields by employing some policeman. I switch cities building libraries to temples. We may as well save some cash - I do rush a couple temples where possible.
(I) I should have looked closer at the cities. I missed Nottingham building a bank before factory.
ToE completes and we do the standard AT / Electronics. I start 50-turns on Radio. I don't know if well get it first, but I love getting this tech dirt cheap.
The new specialists do pay off - Arnhem is factory is 35 turns. With 2 cops it is 27 turns. With Engineers it is 22 turns. All of a sudden food heavy cities don't seem as bad.
1355 AD
Hoover is due is just 9 turns. We capture the fort by Coba. One choke point is controlled. I begin to ship our elite MDI to the front. With longbows out their, we may as well get as many changes for a leader. The non-elites can help with killing resistance.
Since Babylon is further behind I ship him AT and get Communism, Espionage and Steel.

The spy agency is ordered up. I ship AT to Carthage and get Sanitation, $1054 and spices.
(I) The Maya killed and infantry with a longbow.
1360 AD
Tiwanaku falls to our knight army with artillery support. (Doesn't that sound strange?)
We capture a future artillery piece. That front is now complete.
Lee's Cavalry is formed. Abel Tasman will head home to find a building to rush. The Mayans are so weak we don't need armies. Speeding up infrastructure is better in my opinion.
Size 1 Vitcos is captured.
(I) We get one of those annoying flips - Yaxchilan goes back to the Maya. I hate flips where there is ZERO culture pressure. Unfrelling believable - we get hit with a double flip, and Cuello goes back to Maya. The lost of the 2 infantry is almost as back as the cities.
1365 AD
Abel rushes the factory in Nottingham. Getting those marginally cities up and running will really help when we have to fight the monster named Carthage.
My first goal is accomplished, and all our homeland cities have an infantry guarding them.
Cuello is recaptured after being bombarded down to size 1.
1370 AD
Yaxchilan is recaptured after being bombarded down to size 1.
1375 AD
Dzib... is captured, and I achieve goal #2. We now have just one front to beat the Mayans up on. During that battle Lee's Cavalry #2 was formed, and Jansz comes home and rushes a police station in Whaleburg.
1385 AD
I never realized that entering a fort in enemy territory that you already occupy ends movement. Coba will survive another turn. However, I do kill 2 of the rifleman with the army that was guarding the fort.
1390 AD
We take Coba - I lost an elite infantry trying to kill 1 hp rifle, but promoted 2 more cavalry to elite. We kill 3 1hp pikeman with our MDI, but no leaders.
I see the bug Hotrod is talking about - Coba just captured doesn't have a railroad in it!
(I) The spy agency is completed.
1395 AD
Our attempt to spy on the Maya failed.
(I) Hoover Dam is completed.
We catch Carthage trying to spy on us.
1400 AD
We raze the Mayan capitol of Uxmal.

Forts are really broken in the game. A fort in NEUTRAL territory stops movement for that turn.
Summary:
I think we should be glad we didn't sit on that leader waiting for Wall Street.

We have 3 elite* cavalry, so the next leader should be an army.
LKendter
Ridgelake (currently playing)
meldor (on deck)
Rubberjello
hotrod0823
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
http://www.civfanatics.net/uploads6/LK56-1400AD.zip