(0) 1650AD
I find it amazing that with all our land area, we only have three native luxuries. There's some rather nice looking wines in range of Hlobane (Zulu) and Inch'on (Korea) and dyes next to Hyangsang (Korea). It looks like our preferred direction would be to take out Carthage and follow on with the two Korean cities to snag the extra luxuries.
Looking at our techs shows us we're four techs away from Flight (airports) and three techs away from Combustion. Portugal and Zulu also have rubber available, so they may be throwing infantry at us at some point. Portugal is up by Refining, so I will look towards stealing that tech. Korea is also up by Steel and Refining. It looks like we're going to steal our techs from now on, so instead of going heavy on scientists, I go for taxmen instead.
I start the laborious and thankless task of hiring taxmen. I note that New Vilcas has a load of civil engineers but is training infantry. Civil engineers don't work when building units, so there are seven (!) taxmen there now. Optimize some food tiles too, working flood plains where possible to allow an extra taxman or two. Income is increased by nearly 200 gold/turn.
IBT:
Our attackers have been silenced! Or maybe the preferences aren't right. No. I realize that I have my sound muted (wretched netzero advertising).
Lots of units of various nationalities appear next to our beachhead cities. We lose one knight in the fighting, and promote an infantry to elite.
(1) 1655AD
Reorganize defences in our cities. Mpondo in particular as there are four cavalry outside it. An infantry army and a cavalry army bolster the defence there.
The carthaginian city of Hippo is captured. Flip risk is minimal, as I don't expact Carthage to last more than a couple of turns.
A spy is successfully planted in Korea. We have spies in all other nations.
IBT:
The Koreans and Mongols attack Hippo with insane ferocity. They lost at least ten cavalry between them against our defending infantry army. I'm really sure there's a resource there as it also gets hit by propoganda.
Cuzco completes Wall Street and starts Battlefield Medicine. And another army is trained.
(2) 1660AD
Clobber lots more troops. We've lost a knight and a cavalry so far. I've lost count of the number of enemy troops killed, but it's somewhere around twenty.
IBT:
Ugh! We lose three slave workers to a wandering cavalry as I forget to cover them

More troops sit outside Hippo. It's definitely a prime target. But with two infantry armies there, it should hold.
(3) 1665AD
More of the same. Absorbing the blows from the foreigners before I can press the attack.
(4) 1670AD
Tiwanaku 2 founded, filling in a gap between our cities.
I decide that distance covered is more important than defence, and create a new cavalry army.
I send our cavalry armies after the final Carthaginian city. Hadrumetan is captured.
It looks like Hippo will get pillaged again this turn, but I moved in a large stack of artillery there that will start laying down some serious whoop-ass next turn.
Immediate steal from Korea gives us Refining. There is oil by Hadrumetan, so that may become a target.
IBT:
We lose Hadrumetan and one cavalry army to the Portuguese

I misjudged the distances involved and was unable to fortify with an infantry army. There's another cavalry army outside, so we'll get it back next turn. With twelve extra native workers on that landmass now, we should be able to get a rail link constructed.
(5) 1675AD
Hadrumetam is recaptured. Stupid Portuguese only put two cavalry in there to defend (one was redlined). I complete a railroad to it this turn, and add an infantry army and a bunch of extra infantry to the city for defence. I bombard many Korean units and clear out about two thirds of those that are inside our borders. I also upgrade ten cannon to artillery, which will bolster defence at Hadrumetan next turn.
Found Machu Picchu 2, another filler city.
(6) 1680AD
I have enough spare artillery to bombard the Zulu city of Rusicade from Cuzco 2. Enough in fact to allow the two cavalry armies at Cuzco 2 to go in and raze the city, giving us some much needed relief from cultural pressure.
After the usual bombardment, I locate our elites and start killing the softer targets. A cavalry defeats a rifleman and...
Well, at least I can replace that cavalry army now...
(7) 1685AD
I set my sights on the Korean city of Inch'on, and the wines next to it. I bring in our cavalry armies, and attack, defeating at least eight riflemen in various states of disepair. The city is razed, and a settler is brought in to settle next to the wines next turn.
I create the big ol' artillery stack of doom and head towards Hyangsang.
Try another immediate steal from Korea, but our agent is uncovered.
IBT:
I guess things were just a little too quiet. Lots of Korean and Portuguese units appear next to Hippo and Hadrumetam. Potugal had a transport roaming around and landed ONE cavalry next to detroit. What a waste of a transport!
(8) 1690AD
Ollantaytambo 2 is founded next to wines, stealing them from Korea.
It's a great day for the glue factory, as about twenty cavalry are destroyed. By the time I finish, not a single unit is left in our territory.
IBT:
A Mongol cavalry that I completely forgot about takes New York

We complete Battlefied Medicine.
(9) 1695AD
New York is recaptured, but we lose a cavalry.
Bombard all defenders in Hyangsang and attack with cavalry armies. Hyangsang is no more. A combat settler plops down Corihuayrachina 2 on top of one of the dyes.
Bring luxury tax down to 0%. With five native luxuries, we should be doing fine now.
(10) 1700AD
I send the artillery stack over towards the Korean city of Cirta. There's a bunch of ships there (including a transport) that I bombarded. You KNOW the AI is going to send them scurrying into Cirta for repairs, so here's a great opportunity to destroy some Korean shipping.
Other than that, just keep on razing and pillaging...
The Save File - 1700AD