1375 AD (pre-turn)

Why is Uruk building Suffrage in 36 turn? Nineveh can build it in 23 turns. I switch Uruk to factory, and Nineveh to Suffrage.
I am not happy with the placement of New Uruk. This was place on my grey X zone to NOT build a city. I manage to salvage 12 tiles for both the nearby cities, so I grudgingly keep it.
I ship the Aztecs Medicine, Furs, and Ivory. I get Electricity, wm, $46, and $2/turn in return.
The price is brutal, but I ship the Zulu $100/turn and get Saltpeter. I want more cavalry built.
I switch science to Scientific Method at 10%. I want to have a better idea of the pre-build time before deciding the final rate.
(IT) Viking and Rome trade embargo us.
1380 AD
I merge two workers into Nineveh, and the Suffrage ETA drops to 19 turns.
Lack of elite units is making leader fishing hard. I do manage to at least get another elite cavalry. I kill the Viking stack inside our borders losing 1 cavalry, and 1 ac.
1390 AD
One picture is worth a thousand words:
We know have a victorious cavalry army. The heroic epic is due in 8 turns in Babylon.
(IT) ARGGGGGGGG! We lose our source of horses as the Mongols and Scandinavia ally against us. Well $100/turn flushed down the toilet for saltpeter....
1400 AD
Scandinavia simply declares war on the Aztecs. I very stupid move since he has some cities on the Aztec continent.
1405 AD

Our pillaging army finds out that the Vikings have infantry
I dial up the Zulu and get replaceable parts for Ivory, Furs and $131/turn. I stare at the map in total utter disgust as I find out we have no rubber.
(IT) Rome and Scandinavia sign an MPP.
: Hmm: Do I smell a source of coal?
Rome declares war. This will get interesting - NOT!
1410 AD
I dial up the Aztecs and find out I can get Rubber for dyes and $42/turn. I don't bother yet, as we don't have enough spare cash to upgrade at the moment.
Summary:
This is the worse resource shaft I have had in my life.
The army is returning home, as I have spotted Viking infantry heading out way.
I can't believe the Vikings still won't talk.
I want the military academy in our #1 shield city - Nineveh.
The pre-build palace in Uruk is for ToE. We may complete the tech shortly before the pre-build has enough shields.
Once the war with the Vikings is over this is our target. We should punish the Romans and get a source of coal. We have enough units, including the army to easily raze Neapolis. DON'T try to steal the salt. That would leave the Zulu with none as we are importing one of the two from them. That increases the war risk, and our military is paper thin at the moment.
Culture is not an issue at this time. The Mongols appear mobilized, and are barely building culture. Our lead is increasing at this time.
Signed up:
LKendter
Microbe (currently playing)
SesnOfWthr (on deck)
Ankka (out June 17th to June 27th)
Karasu
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
>> Starting with LK68 the LK series is on patch 1.22.
The variant rules - this is meant to be a passive cultural win game as much as possible.
1) During despotism we must cave to all demands.
2) After despotism we have the right to refuse demands beyond cash / world map. However, our civ dislikes war. Is the item worth fighting over?
3) We may not demand other AI civs leave our territory, except for a clear sneak attack. If the Zulu and Vikings are fighting each other going through our territory we allow it.
4) Once spies arrive, we many only plant spies, and steal techs. I don't want other actions that are designed mainly to encourage war.
5) We must accept peace once the civ will give it to use for free. We are allowed to take concessions during the peace talks.
6) We are prohibited from signing alliances and MPPs.
7) We may not declare war except for the following reasons:
A) To stop a space launch
B) We hit 80K, but another civ has at least 40K. This still is meant to be a limited war.
8) When in doubt about actions please think about the spirit of the game.
http://www.civfanatics.net/uploads7/LK69-1425AD.zip