Inherited turn:
There's one galleon in BeachHead that still has 4 movement left. I use the rename-ship trick to identify it, and it moves 3 full loads of units over to the French continent this turn. How'd it do that? Load up, move one south, move 4 artillery into Beach; move back; load up, move one south, unload 4 horses into Beach; stay where it is while 4 horses move into the boat, then sail the boat with horses into Beach with its last move.
We are at max war weariness now, so further increases in that aren't a worry. The fact that we're spending 40% on luxuries is, though. I will not revolt, though; I expect us to have at least a short economic build-up period after France before we go overseas.
Um, why don't we have an Intelligence Agency?

The city that can do it the fastest is Warwick (how did THAT city get to be our top shield producer?) which is ordered to build it.
Egads, France has a huge navy... built to counter our land-based artillery I'm sure. Another fine development from the French Military Labs.
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1440 AD: Bombarding and slaughter at Beachhead. We kill about 20 French units to about 3 losses. Aren't beachhead battles supposed to result in massive slaughter for the INVADERS? Artillery and Sipahi are disgustingly powerful...
We get a GL taking out a stray French cav... on the western island. I don't really want to rush the Intelligence Agency here where we can't defend it, so he just makes an army.
1445: The French bombed out all the roads at Beachhead so I get some workers into position to rebuild one, protected by infantry. Our artillery bombard some battleships to amuse themselves.
France unloads two.. no, three transports full on the western island; this might be a bit of a problem. France also has marines now.
1450 AD: We crack the French core and Lyons is razed. But we lose two cities on the western island that I can't do anything about.
1455 AD: Amiens on the western island is razed. Avignon in the French core is razed.
I don't know what the team's opinion is on combat settlers, but I'm going to use them. One's in place now to give us access to Chartres next turn, making our artillery waste no turns advancing.
1460 AD: We lost another two cities on the western island but we do raze Toulouse there. Some artillery are needed to repel a transport-full that the French landed next to Beach Head (why they didn't just walk, I have no idea) and the rest only inflict some damage on Cherbourg. We are able to make an ivory colony near Beach to get ourselves a fifth luxury which actually lets lux tax drop all the way to 20%.
France and Mongols MPP - ouch.
CRAP - our last city left on Western Isle flips to the French! We still have our artillery and armies there, but it isn't going to be easy...
And:
That happened AT THE END OF OUR PRODUCTION PHASE, before I even had a chance to move a unit. This also happened to me in Epic 29, and is definitely some sort of bug still in the game that isn't going to get patched now.
1465 AD: Chartres is razed. Our army on Western Isle recaptures one city.
Also, the Intelligence Agency has completed and it's time to go spying. We get agents into both Paris and Karakorum.
![Party [party] [party]](/images/smilies/partytime.gif)
Safe steal cost would be 3000 gold, versus about 3500 to research Refining ourselves. Not worth it yet. I decide to start up research again on Refining, due in 4 turns at max deficit.
1470 AD: Another combat settler gets us access to Marseilles which gets razed. On Western Isle, our forces hole up in our hilltop stronghold there. This group isn't going to capture any cities without reinforcements, but it can distract French units and take out any trickle attacks with no losses.
We complete the Pentagon, and also complete Colosseums in most of our core cities letting lux go all the way down to 10%. In a Republic under maximum war weariness!
1475 AD: The epic Battle for Paris begins. This turn, our artillery take it down from size 18 to 12, and the damage dealt reveals that there are at least 8 infantry in the city. France appears to lack rubber, as I'm seeing more and more guerillas.
1480 AD: The Battle for Paris continues, although several of our artillery were needed to fend off a trickle attack and not much damage is done to the city.
The Mongols also landed two boats (galleons, not transports) full of rifles and cavalry over on East English Isle. I rush a galleon in Newcastle (exactly 4 squares away from Brighton for virtual-rails) to get some virtual rails going over here. For now, our leftover Sipahi there repel it with only one loss.
Oh, no.
Cambridge falls to the Aztecs. And the people expand our palace.
1485 AD: I continued the Battle for Paris, but I'm too exhausted to do any more. Don't go for Paris this turn; once again we needed some artillery to fend off a trickle attack, and several of our sipahi are healing this turn. Paris is down to size 1 and its barracks went this turn, meaning the units I redlined won't heal all the way. Next turn should be good to take the city; it's got Leonardo's which we might want to keep. France is still, unbelievably, in Democracy.
Next leader is on his own for fending off the Mongols and Aztecs. You've got a galleon in Newcastle that can take four units over to that island this turn.
Refining just came in this turn. I'd suggest going for Combustion next at max sustainable rate to get some semblance of a navy going; destroyers with land-based artillery support can take out fleets of battleships given time.
Yeah, I have the governor on to manage citizen moods for all cities. It just wasn't worth the effort to micromanage them anymore. Take it off if you want to, but note that there wasn't a single riot on my turn.

It looks like we're a bit over-happy right now, but that's due to a negative-WW boost we just got from the Aztecs declaring war and that won't last long.
http://www.civfanatics.net/uploads4/lotr6-1485ad.zip