Situation Assessment: Wow! What a difference 40 turns makes. We are up to 7 cities, with only 2 cities remaining to be built. We have identified our 3 culture cities: Medina, Damascus, and Baghdad. And we have a plan to build their culture; initially through cultural and religous buildings.
As for the remaining 2 cities, there are 2 Settlers currently in the build queue. The one at Damascus will be done in 3 turns, while the one in Najran will not be done for 13 turns.
We have founded 4 religions. Buddhism is spread fairly well; only the former barb city of Saxon remains. We still need to do some work on the remaining 3 religions, though.
You can note from the above screenshot that we are obviously running the Organized Religion civic. A lot of the cultural buildings have been built and quite a few remain. I was going to compile a list of the remaining builds, for the benefit of the lurkers. That idea got scrapped as soon as I discovered how much work that would entail.

I should note that SW has apparently given higher priority to the higher culture producing buildings (i.e. a +3cpt theater before a +1cpt temple). Good thinking, Soul Warrior!
Militarily, we are still weak. We have 8 Archers, 6 Axeman, and a lone Swordsman. The good news is that we probably don't need much of a military for the foreseeable future. We are on a continent by ourselves. We still have not met any other civ. The only barb in sight is a lone and empty galley. Much of the fog has been pushed back, either by troops or by expansion. There is some fog on the southern peninsula and a patch or two in the northern tundra.
We are currently researching Philosophy, which is due in 12 turns. This will enable the Pacifism civic, which we may want to consider once our building spree is complete. Although Free Religion, enabled by researching Liberalism, may be a better civic choice for us. However, Philosopy is a prerequisite for Liberalism. Taoism, BTW, has already been founded.
We have 94 gold in the treasury and are draining it at -3gpt. We are at 60% on the research slider and the culture slider is turned off. I'm not real happy with those numbers, but I don't think there is anything that can be done about it at the moment.
The only truly weak point that I can see is a lack of Workers. We have only 4 workers. Unfortunately, there is probably not much I am going to be able to do about it. The building of temples and spreading the religions will most likely have to take precedence.
Overall, I would have to say that we are in good shape!
Objectives: Found the 8
th city and press forward with the building construction efforts started by those before me.
Turn 0 - 1190AD I do a little MM at Najran to shave a turn off of the Settler's training. I also preempt the Lighthouse build in Kufah for a Buddhist Temple.
Mecca is 1 turn away from constructing a Theatre. I may be short sighted here, but I really do not see the benefit, as Mecca is not one of our three cultural cities. I put the Theatre on hold and queue a Jewish Missionary instead.
The side effect of all of this is that I somehow managed to shave a turn off the Philosophy research. I have no idea how I did it, but it is now due in 11 turns.
Turn 1 - 1200AD: Uneventful really. I move some of our fog busters around in an attempt to get some better coverage. Not sure yet, but I may be making things worse ...
IBT: Yeppers, a barb Axeman steps out of the icy fog.
Turn 2 - 1210AD:
IBT: The barb Axeman attacks our Woodsman I Axeman while he was atop a forested hill. :shakehead Our axe takes a couple of blows, but does carry the day. BTW, that barb Galley is still hanging around off our eastern coast.
Turn 3 - 1220AD: The Jewish Missionary in Mecca is complete and I queue up a Christian Missionary. At Damascus, we have trained the 8
th Settler. Work begins on the Theatre, next. A Jewish Temple is constructed in Baghdad (an event I find ironic), so I begin constructing a Christian Monastery.
I'm not really sure of the best place to put our newest Settler. We don't really have any top notch sites available. In the end, I send him towards the marble. There are a lot of plains tiles in that area, that when farmed should allow this city to quickly build temples.
Turn 4 - 1230AD: Our missionary spreads Judaism to Medina. It now has all 4 religions. Baghdad also has all 4 religions. Damascus, however, is still shy Hinduism. It looks like I started the wrong missionary last turn.
IBT: Mo Tzu (a Great Prophet) is born in Mecca. The Colossus is built in a far away land.
Turn 5 - 1240AD: Mecca completes the Christian Missionary and begins on a Hindu Missionary for Damascus. Medina completes the Hindu Temple and begins work on a Jewish Monastery. Meanwhile, Damascus has completed its Theatre and also begins work on a Jewish Monastery.
Ok, we have a Great Prophet. The technology that he will give us is Monarchy. I also take a look at our Great Artist; he will also give us Monarchy. I really don't think Monarchy is worth a GL. I also don't think a Great Prophet is worth saving like the Great Artist. I am really fond of the Super Priest. His 5 gold, plus 2 hammers too boot, will turn us cash flow positive. I decide to build the Buddhist Shrine, instead. It will give us 6 gold, and eventually 9 gold. After building the shrine, we are at +2gpt.
Basra is founded on the eastern coast. City maintenance brings our cash flow back down to -4gpt. As Basra has no religions, yet, the city begins work on a lighthouse. After founding the city, I realize that this was not the best site. The only way to get irrigation to 2 of the city's plains tiles is to irrigate the marble. A site south of the marble would have been much, much better!

Sorry about this, folks. This really irritates me when I make such a bad mistake.
I also notice that Mecca has an angry citizen. I switch the Hindu Missionary over to a Hindu Temple. I'll put a couple of hammers into it before pulling out the

.
Turn 6 - 1250AD: I crack the whip in Mecca for that temple. Our angry citizen will be gone next turn when the temple is built. I slow down Mecca's growth rate so that it does not grow before the whip unhappiness wears off.
Anyone remember that barb Warrior guarding the goody hut on the southern peninsula?

I had forgotten all about it, but it is still there.
Fortunately, we have ample troops on hand for a lone barb Warrior.