here goes nothing
pre turn - no changes
turn 1 - hitties demand philosophy. i decline their kind offer. they declare.
as they are so far away, i really dont mind them building those nice troops.
Cumae finishes walls. start barracks.
Roman archer goes south as backup VS those pesky barbs.
- CUzco builds Oracle. we should remember that.
turn 2 - lose a worker to a barb! lose curragh to barb galley! (swear words here). Pompeii archer healed up and goes barb hunting.
turn 3 - Veii gets settler. starts a new one. settler heads SE. Antium continues archer farming. Neapolis starts a warrior MP.
Pisae built on southern gold. MM for more gold as growth is same all around, as are shields (corruption). move Veii worker S to road towards Iron.
turn 4 - archer goes elite while barb hunting.
turn 5 - new rome archer stays home as security. Cumae worker starts road to Pisae.
turn 6 - move troops around.
turn 7 - find barb camp. move in for the kill.
turn 8 - lose second curragh to barb galley > Rome starts a galley. Veii gets another settler that heads S. Antium keeps archer pumping. Pompeii finish worker, start warrior MP.
we colonize iron!
send warrior to guard Iron.
finish barbs to south.
turn 9 - Cumae finishes barracks, starts on our first Legion.
send an archer north to border patrol. do same for eastern front.
turn 10 - france demands MM. i reply "fetch the cow"

they back down.
Neapolis starts catapult as default build (feel free to change).
Ravenna is settled. start worker.
irrigate Pompeii floods.
bablyon wants 120 gold for peace. i decline.
hittites want philosophy for peace. i decline some more.
summary
techwise - no change. still up 4 on most. no price changes on all monopoly techs and no cash for them to pay, so i waited.
cashwise - we are doing just fine, but will soon need lots of uprade money.
all in all, seems we are ok for now.
turn 4 -