I haven't read any of the other reports, so I don't know if everyone had the same thing happen the next turn after starting the round, but I wouldn't be surprised:
I hadn't really planned on converting just yet, but I'd take a relations hit if I said no, so what the heck.
With the +1 happy, I consider putting something in the queue to let the city grow, but I decide to just finish the settler.
Turn 88: I finish the settler and start on the Oracle. Being industrious, I really don't care about hooking up the marble, the amount of hammers saved is pretty small and the marble city is so useless.
Turn 90: Pottery done, start agriculture. Hamburg founded 3 south of Berlin. I don't know about the rest of you, but I really think the overlap works to my advantage. Berlin won't be able to use 3 clams very often if at all, and there's a mine that can be shared as appropriate. As for what happens at size 21, who cares. Hamburg starts on a monument so I can work the second flood plain and the other hill. My bored worker has already roaded both hills; his first order of business, since he can't build the mine yet, is to cottage the floodplains.
Turn 91: Revolt to slavery, I'm going to try to bang out a thing or two while I work on the Oracle.
Turn 93: I start a worker in Berlin.
Turn 94: I whip the worker for 2 pop; 25% bonus hammers on the worker and 50% bonus on the overflow. Talk about synergy! The worker heads north of Berlin to chop.
Turn 97: Agriculture researched, start on Masonry. I'm still not used to playing epic, which makes the research times all look pretty daunting to me! Once Hamburg really starts generating commerce I expect my research to get a lot better.
Turn 100: Hamburg grows to size 2 and I whip the rest of the Monument. Also, I finish chopping the forest north of Berlin and finish the Oracle, much to my surprise since I had forgotten the chop would be enough to complete it with the industrious bonus! I know it's tradition to show a screenshot of the Wonder at this point, but realistically, we're all playing the same save and you know what the Oracle looks like. I take MC, of course. Both cities start on a granary, the better to whip you with, my dear. My worker starts mining the hill where he just chopped.
Turn 104: Masonry researched. I think about Writing to open borders with Sal and see what he's got, but I decide a bigger priority is to get Monarchy for HR. Maybe some of you are building the Pyramids, but not me, I think. Meanwhile, my worker is mining the second hill near Hamburg.
One thing about sharing so many key tiles between your first two cities is that you really have to pay attention to which city is working what! I haven't included a whole lot of details about my tile-swapping, because I hardly think I put on a clinic. But you definitely need to stay alert for opportunities to switch tiles without losing a turn on your build or your city growth, thus freeing up a tile that may save turns for the other city.
Turn 107: Berlin finishes Granary, starts Workboat for the 3rd clam tile. Hamburg has been working the clam some and the cottage some; there will be more use for the clams once a lighthouse is up.
Turn 112: Workboat finished, Berlin starts a yummy Forge.
Turn 115: I whip the Forge in Berlin. Hamburg finishes the Granary and starts a Forge of its own. I figure the lighthouse can wait since I'm enjoying working the cottage anyway.
Turn 116: Berlin starts the GLH.
Turn 121: My worker finishes mining that second hill by Hamburg and starts cottaging the second flood plain. No idea how often I'll be able to work these cottages as I get my infrastructure up, but it can't hurt to have it there. Meanwhile, my Berlin worker is roading up to the copper. A forest grows 3E of Berlin; always nice to have more forests!
Turn 122: Judaism founded somewhere. I sure wish I had OR for the production bonus, but I just don't have the time to research those techs on top of the religious techs I already have. Probably I'll have to trade for them after Alphabet.
Turn 123: I chop the tile NE of Berlin, since I want to put a farm there to help out my copper city which won't have any food otherwise.
Turn 125: I get this annoying event:
Sure hope this doesn't bollox up the GLH for me. I choose to pay 10 gold and lose 1 pop, since Berlin still has whip unhappiness and I don't need any more.
Hamburg's growth is limited due to lack of a garrison; unfortunately, my galley seems to have wandered off to explore south of Sal. Since it's max happy is 3, I let it grow to 4 and then whip the Forge, starting a Lighthouse. While it may seem cruel to punish the slaves of Hamburg for the actions of their rebel colleagues in Berlin, every great civilization has shameful moments it doesn't like to talk about and I might as well create some.
Turn 130: Oh happy day!
Before I start the Colossus, I need to hook up copper, which means I need a settler. I'm a few turns away from growing Berlin to size 6, so I pump out a couple warriors first.
Turn 131: Monarch researched, start Writing.
Turn 134: Berlin finishes the 2nd warrior and I start a settler.
Turn 135: I whip the warrior for 2 pop; between the expansive bonus and the forge, I'm sure getting a lot of hammers out of those slaves.
Turn 136: Since copper will be hooked up soon, I start the Colossus in Berlin. Hamburg finishes its Lighthouse and starts a Warrior for the garrison, since my extra warriors in Berlin have no way to get there thanks to the wandering galley.
Turn 137: Munich founded, it starts a monument.
Turn 139: Another slave revolt in Berlin! Maybe I'm lucky, but I've never had this event twice in one game before. I again choose to pay 10 gold and lose 1 pop. Hamburg finishes its Warrior, I start another one in order to take advantage of HR.
Turn 141: Writing finished, start Math since I know I'll want Construction. It occurs to me that since I'm about to hook up copper, that warrior I'm building in Hamburg is going to turn into an axeman. Since I don't want an unpromoted axeman, I switch production to a Barracks.
Turn 142: Copper gets hooked up and production of the Colossus speeds up. I realize there's not much point in that monument I'm building in Munich, and start a Granary.
Turn 145: I whip the barracks in Hamburg and start a Library.
Turn 148: Munich grows to size 2, with the help of that farm I gave it, and it can finally start working the copper tile for some real production. Looks like I won't be doing much whipping in Munich due to the anemic growth rate. Meanwhile, I'm starting to find some happiness resources around Sal's territory, and I start to feel frisky.
Turn 149: My great prophet from the Oracle finally shows up in Berlin, only thing is... it's actually a Great Merchant from the GLH! Wasn't expecting that. Choices, choices.
Settling a Great Merchant is always an option, especially in the early game, but Berlin and Hamburg really don't need the extra food. Munich could use the food, but that city has such limited potential I really don't see the point. I don't much need an early-game trade mission... hmm, what can I bulb with this?
Seriously, CoL? Hard to resist that, especially with the added bonus of founding Conf. Bulb it is! Conf founded in Hamburg; I mentally lay the foundation of Wall Street there. I stay in Hinduism, of course, for relations with Sal. Annoyingly, Hinduism still hasn't spread to anyplace outside Berlin.
Turn 150: My exploring galley finds an unopened goody hut; unfortunately, I had dropped off my scout on Sal's island and can't open it. I also find something else of interest:
Hmm, red borders? What is that, Russia?
Turn 151: My Berlin worker is continuing to mine the hills north of Munich, for lack of anything better to do, although those will probably become windmills as soon as possible. Meanwhile, my galley encounters a workboat from Portugal, and I get the following status report for whatever it's worth:
Turn 153: Berlin finishes the Colossus and starts a galley so my two islands can resume contact. Meanwhile, my galley meets the mystery red civ and finds out it's Toku.
Turn 154: Math researched, start Archery for cheaper HR units.
Turn 155: Munich finishes Granary. Still no real need for that monument I started, so I begin a lighthouse.
Turn 157: Archery researched, I start IW to find iron and also because I'm thinking about all those yummy resources in the jungle by Sal for down the road.
Turn 158: Hamburg finishes Library, starts an archer for HR/garrison.
Turn 159: Berlin finishes the galley and starts an archer so Munich can have a garrison.
Turn 160: Oops, Berlin is unhappy because I forgot to actually revolt into HR. I decide to whip the archer I'm currently working on there, and then revolt. The overflow goes into another archer.
Turn 163: I think about building a barracks in Berlin, but decide a library is more important. What I really want is another settler, but I'm waiting for it to grow to size 7 first.
Turn 164: Hamburg finishes an archer (City Garrison I, my first promoted unit) and starts another one.
Turn 165: What to do with that Confucian missionary I got for founding the religion? Good question. It doesn't help a lot to spread it within my borders; I'll get culture but no happiness because it's not my state religion. Even though I know it will be very hard to convert Sal out of the religion he founded, I decide to spread it in Damascus; in the best case scenario, maybe Toku will pick it up somehow and convert, although I'm not clear on exactly how religions spread.
Turn 166: IW researched, start Alphabet so I can trade and backfill. Berlin grows to size 7 and starts a settler, which I whip next turn. Iron on the southern island, 2 north of the marble, how nice! Sal has had iron for ages.
Turn 170: Munich finishes a lighthouse and I decide to finally let it finish the monument it started building over 500 years ago. That's what I get for giving out a no-bid contract.
Turn 171: I found Cologne as iron/marble city on the eastern shore. I was tempted to found it on the plains hill in the middle of the island, where it not only gets an extra hammer but also access to some food, but I didn't want to make a non-coastal city right now. I may be able to drop a city on that spot later.
Turn 172: I finish an archer in Hamburg and start on an Aqueduct. I can see HG being a viable wonder at some point...
Turn 173: Library finished in Berlin, start on Barracks. Kinda funny how in my first save, I built this barracks way back during the first turnset, and now it's not even done by the end of the second turnset!
Here's a picture of my lands in 10 AD:
A wider view, showing Saladin and the resources:
The northern area, including Damascus and Tokyo: