Turn 11, Thutmose goes Tactician - I don't expect him to become the leader so Tactician will be good. Over at the Sages seat, the situation is interesting with three Marbles.
I don't see a way to grab two of them with a single border expansion, so upon some thought, the tile where I sent the Worker seems optimal for an urban building. It will grab the eastern Marble - which is sort of in the direction of Carthage and I like expanding towards the opponent - and the forest tile SE of the Worker will then also become eligible for a building to grab the middle Marble. Okay. Which Shrine do I build there? I want Osiris to make use of the adjacency, perhaps Ra as well. Neith should be in a city that will produce military units, which the Sages seat definitely will not, so I settle on Isis. That one has poor adjacency bonuses anyway, +2 Growth per adjacent Grove but Groves come late and I don't have multi-Grove spots anyway. There is one at the southern city site but the tile in between two Honeys is a marsh tile, unfortunately, so it will not have a building anyway. So the above Worker goes for a Shrine of Isis. The city itself will build another Worker, it's not yet ready to build more useful stuff so I might as well take the Worker. And I'm an order short to settle at the western site, made a mistake by moving my Warrior too early. Not great but not a huge deal.
Turn 12 looks like it's going to be eventful. First, research. I got Administration and I'll opt for the Free Worker card. I'm going a bit too hard on the building here, but I think I can afford to do so. The extra worker will be available in 2 turns and I'll probably double-stack him on the Pyramids, and that means I won't need more Workers in the short term. So Free Worker it is. I also have Settlers on two city sites, where I want Clerics (they're really cool now with free Monasticism) and the western site will have stronger culture, so we found there first. Welcome Tjaru, the holy city of Zoroastrianism:
A Disciple right away to start making use of Monasticism, and I think it will work out well.
Over at the southern site, we meet Babylonia - more on that in a moment - and have to decide on a family. I need to start taking my military seriously, and this site has Horses, which bodes well. Landowners seem to be a good choice because of the abundance of resources. Within the immediate borders, there's Horses, Sheep, Wheat and two Honeys, with a third just outside. Disregarding the Honeys for now, that's a Farmer and two Ranchers, 180 civics to produce, while Landowners will cut that to 90. I'll eventually want Groves as well so the return from Landowners seems considerable.
Definitely the last Worker for now, I promise! (I'll be so embarrassed if I lose due to having so little of a military)
Babylonia, then. We have the Injured Babylonian event.
The score says they have 2 cities, and they dislike me already.
I don't really see those factors going away soon, so I'm doomed to have a bad relationship with Babylonia. I can take another -20 for the money. It will make them Angry (-100) but the opinion will bounce back to Upset shortly as the memory degrades, and what is Nebuchadnezzar going to do anyway, declare war (famous last words)? No, really, he's a Scholar which makes him less likely to declare war, and the Normal AI aggression means I'm safe here.
The final decision for the turn is what to build in Waset, and I go with a Warrior. That will take 7 turns but the city's Developing now so I'll soon rush it, though not straight away. But I need units to keep clearing city sites.
The main event of Turn 13 is discovering Scythians (got a Militia out of it) and, next to their camp, the Hittites. There are 3 Hittite cities now, making them the strongest of the three opponents we've discovered so far. They even have the audacity to want tribute... but I'll pay some money, they want just one turn's worth. Fine.
Turn 14, time to pick research. Rhetoric and Aristocracy are available, I want both but will go Aristocracy first for the Ambassador.
Turn 16, the World Tour event with Carthage lets me give them Drama in exchange for a random tech. I go for it - Carthage is at 2 points from Carthago being developed, and has still not managed to found another city. I got Husbandry. Nice! Had to discard it and I have pastures to build. The Clerics seat has its first Disciple and I go build another, the Sages seat starts work on a Marble Quarry and an Acolyte while waiting for the Quarry to be built. Things are looking okay except for Zoroastrianism now disliking me due to the matriarch - I'll influence next turn. Another Barbarian site cleared.
Turn 17, Pyramids complete! I get to work on the first Monastery, a +4 Culture Shrine of Osiris in Waset, start influencing the Zoroastrian head and, most importantly, time to pick laws. With 400 civics, I can now afford two laws, so I go Freedom and Monotheism. Freedom is superior in this scenario, and Monotheism doesn't yet do anything but I'll be investing into Zoroastrianism as the state religion soon. Gathering stone for the Garrisons as well.
Turn 19, I send the Hittites another insignificant amount of money and reject the third marriage proposal for Neferure - she's getting terrible candidates offered. I also get to appoint an Ambassador that gives me a whopping +65 foreign opinion, I just don't like that I am yet to meet the fourth opponent. Need to scout more.
Turn 21, I make this site Cleric as well.
It was mostly because that allowed me to bump all three families to Pleased, but also the Grove could be nice. Time to pick a tech and I go Spoked Wheel - I'll want to get a couple Chariots out and start doing something actually useful.
Turn 22 is an important one, picking the second ambition to field 4 generals (the first ambition's already done). And two cities got Garrisons. Confucius goes into the Sage seat, and then I'm at 99 civics so just 1 short of assigning a second governor. No problem, that will be a good one anyway - a Warlike governor that will make Tamiat a decent military city. Here it is on turn 23:
Horses will be available soon and Spoked Wheel, so this city will be able to produce Chariots. I'm also working a bit on getting some iron income flowing.
Turn 24, Babylonia wants me to declare war on the Danes. That's something I intend to do anyway, so might as well for the relations boost.
Turn 25, I decide to ignore Trapping once again because Portcullis is available - I have a couple of good Spymaster candidates so, if they don't die soon, Portcullis will be worth it. I can deal without Trapping so far.
Turn 27, Neferure finally gets a decent husband. She's 37, so it's not like she has much time to produce kids.
Turn 28, my husband dies as mostly expected, Neferure has a kid and I adopt Epics as I'm moving out against the Danes. I also complete the four-general ambition.
Turn 29, time for another ambition. Let's pick building the Oracle for the Sages - I can afford that and was considering the wonder anyway.
Turn 30, start on the Oracle in the ever-expanding Waset, and I will be soon clearing the first Danish camp.
Summary after 30 turns:
I'm very comfortable, preparing to adopt the fourth law for Strongholds, I'm still expanding and my science is good. Haven't been able to spare the civics to adopt Zoroastrianism but it's by now in 3 cities so should become a priority. Of note, Carthage seems to be totally stuck, I guess they're cornered by my borders so cannot expand. I'll have to take their one city eventually.