Ok, I start the turn by posting the three bugs I encounter before I actually move any units over in the RB bug thread. The Alpha Test continues ladies and gents!
Also, I wasn't able to load the game via clicking on the save on my desktop, nor was I able to manually direct Civ5 to grab the save from a directory in-game. The path on my PC with a pretty default install process in Win7, in case anyone can't find it, is Hard Drive->Users->[User Name]->My Documents->My Games->Civ5->Saves->Single.
First, a look at the mighty American Empire. Regoarrarr, I love your style, but I get the feeling you're going to make me post screenshots for two...
And the tech tree, with what I think our tech path is selected:
Notice a few things - archery comes earlier, making archers versus metal units more a decision. The Wheel comes later. Construction earlier. And, Calendar comes much earlier, moving the "military vs economy" decision that accompanied currency/calendar vs construction in Civ4 to an earlier point. Fall from Heaven has Calendar where Civ5 has it, and I think it's a good idea. Now Civ5 needs to beef up the importance of commerce, or make calendar resource tiles better. Instead they've put an awesome wonder with Calendar which we're targeting, which works too, but not quite the same way it did in FFH.
Considering all of the posts above, we have surprisingly little planned out, which probably makes sense. I don't think any of us have played enough Civ5 to intuitively know something like "be sure to whip our capital 7 turns after we draft it" or some such thing.
T1 - Combat animations are on. And that means they're on for the entire game, unless someone knows how to edit a save file. Pocketbeetle over at RB offers online baked goods for such help, so I'll match that with an online adult beverage if we can figure it out
Anyways, we get our warrior (who couldn't move last turn) attacked by a Brute (barb warrior with unique name) during the interturn. Our unit looses 6 heath and theirs looses 5, so an above-average result for the barb. All units in Civ5 have 10hp, and you loose more or less based on unit strength and I THINK unit HP.
Here's a picture of our counter-attack after bombarding from our city tile (range 2, average damage seems to be around 3):
We won the battle, but our unit is quite wounded. Also, I don't think it was possible to loose this battle. I've not figured out the combat system, but my understanding is that battle outcome is fixed, though I don't think unit damage is.
At the end of T1 our worker completed our floodplain farm at our capital, creating an amazing 3/0/1 tile.
At the start of T2 Alex asks us this:
I don't even know what this really does, although the AI loves to request it. I turn Alex down (with the "polite" option) since I'm not quite ready to take diplo sides this early.
We get the writing tech popup right after I reply to Alex. Philosophy (enabling Oracle, as well as Temples and the National Epic) is due in 16t.
Also on T2 I reassign citizens to the new farm (3/0/1), the Oasis (already worked, and 3/0/1 as well), an unimproved floodplain (2/0/1), and the river hill tile (0/2/1). We're in a wonder race, and I'm willing to grow a bit slower to do this. I'm tempted to buy the other river hill tile now, but since that doesn't seem to be the consensus I'll hold off until the worker is ready to improve the tile.
On the start of T3 Alex now wants a Pact of Cooperation. No screenshot, just imagine different text and what I assume is different Greek speech (in Civ5 the leaders speak in their own language during diplo windows) over the last one. I accept this Pact, which I think just gives a positive diplo modifier.
At the start of T4 Alex starts to get annoying. Now he wants Open Borders. We don't have any land to protect yet, so I accept that as well. In Civ5 Open Borders last for 30 turns, but you can DOW and cancel them at any time (right?).
On turn five a not-so-fun Civ4 mechanic returns: we meet this guy:
And the very next action is Darius asking for a pact of secrecy against him. I turn that down as well.
T7 Bismark asks for the Pact versus Darius instead. I shouldn't be hating this mechanic in my fourth Civ5 game ever

Our warrior is also healed up.
On T8 we meet the Cultured (free culture if you're their friend or ally) and Irrational (requests are random) city state of Kuala Lumpur, located to our north. The same turn we learn that Germany is "protecting" that city state. As I understand it, this means if you attack the city state you suffer a diplo hit with Germany. We also get a popup from Dublin asking us to kill barbs for them. We'll gain free influence everytime we do. Does anyone know if we need to kill the barbs near their city to get the reward?
T9 I continue the diplo storm by signing a pact of cooperation with Gandhi. In more important news, Washington grows. Since our next growth is 25t away (!, and with two improved food tiles to boot) I bit the bullet and spend 80g to buy a second river hill tile and assign the fifth citizen to it. Henge is due in 6 rather than 8, and we're stagnant on growth.
T10, we end on the worst possible note - Henge is BIDL

Sorry guys.

GLibrary is the placeholder for hammers, but none are invested.
Um...on the bright side...some more scouting:
The roster:
darrelljs - on deck
regoarrarr
sunrise089 - just played
Sciz - up!
The save: