Nice report Sciz.
One general thought: this is the first time I've fired up Civ5 since my last turnset. Video games are my biggest hobby in terms of weekly hours, and while I spend most of my time focusing on work, family, etc, I still find time to play. The fact that the only full-price game I've purchased in the last year hasn't held my interest for a month is gross

Not that the game is all bad (see the lively "Civilization 5 Announced" thread over at RB for thoughts on that), but that for my play style it's incredibly tedious to play.
I start by walking through the tedium of manually moving the save and logging in to Steam. I'll end via the tedium of manually converting screenshots. There aren't deal breakers, but if Firaxis is really going to pump out patches they would be nice things to fix
Sciz left us with a few choices at the end of his turnset. First, I swap Cincinati (ha!) to a work boat, which I think is worthwhile. After all, gold is needed to get that Maritime state allied. Along the same lines, I swap research to Trapping (we'll return back to Metal Casting when the tech is in). I leave the two Scientist specialists assigned, since more points towards a Great Scientis is always good. Oh, did I misspell that? Not according to the Unit List
T1 - Darius asks for a Pact of Cooperation. I still don't know what this does, so I coinflip mentally and accept. One Civ4 feature that wasn't perfectly implemented was the ability to investigate current diplo deals and relations when a new deal was proposed. There was no way to minimize the request, but there were some limited screens still accessible. Civ5 decides that was way too much freedom, as I have no ability to view any info before I accept or decline deals like this.
The enemy archer walks forward and I bombard for 1 damage. This reveals a second archer though.
This allows an opportunity to be a bit tactical. The game reports attacking the second archer, even with our warrior wounded, would be a Major Victory. Therefore I don't use the free heal promo, instead preferring to let the enemy archer bombard me this turn so I can then fully heal. Let's hope that pays off...
We also hit...107 culture (???) and can adopt a new Social Policy. This certainly impacts our settling strategy, and we may need to discus it.
Finally, we meet these guys
T2 - Sell open borders to Darius for 30g. Our warrior got hit hard and dropped to 3hp. I burn the promo and heal him back up.
T4 - Trapping is in (and we're back on Metal Casting). Worker starts a Trading Post at our capital to compliment the farm I'm also constructing. And (good job AI warfare, seriously) Persia looses it's capital.
T5 - Gandhi completes the Oracle. Darius makes peace with Alex, which makes sense after the capital capture (is AI peace automatic when that happens?).
Cinsinatti completes its work boat (which nets the fish right away). Washington and Cinncinati both need builds. The capital starts another worker, and the 2nd city starts a 21t Colossus build. That may be silly, but we're going to be working at least one water tile there forever, and the wonder only takes 9t longer than a library.
Our capital bombards the enemy archer that finally approaches, and warrior 1 kills it. There is yet another enemy archer in the fog though, so warrior 2 is advanced up.
T9 - Greece and India have made a research agreement. Lizzy completes the Hanging Gardens. Dublin cancels the barb encampment request...so I'm not sure what encampment they even wanted taken out.
So barb spawning is kind of ridiculous - the hills between our lands and the encampment means we can't hit enemy archers without them walking all the way to our city or letting them bombard us. Plus the encampment spawned another brute to go along with the archer+brute that were patrolling last turn. Sooooo...I noticed our scout had Major Victory odds versus the wounded brute in the encampment, and...
T10 - For whatever reason, the full-health brute does not attack out wounded scout. Hooray for silly AI! We kill the remaining archer, which means only the visible brute is left alive. The next player should be able to grab the settler already on the move and plant in the spot of their choice. I prefer the river spot with the variety of resource FWIW.
Also, lets discuss social policies before settling and raising the cost.
The roster:
darrelljs - up!
regoarrarr - on deck
sunrise089 - just played
Sciz
The save: