Worked well enough. Sure you can cut and paste, use Ctrl-C and Ctrl-V. Here's a repost though, so the others won't need to download the file:
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Stop and consult if we meet any new civs and there are trade options.
Make notes to augment the autolog.
Turn 119
Worker1--Nothing in the plan--Either go help another worker or clear some jungle so the impis can't hide.
Worker2 continue chopping forest somewhere NW of the ivory.
Worker3 continue mining on hill NW of sheep (Stone Island).
Worker4 continue clearing jungle E of cows.
Yo: Build galley.
Hari: Continue building dumbo.
Pura: Barracks completed, start catapult. Drop the plains hill mine, work coast#. (Right, Renata?)
Rockport: Working sheep and clams, building Angkor Wat.
Willy moves toward the desert peninsula tile S of Hari.
Rockport galley start moving toward the tile SW of the desert peninsula S of Hari to pick up Willy, arriving there on turn 121.
Research: 0%, start Priesthood.
Check for new techs or resource trades.
Turn 120
Hari: Pop 7, work plains cottage.
Pura: Pop 8, add plains hill mine.
Rockport: Switch from AW to scout.
Research: 100%.
Turn 121
Worker2 move NE to jungle next to Kwa.
Rockport: Whip 1 pop for scout.
Willy embarks onto galley, which moves SE to Stone Island coast.
Check for new techs or resource trades.
Turn 122
Worker2 start road.
Worker3 completes mine on desert hill.
Worker4 completes jungle clearing.
Hari: Dumbo completed, start another.
Rockport: Scout complete, switch back to AW. Send scout toward goody
hut, arriving turn 125.
Galley carries Willy toward Rockport, dumping him on the tile with the scout.
Research: 0%.
Check for new techs or resource trades.
Turn 123
Worker3 move N to hill.
Worker4 start cottage.
Yo: Pop 12, 1 unhappy. Galley completed, start axe. Send galley to explore northern islands, filling in the cut corners.
Pura: Cat completed, start cat.
Rockport: Pop 3, work forest, now 2 base hammers per turn.
Galley continues W to round the cape and later rendezvous with the scout as he heads back toward Rockport after popping the hut.
Research: 100%. Priesthood completed, start Code of Laws.
Check for new techs or resource trades.
Turn 124
Worker2 completes road to Kwa.
Pura: Whip 2 pop for Cat, lose the cottage and coast tiles.
Turn 125
Worker1, whatever he is doing, CANCEL ACTION.
Worker2 move to E of cows, start cottage, CANCEL ACTION.
Worker4 completes cottage E of cows, CANCEL ACTION.
Pura: Cat completed, start cat. Pop 7, work cottage.
Rockport: Pop 4, work 2nd forest, now 3 hammers per turn.
Research: 0%
Check for new techs or resource trades.
Turn 126
Worker1, wherever he is, move somewhere safe.
Worker2 move somewhere safe.
Worker4 move somewhere safe.
Yo: Axe complete, start catapult.
Hari: Dumbo completed, start another.
Pura: Cat completed, start library.
Declare war on Shaka.
Research: 100%
Check for new techs or resource trades.
Turn 127
Rockport: Pop 5, work stone.
Check for new techs or resource trades.
Stop and save.
Move units into position for DOW on turn 126. Which units? Leave 1 weak unit in each city?
After popping the Stone Island goody hut, should we send the scout and galley to the southern island's hut? They'd be gone a long time (10 turns if the galley drops him off ASAP and heads back). Or, should we post the scout in Rockport and ferry the axe N to join the war? Or just have the galley guard the clams and keep both ground units around Rockport?
The spreadsheet says whip unhappiness ends in Yo turn 119. We have 1 unhappy from excess pop on turn 123 and a second on turn 130. No whipping?
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... but I'm too tired to have any comments, or even read through it, I'm off for

...