3500 BC (0):
Move Warrior01 S and see a Japanese warrior across the waters. Hail him and ask for news.
Toku will not give up TW for BW alone, although Alpha alone would do the trick. He would give TW, CB and 20 gp for Alpha, so I do that deal. From Monte we could get WC or Pottery for Alpha, Rome has it already of course. Rome would not give up Pottery for CB alone, so I must either give him BW or TW to get it. TW has a lot more value, he would give everything he has for it. For that very reason I'd like to keep it close for now, for the chance to get good trades for it later on. I also believe in dividing the AI into good and bad, i.e. I would rather trade BW to Toku to bring him up to par with us than trade Alpha to Monte to put them both on equal terms but slightly below us. For these reasons I trade BW and CB to Caesar for WC and 13 gp (all), and then BW to Toku for Pot. This puts us with all gold and tech known to any of our neighbors. We are up TW on Rome, and Alpha + BW on Monte. They could of course trade between each other, but so be it then.
We have horses under Furst Smurkz, yay!
Citizen from BG to Lake. Lux rate to 20%.
IBT:
Furzt Smurkz builds Worker02, continues with warrior. Cultural borders expand.
3450 BC (1):
Warrior01 back into Furzt Smurkz, Lux rate back down to 0%.
Worker01 starts roading the western BG Cow, Worker02 moves to that same location.
Sneaky Smurkz moves W and spots a grey border (India?), then NW-N to end near Rome.
Citizens work BG Cow and Plains Cow.
On the foreign front, it seems Rome and Aztecs didn't trade, but Aztecs now have BW, either self-researched or traded from somewhere else entirely. In any case we are now up Alpha on Monte and TW on Rome.
IBT:
Caesar wants us to move, which of course we will.
An indian curragh comes into view.
3400 BC (2):
Worker02 helps 01 road the BG Cow.
Gandhi has 0 gp and nothing new, we are up TW on him as well. Sneaky Smurkz moves W-NW-W.
IBT:
Furzt Smurkz builds Warrior02, continues with Curragh.
3350 BC (3):
Workers01 and 02 starts irrigating BG Cow.
Warrior02 fortifies in FS as MP, won't be needed until next turn but there isn't really anything else to do with him for a single turn.
Sneaky Smurkz moves N and spots a Mayan warrior. Very interesting since Smoke-Jaguar knows how to build stuff from stone. He isn't willing to part with it for Alpha + CB + all our gold even, or TW alone either. No reason to keep TW close if I can get a good deal for it, so I trade TW + CB for Masonry + 1 gp. Sneaky Smurkz concludes his move by going W, sees a purple border up in the NW.
Rome now has TW as well, and Monte has Alpha, so we are now up Alpha on Maya and TW on India, and of course Masonry on everyone except Maya.
IBT:
Furzt Smurkz grows to size 3.
3300 BC (4):
Move Sneaky Smurkz N and hail the purple Portuguese. They are down TW and Mas, and have 1 gold. No point in trading. Continue N and note the white stuff covering the ground further N. We're closing in on the northern edges of the world now.
Citizens work BG Cow, Plains Cow and Forest Ivory. I am pleased to report that for the first time, CAII does not complain that I could just as well switch to a lone scientist and save a lot of gold.
IBT:
Furzt Smurkz builds Red Zailz, continues on another curragh.
Aztecs are building Colossus.
3250 BC (5):
Red Zailz moves 2N instead of N-NW, he will reach just as far on the next turn but can block the Roman curragh to his E from getting in our way.
Worker01 moves to Plains Ivory, Worker02 to eastern Cow.
Sneaky Smurkz moves N-W.
Citizens work all three Cows.
IBT:
Portugal are building Colossus.
3200 BC (6):
Sneaky Smurkz N-NW-W, Red Zailz NW-W-S.
Both workers start roading.
Citizens stay on Cows.
IBT:
Furzt Smurkz grows to size 4, and builds Crimzon Pirate, continues with yet another curragh.
Romans and Japanese are building Colossus.
3150 BC (7):
Lux rate to 10% lest I forget. Citizens on Cows and Plains Ivory.
Red Zailz moves 2W and spots a cyan border, could be the Mayans.
Sneaky Smurkz moves N-NW-W to round the northern icy cape.
Crimzon Pirate moves N-NW.
IBT:
Mayans and Indians are building Colossus. That means everyone we know now.
3100 BC (8):
Crimzon Pirate W-SW. Red Zailz 2W-SW and ends inside Mayan borders. Sneaky Smurkz W-SW-S and finds a Spanish curragh (which for the sake of confusion also is cyan-colored). Spain is down TW and Mas, and have 3 gp.
Lux rate to 0% since the Grand Ivory Road will complete before the IBT.
Rome has now procured Masonry, and Portugal TW. We are up Mas on everyone but Maya and Rome, and TW on Spain.
IBT:
Ivory road completes. Mayans want us to leave their territory.
Furzt Smurkz builds Zcarlet Rafter, switches to warrior.
The French city of Paris has completed the Colossus!

At deity the AI builds at 60% cost, which means 120 shields for the Colossus, over 18 turns that's 6.66 spt on average. If they started at turn 1 that is, which I doubt. I dare say we are not the only ones with a good start.
3050 BC (9):
Zcarlet Rafter 2N, intend to send him into the straits between Rome and Aztecs (if there are any).
Crimzon Pirate 2SW, spots wines on our island next to the incense.
Red Zailz SE-S-SW. Sneaky Smurkz W and meets a Korean spear (a slightly darker shade of purple than Portugal). They are down Mas and TW, but have 35 gp. I finish the moves by going 2W, meet no one new, then go back to Wang King Kong and sell him TW for all his gold.
Workers mine the Plains Ivory in cooperation.
IBT:
Furzt Smurkz grows to size 5 and builds Warrior03. Set it to curragh for now, we will have to discuss after my handoff.
3000 BC (10):
Zcarlet Rafter N-E-NE, Crimzon Pirate 2S, Red Zailz 2S-W (SW blocked by Roman curragh) and finds the Incas. They have 0 gp and are our equals in tech. Sneaky Smurkz moves W-NW, finds nothing but snow.
Handoff here. Only thing to note is that I didn't bother to send a curragh into the black between Maya and India. Since I met a Mayan warrior with Sneaky Smurkz between India and Portugal in the north, there must be a land bridge between them, so a curragh wouldn't be able to go very far up there.
>>The Save<<
Pressing question for next turnset: What to build next?
EDIT: Some handoff images: