Okay, here goes.
Goals for this round:
1. Capture all Zulu Cities. Should happen easily
2. Research Monarchy (in 4 turns), then Revolt.
3. Begin Research on Map Making (looks to be approx 8 or 9 turns after revolt is finished).
4. Begin Galley Pre-builds. (For 4spt towns this will take 8 turns, 3spt towns 10 turns, 2spt 15 turns. We should have Map Making in about 12 non-anarchy turns.)
5. Milk our territory for score (priority to settlers then temples -- i believe that is the correct order).
I am starting to question the productivity of switching to Monarchy, but it was what the group decided and I am not entirely convinced it is a bad thing to do (thinking entirely in terms of score), so i will revolt upon learning the tech.
750BC, Inherited Turn
MM Ulundi for growth.
Change Persepolis from Chariot to Immortal
Change Arbela from Settler to Temple
Change Susa from Chariot to Settler
Change Tenechtitlan from Barracks to Settler
Change Tlatelolco from Chariot to Temple
Babylon kept as Barracks for galley pre-build.
All the pre-builds I changed were because they could finish something else before buildling a galley. Hope I didn't over-step my bounds in changing builds.
IBT-
The people decide that we need stairs for our palace.
A barbarian galley appears outside of Antioch. Does this mean somebody else already has map making? Too bad we can't contact (and kill) them.
730BC, Turn 1
Northern Settler founds Gordium. Production set to warrior, though I was tempted to make a worker.
MM Pasagarde to work that additional grassland.
Southern Settler founds Bactra. Production set to Temple.
4/4 Immortal attacks fortified archer in Zimbabwe. Flawless win.
4/5 Immortal attacks fortified archer in Zimbabwe. -1HP and ANOTHER LEADER!!! With celebration we welcome Cyrius to our army.
:jump:

[dance]

Okay, now what to do with this one? I have two ideas. The first is rushing the Great Lighthouse once we learn Map Making, the second is rushing Hanging Gardens (for milking score) once we finish Monarchy. Pasagarde has 100 shields built, currently, and will not be able to finish either wonder on its own. Now that we have a Leader, should we switch Pasagarde to something else and use the Leader to build the Lighthouse?
Zimbabwe set to Warrior. Two workers were captured.
Disperse barb camp for 25g. Immortal to 2/4.
I decide to change Pasagarde to a settler (town will grow next turn, anyway) and use the Leader to build the Lighthouse.
IBT-
Pasagarde: Settler -> Archer. Chose Archer because its a little too early to start a galley pre-build, and an archer can almost be considered a cheap immortal, as it takes an MP away. Plus the archer is probably a better choice than the spearman.
Zulu Warrior emerges from Hlobane.
710BC, Turn 2
Science to 80%, Monarchy still in 2 now running with 2gpt income.
Decide that despite the distance, more growth opportunities are to the south, so I move the settler south.
4/4 Immortal defeats Zulu Warrior. -1 HP
690BC, Turn 3
Science to 60%, 7gpt Income; Monarchy next turn.
Road to Zulu complete. Move some workers north, but will keep some to finish the road to Bapedi.
IBT-
Discover Monarchy. Set to Map Making, due in 7 at max research with -4gpt. Revolt immediately, wondering if the settler at Susa due this turn will be built. Oops, turns out I probably should have waited on that. And we drew a 6-turn anarchy, so that will be the remainder of my turns.
670BC, Turn 4
Not much of note here. Still waiting for Zulu towns to grow.
IBT-
Barb horseman appears beside Gordium.
Bapedi grows. The harbinger has been born.
650BC, Turn 5
Immortal from Gordium kills Barb, winning flawlessly.
First Immortal attacks Bapedi, and dies without inflicting damage.
Damn you RNG! The second Immortal meets the same fate, and the Impi can only smugly smile back at us.
The third Immortal redlines without a hit, and then wins four in a row to smite our enemy. Wheh, but now I will have to shuffle some Immortals around to continue the attack.
Change Arbela from Temple to Immortal to compensate for our later need of them.
Drat, my warrior builds in Ulundi and Zimbabwe were auto-changed to Immortals. Gordon hasn't been, though. Anyway, I change both towns to Archers.
IBT-
Zulu archer appears out of Bapedi.
630BC, Turn 6
Both Zimbabwe and Ulundi are undefended, but I lack the troops to take Bapedi as of now and keep a watch on Hlobane. I probably should shuffle troops down from Hlobane, but I am stubborn like that. Am moving troops south, as well. In the end, I decide I dont' want to risk a major setback and move the troops from Hlobane towards Bapedi.
Elite* Immortal kills archer, -2HP
IBT-
Wonderful! Bapedi shrinks back down to size 1.
610BC, Turn 7
Immortal in north kills barb camp.
590BC, Turn 8
Settler founds Sidon on east coast. Production set to Archer, but this should probably be changed.
570BC, Turn 9
...zzzz...
IBT-
We become a Monarchy!
550BC, Turn 10
Pasagarde changed from archer to Temple. This is a galley pre-build.
End of Round
Map Making is now due in 6 with a -4gpt deficit.
Antioch's Temple can be seen as a pre-build; there will only be 6 shields wasted after switching.
Tarsus's Barracks are a good pre-build.
So are Babylon's Barracks.
I missed my window at Bapedi; just got unlucky and I guess they rushed something. In frustration I wanted to just wipe it out, but realized that razing either of those towns helps us zero. Unless we have settlers without room, we just need to be patient.
The Great Leader is currently in Susa. I moved him all the way up there because I figured a northern town was the most secure location for a wonder.
Persepolis will build an Immortal next turn.
Susa builds a settler next turn.
Ulundi and Zimbabwe currently have NO MPs. They are both building archers; Ulundi's will finish in 2 turns with the forest chop.
Firaxis Score: 247
Get ready to sail the seven seas!