(Peglegasus: you posted before I posted the rest of this post, so I'll comment on your post first

. I didn't realize Walls were just 10 shields and didn't incur maintenance (I've NEVER built ANY, so I've definitely learned something as well!) In that perspective, that's not much of a resource cost, so I retract any comments regarding Walls. Don't get me wrong though; I'd much rather fight in the other civs territory than defend my cities, and that should be our focus as much as possible. Besides, if our cities are being beseiged that means we're probably being pillaged as well, which is really bad.
Regarding Archers: they're really only useful against Warriors and other Archers, or massed early against a city. (It IS bad luck to lose against the Warriors in this case

; if I had an Archer I'd probably take the shot as well.) Since we're really close to Legions which are a much better unit at only 10 more shields in cost, and can be upgraded to from Warrior, and the Greek Hoplites are in play which negates the early Massing idea, I'd prefer two Vet Warriors rather than 1 Vet Archer - they allow me to block better, they upgrade to Legion, and the 2 Vet Warriors together have a better chance to defeat the Reg Warrior (and any Archers as well) than the 1 Vet Archer by itself! Only downside is the extra gpt cost, so we can't build Warriors all day.)
rest of post:
OK, I've taken a look at the save, and gotten a good night's sleep. I looked at the F3 Military Advisor: we have 3 Workers, 15 Warriors, 2 Archers and 1 Spearman; 21 total with 16 Allowed so we are spending 5 gpt on our army. We also have 2 Granaries and 4 Barracks, so our maintenance cost is 6 gpt. We are still earning 5 gpt for Taxes, so our Treasury is still positive. The extra cities will definitely help.
According to F3 MilAdv, we are strong vs most other civs, average against a couple, and weak vs the Greeks. I'll read that to assume that Alex has been pop-rushing, and wont be able to do much more of that now.
I also checked the F4 Diplo Advisor. Of the 5 civs we've made contact with, no one else has Math yet, so chances are we will have a very good opportunity to trade Math, getting several Techs we are missing, and lots of gold. I also noted that France hasn't connected Iron or Horses; maybe we should try to hold Greece in place, and take advantage of France's lack of resources first.
Here is a screen shot of our Main screen:
First things first: we have just over 300 Gold and Iron will be connected next turn, so on the next turn we can upgrade as many as 7 Warriors (Vets only, please) to Legionaires. That's good!
I've placed red dots on the 4 improved spaces near the penetrating Hoplite adjacent to Veii. I think these 4 spaces need to be defended for at least 1 turn; otherwise, the Hoplite could decide to pillage one of them and we'd have no way to stop it. The following turn we will have some Legions, so if the Hoplite does move onto one of these spaces we could possibly attack it at decent odds. The two Orange dots are hills adjacent to Veii; if we block them, also, we keep the 2nd Hoplite at arm's length, allowing us to deal with one Hoplite at a time, and we keep him off of Hills spaces which offer decent defense. We can't afford to lose ANY of these red dotted road spaces; we're about to connect Iron, and losing a road means no upgrades in cities that have been cut off!
To occupy all these dots (4 red and 2 orange), we would need to move both Warriors in Cumae to nearby red dots (one to the Games space and one to the roaded BG), 1 Vet Warrior in Veii W to the Roaded/Mined BG, 1 Archer in Veii NW to hills (orange dot), and 1 Warrior in Rome to red dot on road between Rome and Veii. (I tried moving the units; discovered that the Warrior on the hill had already moved so one Orange dot is left open; still I'd do these moves to keep the Hoplites from linking up.) Veii needs 2 defenders, so a 2nd Warrior from Rome would travel to Veii. In addition to these moves, I'd recommend moving the Reg Warrior from Antium 2 spaces North over the river; from there it can help defend our territory, and the Vet Warrior in Antium can be upgraded for defense if needed. These units have a 1 movement left (except the Hills warrior and one of the Veii warriors) so these moves can be done immediately if desired. Cumae loses both MP's so be sure to check it's contentness; might need an entertainer (or Taxman if possible and needed).
Antium is our pre-build city so it should start pre-building! It is secluded so we need to be ready to shift forces to its defense if needed. It has a Barracks, so warriors in Antium can be upgraded.
I've placed a big Green Circle around the mountains spaces SE of Rome. These are critical spaces that we have to control to mount our offensive against Greece. Holding these mountains means we have the defensive advantage, and we can move forward to attack Greece while keeping the most direct path under our watch and control. Unfortunately Greece holds these mountains now! Fortunately, it's only with Warriors and Archers, which we should be able to displace with Legions. If Greece gets Hoplites in these mountains, we're going to need Catapults to expel him or lose lots of Legions doing it.
Finally, what is our contact status? Have we opened up any negotiations with America and Germany? After every log the person completing the turns needs to post the contact status, listing the order we've contacted civs and the year by which we need to declare war against that civ.
bigchief: I believe you're up!!