http://www.civfanatics.net/uploads11/Theodora_of_the_Byzantines,_950_AD.SAV
Preturn
Note salt by proposed beach head. Propose we let Incans connect it as they have other salt sites and if we rush a rax in Beach head it could allow us to upgrade there
Workers in corrupt north are roading mountain by Bryansk and mining desert salt as well as roading forests and hills

. These areas will not produce any extra commerce nor shields unless we are commie (a long way off) meanwhile there are many grass tiles needing irrigation to support more scientists (eg Orenburg cannot access a irrigated grass tile).
Worker on tundra west of Ani - what is it doing? This tile is not in our cultural borders nor will it ever be worked unless we put a town on that tundra
I asign priority worker tasks to irrigating grass tiles for science farms and mining plains tiles in core cities needing more shields to build infrastructure before able to grow.
Science farm towns are in disarray - they are hiring clowns (St P 3 clowns -> 4 scientists), wasting surplus food (Kras. has 7 surplus food not able to use - can hire 4 scientists), working 0 or 1 food tiles (should only work 3 or more food tiles).
Bryansk is building market - in totally corrupt town where scientists will prevent happiness issues - why? - switched to settler ( I put many builds to settlers as req further towns for science farm and unit support - once we have enough they can switch to trebs).
Similarly Moscow is building court (this one is possibly borderline as court could get 2spt and 2 commerce per turn, but I prefer 2-3 scientists and court will take 78 turns unless we rush it and IMO there are better things to spend our pennies on)
Spent 2 hours on MM (OK who's obsessive compulsive then?

)
IT
Yaraslavl court -> market
Smyrna market -> duct
Sardica lib -> treb
Vidin treb -> treb
1) 860AD
Destroy 1 Incan caravel (1-0)
Shuffling units for mp allows lux to come down to 0%
IT
Heraclea court -> market
Incans build Copernicus
2) 870AD
more MM
start roading gem mountain for when Naissus abandoned (in 9 turns)
IT
Chemistry -> Metallurgy
Con settler -> HM
Caesarea HM -> musket
3) 880AD
sink Incan galley and caravel (galley came from west) (3-0)
IT
Varna HM ->HM
4) 890AD
New Nicaea in old swampland
Sink 2 Incan caraverls (5-0)
IT
Red lined Korean galley sinks our 4/4 dromon in a stack???

(5-1)
Adri duct -> musket
Dyracchium lib -> market
Krasnorask settler -> lib (cultural pressure from across the straight)
Sardica treb -> treb
5) 900AD
Sink that Korean galley (6-1)
Settler boards so invasion force ready (D-day minus 2)
Let a Spanish galley through - need to give our home defence something to do and Spanish are backward - lack invention
Our galleys find why Spanish are backward - they are isolated on their own island
IT
Con HM -> HM
Nicaea musket -> HM
Caesarea HM -> HM
6) 910AD
New Varna settled ICS in old swamp region
Invasion fleet sets forth (D-day minus 1)
IT
Inca Stinka dromon -> dromon
Chalcedon court -> musket
Amorium dromon -> dromon
Brusa market -> duct
New Constantinople settler -> dromon
7) 920AD
The landing - 36 units ready for Beach head - not only will it have salt, but it will also have spices (once Tiwanaku razed that is)
With all 18 dromons involved in the landing 3 Spanish galleys and 1 Incan caravel slip through
New Smyrna settled in old swamp
Workers joined to new science cities to speed growth and hiring of scientists (have been doing this all along where there are unused food bonus tiles)
Several size 6 towns waiting for ducts have been mined to starve a bit (and build duct sooner), can then be re-irrigated to grow (eg Smyrna)
http://www.civfanatics.net/uploads11/930AD_Invasion_force.JPG
IT
Metallurgy (SoZ obsolete) -> Military Tradition
Varna HM -> HM
Taormina court -> market
Spanish land sword / archer adj New Andronopole
8) 930AD
Beach Head settled - rush walls
Move stack of pikes, swords, cats and trebs onto hill adj Tiwanaka (ACs and muskets remain in Beach Head)
Sink Incan galley (7-1)
vAC d Sw, AC Army disposes of archer (9-1)
IT
Spanish land archer knight same place as before
Incans land LB and 2 cavs just north New Andronopole
Con HM -> musket (all musket builds now are pre builds for cavs - due in 6)
Septum market ->duct
Caesrea HM -> musket
Trebizond duct -> rax
Beach Head walls -> lib (I am more concerned at losing this city to flip)
9) 940AD
@ Tiwanaka cats and trebs go 5/11 - only 3 muskets, vAC loses 3/4 musk, vAC loses vCav, vAC d 2/4 musk, eSw d 2/4 musk ->
GML named Incan Doom -> army save for cavs 
. eSw loses 2/4 musk -> promotes 2/5, eAC d 2/5musk, vAC retreats eMDI, vAC d 3/4cav, vAC d 3/5MDI, eAC d 1/5cav -> we raze Tiwanaka for 8 slaves and 2 cannon (15-4)
On home front AC Army d cav *2, eHM retreats undamaged LB, AC army d knight, vHM d arch, vAC d LB - that was all the units we had that could reach the area (20-4)
Rush lib using up all our gold
IT
Spanish galley going down our west coast (Archer Army is shadowing)
dromons defeat Sp galley and Incan caravel on defence (had weakened both last turn) (22-4)
Incan counter attack : 3 crusaders d pikes, LB d pike, crusader loses to our 4/6AC (23-8)
Pentagon message
Nicaea HM -> musket
Sandica canon -> rax
Beach Head lib -> harbour (next player can decide if want harbour to bring spices home or rax for healing) - ( edit damn - just realised there are ocean tiles so harbour useless - please switch to rax)
10) 950AD
sink Incan caravel and Spanish galley (25-8)
edit - misclicked a sword and sent him to mountain instead of Beach Head
http://www.civfanatics.net/uploads11/SM01_950AD_Incan_front.JPG
Notes
Chalcedon has scientist to delay musket build - there are 5 or 6 musket builds due in next 5 or 6 turns which are pre builds for cavs. Mil Trad due in 4 turns.
We currently have 25 HM which cost 150g (I think) to upgrade each. We could pump out another 6 or 8 to upgrade, but I think it will be too expensive and take a while to afford all those upgrades even turning our science farm into tax farm.
Some workers have movement left - I leave it for next player to decide - the science cities below size 4 need increasing to size 4 to support 2 scientists - adding native workers allows this to happen quicker and reduces our unit costs. I have mined various core cities to starving to speed production, these will need re-irrigating before they actually starve and further irrigating to allow growth (size 9 or 10 is OK with 0 lux and 3 mp) when ducts and markets complete.
Have tried to get as many core cities at 10 spt - currently 5, but Chalcedon is deliberately being kept lower and Sardica can use Vlad's hill once Vlad completes court.
Ancyra is size 3 and about to starve - it cannot remain size 3 without taking good shields from productive cities - so it must shrink. Since it is going to shrink this turn anyway I have hired 3 scientists there.
Army is in Beach Head unfilled - suggest not safe leaving there as flip risk - keep empty and take to home continent and add a cav when avail, leaving other 2 cavs for when it has been transported back to Incan land.