Here's the posted instructions:
Don't accept flips.
Berlin:
Build queue:
granary->cavalries
Micromanagement:
turn 0: switch mined plains, hills to grasses
switch cav to granary (39f, 78s, 10fpt, 27spt)
turn 1: granary->cav
switch ESE grass, N grass to hills (50f, 27s, 9fpt, 31spt)
turn 2: new citizen should be working WNW plain
switch plain, hill to grasses (0f, 63s, 10fpt, 31spt)
turn 3: cav->cav (10f, 0s, 10fpt, 31spt)
turn 5: new citizen should be working hill (0f, 67s, 9fpt, 36spt)
turn 6: cav->cav
switch irrigated grass to plain (9f, 0s, 6fpt, 40spt)
turn 8: cav->cav (12f, 0s, 6fpt, 40spt)
turn 10: cav->cav (24f, 0s, 6fpt, 40spt)
turn 11: new citizen should be working plain
switch plain to irrigated grass (0f, 45s, 5fpt, 40spt)
Worker actions:
Priorities: railroad irrigated grass; chop, mine, and railroad forests (alter MM to get extra food in that case)
Besancon:
Build queue:
factory->cav->granary->cavs
Micromanagement:
turn 0: switch mountain to SE grass, switch desert to SSW plain (48f, 190s, 13fpt, 21spt)
turn 1: new citizen should be working mountain
switch SE grass to desert (0f, 214s, 7fpt, 26spt)
turn 2: factory done (7f, 0s, 7fpt, 39spt)
turn 3: switch irrigated plain to desert (14f, 39s, 4fpt, 42spt)
turn 4: cav->granary
switch deserts, mountain to irrigated grasses (18f, 0s, 16fpt, 30spt)
turn 6: granary->cav
switch irrigated grasses to mountain, 2 irrigated plains (50f, 0s, 10fpt, 37spt)
turn 7: new citizen should be working desert (0f, 40s, 8fpt, 40spt)
Worker actions:
Have all irrigated grasses railroaded by turn 4
Priorities: finish mountain, railroad plains, railroad irrigated grasses
Rome:
Build queue:
factory->bank->hospital->colosseum
Micromanagement:
turn 0: switch NNW grass to S hill (0f, 80s, 5fpt, 36spt)
turn 1: switch S hill to NNW grass (5f, 116s, 8fpt, 32spt)
turn 3: new citizen should be working S hill
switch S hill, iron mountain to SE desert, 2SW desert (0f, 184s, 10fpt, 26spt)
turn 5: factory->hospital
switch new citizen from iron mountain to desert (0f, 0s, 10fpt, 32spt)
turn 7: new citizen should be working iron mountain (0f, 74s, 8fpt, 42spt)
turn 8: switch desert to S hill (8f, 116s, 7fpt, 47spt)
turn 9: bank->hospital
switch deserts to hills (15f, 0s, 5fpt, 60spt)
turn 10: new citizen should be working mountain
switch 2 mountains, hill to 4 deserts (0f, 67s, 8fpt, 47spt)
turn 12: hospital->colosseum (placeholder)
switch 2 deserts to mountain, hill (16f, 0s, 5fpt, 60spt)
losing WLTKD would mess this up
Worker actions:
Have hills, mountain railroaded by turn 9, deserts railroaded by turn 10
Priorities: railroad hills, irrigate and railroad deserts, mine and railroad mountains
Istakhr:
Build queue:
workers
Micromanagement:
turn 0: switch 2 floodplains to 2 furs
turn 1: worker->worker
citizens should work floodplains (0f, 0s, 10fpt, 1spt)
turn 3: switch new citizen from mountain to fur (0f, 4s, 11fpt, 2spt)
turn 5: worker->worker
citizens should work 3 FPs, fur (0f, 0s, 11fpt, 2spt)
turn 7: new citizen should be working mountain (0f, 6s, 9fpt, 4spt)
turn 8: worker->worker
citizens should work 3 FPs, fur (9f, 0s, 11fpt, 2spt)
turn 9: switch new citizen from mountain to fur (0f, 4s, 12fpt, 3spt)
turn 11: worker->worker
citizens should work 3 FPs, 2 furs (0f, 0s, 12fpt, 3spt)
turn 13: citizens should work 6 FPs (0f, 8s, 20fpt, 1spt)
turn 14: worker->worker
citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build) (0f, 0s, 11fpt, 5spt)
Worker actions:
Have floodplain railroaded by turn 1, all floodplains railroad by turn 13
Priorities: railroad 2SE fur, railroad floodplains and plains, railroad mountains and desert, chop (although shields would be wasted), mine, railroad forest
The micromanagement may be altered based on worker actions or pollution.