Sorry, clever. I checked in here an hour before you posted, so I built east. I'd really hoped to complete my 10 without having my hand held every turn, but at turn 8 we now have Republic with many decisions to make. We can revolt, change research and/or builds, and only have one new settlement. I'm going to post what I have so far for discussion. It took me 3 hours to play the last 6 turns, so I'm definitely ready for a break.
Preturn - 1500 bc Everything looks to be in order (following Bede, how else could it be?)
Notice Blue Feather standing right next to Thebes and wonder what Cleo will have to say about that. Hit enter.
IT Barb suicides on our northern archer. Egyptians are building The Oracle and The Pyramids.
1. 1475 - Archer moves N and sees barb camp to the west. Red Feather goes N, Blue goes S and sees more of Thebes.
IT Cleo complains about Blue Feather's trespassing. We apologize and he will be automatically moved. Barb near Bedeville is killed by Egyptian warrior. Another barb appears NW of Bedeville and a barb galley shows up next to northern barb camp.
2. 1450 Harriet Bay curragh -> curragh. Northern archer moves W toward barb camp. Red Feather N. Blue Feather can only move 1 tile to southern coast wedged between Egypt and Babylon. He can't go anywhere without trespassing.
IT Barb moves toward workers.
3. 1425 - Cover worker with warrior from Bedeville. Curragh SW,SW spots incense. Red & Blue Feathers each go N. Northern archer moves W to barb camp and sees another barb galley N of the 1st one.
IT Barb near Bedeville kills first our warrior and then our worker!

Barb horse emerges from barb camp and killed by archer, 2nd barb horse the same and our archer promotes to elite.
4. 1400 Salamanca settler -> archer. Bedeville archer->archer. Fortify archer by barb camp. Bedeville archer kills redlined barb. Send settler to Bedeville for archer to catch up with him next turn as the archer is in the wrong position to lead the way atm.
Curragh W,NW and unless there is a very tiny channel in the fog, it appears we are on a large inland lake. 2nd curragh due in 3 and may change to worker if there's nowhere for it to sail.
Red & Blue Feathers each NW. We need another worker urgently, but it seems pointless to build one in Bedeville as there would be nothing to protect it, so leave set to archer build. Maybe should be a vet warrior because faster build? I dunno. Lower lux to 10%. Philo in 5.
IT Hammi is annoyed at Blue Feather's incursion and we apologize.
5. 1375 - Move archer to Bedeville and, having crossed the river, must fortify with settler. Curragh NW,W and our hope for a channel is gone, so change Harriet Bay to worker in 1. Red Feather SW. Blue Feather NW.
IT Hammi moves Blue Feather. Babs are building TofA.
6. 1350 - Send archer/settler E toward their new home, leaving Bedeville undefended. Worker completes forest road. Send him to work the previously roaded BG near Bedeville, as there was nowhere else to move him in 1 except another forest, and Harriet Bay's worker is due next turn. Red Feather SW and Blue N along Thebe's border.
Alex has Maths, as well as CB, but will not trade it for anything.
IT Alex offers CB for CoL, but no thank you. Another barb horseman suicides on our archer. How many barbs can there be in one hut??? Harriet Bay worker -> Barracks due in 14. We need vet defenders, but next player can change this.
7. 1325 MM Salamanca to growth from 5 to 4 by using unworked sugar with archer still in 1. Archer/Settler E. Curragh N,N. Harriet Bay worker to roaded forest to speed barracks. Salamanca worker mines. Red Feather W, Blue N to see more Egyptian border.
IT Salamanca Archer -> Settler. Bedeville Archer -> Archer.
8. 1300 - Egypt & Babs both have MM, and will both trade for all our gold (250) and 8gpt. Ha, ha! We have nowhere to sail to atm, so no. Alex will now trade math for Col, 250 gold and 6gpt, but we would be bankrupt, so no. Philo in 1 and lower science to 50%.
Move Archer/Settler NE into settlement position. Fortify new archer in Salamanca, since most barbs are coming from the N and our next settler will likely be moving SE...he can go whichever direction he is needed.
Red Feather S and is next to barb camp. Blue Feather W to mountain and is almost surrounded by Egypt/Babs yet again...think I can sneak him away through a corner. Curragh S,S. Harriet Bay worker begins chop.
IT Philo comes in and, ta da! Republic is ours.

Set for HBR for our UU in 6. Settle Mayhem City and set for worker in 5, but this can be changed. Curragh S,S toward a chance to peek at a hidden bay. Red Feather decides to leave barb hut to a stronger unit and goes S, Blue Feather W.
And I think it's time for team discussion of what comes next. We haven't discussed next research objective, whether or not to revolt immediately, but our economy is not well developed for that, and several builds could be changed.
It may be premature to post all these pics, but I think the team needs a clear picture of what's happening.
Northern Barbs
Southeastern Barb Camp
Our Empire
Southern Civs