Ok, just looked at the save.
Good set

.
With everyone's permission, I will rename some cities as it's a headache to spell everytime
There are 2 warriors sitting in Lolco, any reasons? I'll send one fogbusting to the west. There are a few roads that weren't needed just yet but it's no biggie. Same for some improvements east.
We don't need more warriors, we've already got a 6gpt unit upkeep - there are 2 in the threatened city. I'll cancel one currently being built the other fogbusts east. The barb troubles are almost over and Axes will be available soon.
Here's my proposed dotmap, done in BUG:
Things to do:
-Lolco builds stable whip>Library or HA
-road to peach Mansa for

-revolt to Hinduism as it spreads
-connect copper
-built a couple settlers. I would prioritize yellow dot for the

resources and the marble for HE/NE. We also need to take out the barb cities for the other sites. We can also settle the double-fish site
-rebuild improvements
-let Teotihuacan grow to 4 since the


will wear off at the same turn.
-trade for Alphabet, Mathematics, IW, lower end techs (archery,sailing,religious line)
-make an enemy(ies)

-start building some units to take the barb cities (stables+HAs?)
-what to do with the GS? Settle? Academy? Keep for bulbing?
-techpath? I'm thinking Aesthetics (HE/NE+tradebait)>Drama(tradebait) so we can bulb Philosophy and trade it around. We can also go for Currency but I think Mansas will go for that sooner than later. Construction we can trade for.
-Workers will need to road to Yellow dot as it is caught in between two patches of ice.
Too much for 10 turns but it's a start.
Things to decide:
-dotmap
-friends/foes
-techpath
-City specialization
I would make cow misser the science bureau capital.
Other cities whipping factories with Tenochtitlan as HE. Not a great HE city but better than nothing I guess. Will be better come workshops.
Anything I miss?