IT:
The German settler keeps moving, aha, I get it now, the Germans want the Iron too.

The Spanish Archer is just scouting.
First Attempt Horseman -> Catapult
230BC - turn 6:
The workers start roading out.
Sell WM for WM+2g each to Germany and Spain.
I think we can now shave of a turn from Monarchy and the Hanging Gardens, now due in 3 and 4 turns respectively.
IT:
Germany has an Archer nearish Fourth Horseman, move two Horseman there for offensive defence.
210BC - turn 7:
Sequence is important here, the Plan: 1. move boats, 2. sell WMs, 3. declare Germany
Sell WM for WM+1g each to Germany and Spain.
Declare war on Germany.
4/4 Horse vs 3/3 Spear (on settler) - wins losing 1 hp.
Capture worker near Cologne.
There are 6 units near Cologne, 3 near Nuremberg.
IT:
German Archer moves away!
FA Catapult -> Horseman
190BC - turn 8:
Move slider back for Monarchy in 1 @ -17gpt and 19g in the coffer.
Battle for Nuremberg:
4/4 Horse vs 3/3 Spear - retreats leaving no marks
4/4 Horse vs 3/3 Spear - retreats too
4/4 Horse vs 2/3 Spear - Nuremberg is autorazed, Horse promotes to Elite!
Battle for Cologne:
4/4 Horse vs 3/3 Spear - Horse is killed

5/5 Horse vs 2/3 Spear - Cologne is autorazed, Horse has 2/5 left.
IT:
Germany moves a galley near Three Cows, and a pair of Archer/Settler near the Horses defending FH.
Monarchy comes in, start Currency
Three Cows Harbor -> Rax
Fourth Horseman Harbor -> Galley
170BC - turn 9:
Change production of Fifth Wheel from Palace to Hanging Gardens, due in 1, no shield loss.

A stray German Warrior threathens the workers connecting the Silk colony:
5/5 Horse vs 3/3 Warrior - wins, 2/5 left.
Move the slider to (6.3.1) for Currency in 18 @ +1gpt, 3g in the bank.
We will revolt after the HG comes in.
Battle for Frankfurt:
4/4 Horse vs 3/3 Spear - Wins, promotes, 2/5 left.
4/4 Horse vs 3/3 Spear - wins, promotes, 4/5 left.
Frankfurt is manually razed.
Settler pair in mountains:
4/4 Horse vs 3/3 Archer - retreats.
4/4 Horse vs 2/3 Archer - is killed, promoting the Archer.
Move Ted from Second minute, to help defend *if* Germany lands troops, so the Gallic will hopefully not be needed. The taxman is temp changed into an entertainer.
IT:
FA Horseman -> Horseman
No troops emerge from the German Galley.
150BC - turn 10:
Start a Palace prebuild in Fourth Horseman, it will lag easily and will have to be carefully monitored.
The entertainer in SM is fired so the Great Library is now due in 4 turns.
I'll leave the revolution to the next player, we are religious, so no problems there.
The current culture situation:
-------------->
the save