Pre-flight:
Raise science to 100% and change MM to get 22bpt.
Switch Copenhagen to Barracks.
Get Masonry, Wheel and 50g from Carthage for CoL.
Get 30g from Aztecia for the Wheel.
Get 14g from Russia for Writing. (We will need to gift them into the middle age later anyway, so might as well get something for our techs... As there is no way they can finish Philo in 3 turns, we can safely sell Writing. They are the only ones, who don't have it yet, so they'll get it soon anyway.)
Establish embassy in Moscow:
Only the AI can be so stupid... Anyway, instead of "annoyed" they are now "polite". Makes me fell much safer.
The Russians don't have contact with Arabia?!? So we can't sign a military alliance.
Battle of Trondheim:
Implementing "option 3". First Archer wins 3/3, second Archer wins and promotes to veteran (3/4), the hill Archer wins 3/4.
That was easy... All problems solved for the moment, so I switch Trondheim to a Spearman.
And also establishing an embassy in Amsterdam:
Do you see all this useless irrigation? Only the AI can be so stupid...
The Dutch are willing to join an alliance against Arabia, if we toss in Mysticism and CoL. But we don't need it at the moment.
Turn 61 (1475BC):
Excellent: due to the road to Copenhagen now finished, the corruption is reduced, and the 4th commerce is no longer corrupted! So we actually made 23 beakers interturn. I won't need the scientist after all...
Another trade option popped up: Russia now has 26g. I decide to sell them Mysticism.
And Arabia is now willing to talk. They have Horseback Riding and Polytheism.
Turn 62 (1450BC):
Trondheim: Spearman -> Worker
A Spear/Archer pair now marches towards the southern Arabian Warrior, who fortified outside our borders last turn.
Our second Curragh has met the first barb galley.
Bergen switches to the roaded BG, dropping science to 22bpt, which is enough for the 44 beakers we have left, while finishing the Granary in 3 turns.
Turn 63 (1425BC):
Our Curragh barely survived with 1/3, and already the next barb galley comes into sight:
I decide to switch over to that other land mass, hopefully shaking it off.
Another Warrior walks right before the feet of our watching Archers. We win 3/4.
Turn 64 (1400BC):
Philosophy finishes -- and we get Republic as freebee! Set research to Literature.
Normally I would now revolt interturn, because as Elephantium already pointed out, it saves half a turn of anarchy (current turn already counts as anarchy, but commerce of that turn has already been collected), but in this case I first want that worker to finish, so I wait until the end of the turn.
The Russians start the Oracle.
Trondheim: Worker -> Courthouse (placeholder for a Library, but we can still change it after anarchy)
Another Arabian Warrior approaches from the West. In the south our Archer kills the Warrior with 2/3
The Russians have founded by our Wheat! Well, saves us one settler... But we'll have to wait with taking that town, till after we got their freebee tech.
I sell Carthage Philosophy for 66g and then open an embassy:
Don't think we can expect much of them... So we'll have to send a Worker to Amsterdam to build 3 mines for the Dutch, and then Amsterdam can build the Lighthouse for us in 24 turns.
Carthage indeed has contact to Arabia.
Now I revolt: we get 3 turns of anarchy!
Turn 65 (1375BC):
We kill another Arabian Warrior at 4/4.
In the south a barb horseman appears

I retreat the wounded Archer and cover it with the Spearman. (Good that we have it...)
Worker begins to chop furs forest. (We'll irrigate that tile and the two BGs to the left and right for +5gpt.)
Carthage now has Horseback Riding.
Turn 66 (1350BC):
Interturn the Aztecs contact us and demand Philosophy. They are definitely on a different continent (we can't sell Workers to them), so I tell them to take their empty threats elsewhere... They declare! Thanks to that, we can now turn Trondheim's scientist back into a farmer and let Trondheim grow to 5 again.
Turn 67 (1325BC):
The barb horse now attacks our fortified Spearman (didn't attack last turn, when he was unfortified?! Ah, yes: it was not on the "axis of evil" then...) and promotes him to 4/4. Our second Curragh is also attacked by a barb galley and goes down to 1/3. (The other one is still being tailed by that other barb galley -- good that we are seafaring.)
We are now a Republic!
Amsterdam finishes the Colossus and starts the Pyramids right away. Let's hope that Tenochtitlan finishes the Pyramids before them, then Amsterdam might cascade into the Lighthouse...
The Arabs have settled Kufah right on the Isthmus. Guess we can attack them there soon with a couple of Archers.
Unit upkeep is quite high, so I decide to switch Trondheim to a Settler.
Turn 68 (1300BC):
Lots of new trade options now: Arabia and Carthage know Map Making, Horseback Riding and Polytheism.
I sell Carthage Republic for these three techs, 18g, RoP and an alliance against Arabia.
Bergen: Granary -> Settler (We need to do something for our unit upkeep.)
Turn 69 (1275BC):
Interturn two barb horses promote our Spearman to elite.
We finally meet the Ottomans. They are so backwards...
I sell them Alphabet for 65g and open an embassy for 59g:
Building settlers at size 1, that explains why they are so backwards...
Turn 70 (1250BC):
The Spear/Archer pair can finally continue its march towards the southern barb camp. The barb galley following us on the heels forces our Curragh to retreat into Aztecan territory: going north along that unexplored shore it would have been killed next turn.
I switch Copenhagen from Barracks to a Harbor. If we get a vet Galley out, we can explore the remaining gaps and find the last missing nation.
Our empire:
The Trondheim Settler can go to yellow, the Bergen Settler can go to blue (a road is in preparation). This will bring a third BG into Bergen's BFC, so that we can get it to +5fpt as well.
Trondheim should build a Worker next, and then the two of them can irrigate the three tiles marked red in 6 turns -- finally making our Settler Factory operational.
Bergen already has one irrigation and still needs the two tiles marked orange getting irrigated.
Carthage is at tech parity with us, Arabia is missing the Republic, all the rest is between 6 to 8 technologies behind... (We gained 7 techs in these 10 turns.)
Pay attention to when the Pyramids finish: we want to gift Map Making to the Dutch precisely at that moment, not earlier, because then they might start the Lighthouse from scratch in that crap town of theirs (their only other coastal town).