TMcC01 - Tonight We're Gonna Rock You
1430 AD (0)
Firstly, the GA started on Yom's 9th turn. So he got 1, Handy got 5, Greebley got 11 turns. The GA should end between my 3rd and 4th turns. So three turns of GA production, then it ends. We aren't running a lux tax, so there won't be end-of-GA riots, but I will have to watch out for us going bankrupt if our treasury is too low entering the 4th turn.
Now to cry havoc and let slip the dogs of MM. We start in T-Ville. Building a settler now would drop the city below size 7 and cost us money. It gets switched to a Musket. Ganges has tiles swapped so the worker being built doesn't disband the city. Eventually it will go, but as a settler. Bangadrum swaps to a worker, as its musket won't complete for 20 turns. Using the worker to chop forest will finish it much sooner. Chinatown is not corrupt enough to need a courthouse yet, and swaps to a granary. Nehruvia swaps tiles around to complete Jumbo in 2 instead of 3. Re-arrange tiles around Indy so it will pop the settler after growing to size 10, letting it re-start at size 8. Swap Indus to Walls. Gas Station to MDI, we need to re-build our offensive troops in the west, and Gas Station is not pulling enough shields to build Jumbos. Yom's Folly swapped off of Settler, onto Jumbo, because when out of GA city can be configured to build settler in 2, but not able to build Jumbo in 4. Also swap tiles so Jumbo completes in 2. Dromon swaps to Granary, as building worker would disband the city. Irontown doesn't need a Courthouse, swaps to MDI. Hail Vishnu will complete its aqueduct, but then be stuck at size 6 for lack of food. Note to self, next project is a harbor. 7-Eleven swaps to musket. Believe it or not, that's all the cities. Nothing like a pre-turn that lasts for an hour!
General plan: Finish the Byz, eliminate the possibility of Riders, and re-build our Western attack force. Will settle in the east, except for the settler/army pair bound for Deerberg. Want to get Chittagong set up to produce settlers for most of the rest of the eastern locations. Get a 7th army to bonk the Mayans, it appears they have some of our workers and Trebuchet.
IT - Lose two units, see two Egyptian Knights. Have to find their horses. [0-2]
1435 AD (1)
Found EastBound. Hurry Walls in Dacca. Not sure this is gonna hold. Attack Aztec city with Elite Jumbo, and pop a leader. There goes another army, and our defense problems on the western border will last about 2 turns, until I can get those folks over there. [1-2]
1440 AD (2)
Ignore the Mayans. Kill one unit on IT, see more Egyptian Knights. Must find Horses. Deviate Thea from her
Septum. [5-2]
1445 AD (3)
Last turn of GA. Lose two more units on the IT. Extension cities really shouldn't be founded without an army for initial defense, we're going to lose Dacca. Science dialed down two notches to not go bankrupt on the IT. Found
South Push on hill. [9-4]
1450 AD (4)
GA ends. Best science rate is Chemistry in 5 at +14 gpt. Raze
Sardica. Jumbo Army is now in Dacca. Crosses fingers that it is not the 1st defender, as it only currently has only one unit in it. I think the Egyptian horses are in their Southwest.
1455 AD (5)
Lost a turn somewhere in here.
1460 AD (6)
Burn
Adrianople. Build
Madras. Clear out the riff-raff at Dacca.
1465 AD (7)
Begin assault on Caesarea.
1470 AD (8)
MAJOR EVENT! American Cavalry.

Kill both with army.
Caesarea burns. Load up a Jumbo army and burn
Ua... .
1475 AD (9)
No new cavs. Isolate Teotihuacan, which was built on Saltpeter, hopefully cutting off whatever trade was occurring.
1480 AD (10)
Thea wants to talk. Right.

Begin assault on Constantinople. Burn Mayan city of
Bonampak. Recover 4 Trebuchet and 3 of our workers. The Mayans are 5CC now.
1485 AD (11)
I'm unintentionally being a very bad boy.

Because I'm moving the armies, the Mayans in particular are running around in circles because their target is always shifting. Stupid AI. Make up your mind and attack! First things first: Three army victories and the damn shore bombardment ends.
The Weak Byznantines have been eliminated. Burn the Mayan city of
Tulum. Kill two slaves on the spot, I don't want to slow the army down.
Final Notes: We have two settlers active, one should re-found Constantinople on the spot, and maybe the other goes for the horse tile in the NE. Not terribly important, this is just land towards the domination limit. The Spear army is parked on the American horses. If that is their only one, no more cav. The sword army is doing pseudo-random damage to the Egyptians. I can't tell from where they are getting horses. The MDI armies should stay in the east to keep other civs out of our land, and because China is not completely neutered. The Jumbo army should add a 4th and go west, to put an end to the Mayans and Aztecs, and to eliminate any threat Cavalry might pose. The Egyptians have shifted focus to the north, but it is not apparent exactly where. No move 1 units should ever be a threat, but Knights keep the workers on their toes. Final city count: us +2, them -8
Armies West!
Slinger is up, and I don't expect Smoke Jaguar to survive the turns. Although no need to force it, we're due for another army, and if you have
4 Jumbo armies on the scene, well ....