Ok, I agree with what people are saying. I can play it tonight. Here's my list of things to take care of on my turns...
Granary in Antium, worker in El-Arana.
Settle dman's blue dot first, then his green dot. Then work on AK's ne dotmap.
Recon military cities, see what tiles need improvement, look toward 10 or 15spt. Use workers here first, only on the tiles we will use.
Hook up wines.
Revolt to republic after one turn. Keep scientist going during anarchy. Run a deficit, since dman says we can't lose things in anarchy...but I'll test this in a personal game first... (I did a quick search of the forum and couldn't find a reference to this little white exploit...)
After anarchy, grow core cities toward 10 or 15spt military factories, except for...
Settler factory in Veii, worker pump in Antium
Build horses & some legions everywhere else. No pikes!
Herd egyptian settler.
Pull settlers out of size 6 cities that can't grow, like Neapolis.
I may not get all of this done, depending on how much anarchy I get. I've been feeling lucky lately...
I'm on board with the no pikes thing, BTW. I see the sense in it. Defensive units must have their uses somewhere though...maybe on higher levels when your civ is smaller so no offense is possible -- because they're (generally) cheaper, and have (I think) a cheaper upgrade path. But not in this game.