Building of Wonders and other things
Quick run through to the Settlers build and land scouted out.
T+0
Rome hires an Engineer, fires a Scientist, drops Aqueduct to 3 turns, pushes Aesthetics out to 8 turns, by moving off the clam onto the plains forest, growth still in 1 turn.
Neapolis, moves off Flood plain to the mined hill, still grows next turn, more hammers.
Cumae, cancels work boat as next build, non stop workers at Size 3, stagnate anyway.
T+1 Move a few units about, nothing much.
Neapolis whips Forge into a Library 47

overflow, food surplus of +7, can easily run 2 scientist, if not 3 or more with farmed flood plains.
Adjust Antium for a 2 pop settler whip next turn I hope, better go back and recalculate.
T+2
Rome whips its Aqueduct for 66

overflow, grow back that whip in 3 turns, so only lose 12 hammers production for a gain of 54
T+3
Overflow of hammers has boosted the production of the hanging gardens nicely, taking only 8 turns not with a starting balance of 176

, adjusting for an extra turn of growth.
Scouting with the Axe, a Barbarian city has popped up on or within the ideal site for the expansion city. Settler is about ready to be whipped with max overflow of 78.75 hammers, or 78 rounding DOWN!! we fall about 5 short, but can't adjust for that, losing 1 turn, Not worth it.
T+4
I moved the Axe towards the Barbarian city, Paused to think, and decided not to whip the settler, as due in 5 due to normal building, or whip now.
We have a 2nd Axe to the NE moving in that general direction, with Hammurabi already having a city in the Northern most section of the land.
My ideas for settling are;
I pause game here while we discuss, I'll attach the intern save as well, if you need to look at.
Resuming the game..I've forgotten what we were doing...ha ha...Nah...settler due in 5 turns, with a maxed 2 pop whip due now. I don't whip, It'll kill the city too much.
T+5
Nothing much to report,
T+6
Put 2 chops into the hanging Gardens, now due in 1 turn, decide to delay it still settle the new city, 1 East of where I proposed, I agree, more hills to work. Conversely, the Barbarian city needs to be burnt down, to accommodate a city 1 West, to capture a Sea Fish tile, and a pigs and rice tiles. The city to the North, is still being scouted out.
To this end, I put the Colossus ahead of the hanging Gardens, 4 turns its due in.
T+7
Bugger, scouting work boat runs full head on into a barbarian galley, there's a 1 tile off shore island to settle as well. Aesthetics due in 1 turn.
T+8
Aesthetics is in, only Monarchy and priesthood is available for Aesthetics and Iron working, no one else has any tech's worth trading for, set research to Currency.
T+9
Settler is moving to new city site, Colossus due in 1 turn, hanging gardens will get another 2 chops. 2 workers moving to chop the new city site.
T+10
The Temple of Artemis was just BIADL. 2nd Barbarian city sited, this one will nicely complete a block on Hammurabi. Moving worker to connect up iron, and enable Pretorians.
T+11
Change mind on immediate settling, move the settler to the northern site, which with the new Barbarian city, will nicely block of Hammurabi from our lands, just have to close borders to stop him taking barbarian city before we can.
T+12
I settle Arretium, without chopping the forest 1st, I felt it more important to get the blocking line set up and build the hanging Gardens, which I've delayed long enough now.
I'll try waiting another 2 turns and taking the barbarian city as well. No, only 28% attacking value, can't wait for Praetorians to arrive, build Hanging Gardens now, normally in 2 turns.
I've only just noticed that Hammurabi is about to research Calendar and that Cathy has it already, she'll trade for Aesthetics and Metal casting, but can't get a trader for Calendar as yet. Put 1 turn into Monarchy to trade for that.
T+13
Oh yeah, capitals been plagued by a barbarian galley that came up from the south, lost both sea food, Hanging Gardens built in 1 turn. Move worker to Arretium to build a Iron mine, and link that city up.
Antium, goes onto building a Library till Iron's online. Moving 2nd worker to build a road from river to Arretium's borders. Warrior is scouting out Hammurabi's capital site.
I make 2 tech trades, Aesthetics for Monarchy with Hammurabi
and a 2nd trade with Catherine, of Metal Casting for Calendar.
I thought long and hard about his one, we want to trade Aesthetics with Churchhill when he gets Construction, so putting turns into Currency at moment with an eye on Construction. As such I've hired 2 scientists in 2 cities dropping research time down to 4 turns at 100%. Need to have over 68

though, at 70% research.
T+14
I get the message its the end of set, but I'm sure I've 1 more turn...I'll play one more, it I've gone too far, so be it.
Here's Babylon:=
Hanging Gardens is in, I have movie's off. Currency blows out to 90 gold in 3 turns at 100%. Newest city is now Population of 2.

Cumae, will go onto science after completing its current worker. Rome starts on a Trireme to destroy that annoying Barb Galley, then more work boats, or another wonder??
T+15
I was right, one more turn, end of 15, workers and all unmoved.
Summation:
2 wonders built;
Colossus
Hanging Gardens.
1 new worker
1 new Axeman.
1 new city settled.
2nd Barbarian blocking city sighted and targeted. This is a keeper blocking city.
3 Tech's gained;
Aesthetics Traded for,
Monarchy.
Calendar, traded for with Metal Casting.
Leaving open an Aesthetics trade with Churchhill for Construction when he researches it, as Catherine now has Metal Casting, but only Churchhill and Catherine DOESN'T have Aesthetics. We'll need to put a turn or 2 into it, as well as closely monitor the Tech research.
I recommend taking out the 1st sighted city, burning it down and re-settling 2 other cities in its place.