So, my turn! Well, 30 turns.
Looks like a nice little Civ so far. A heavy military, 3 cities, religion aplenty...mmm....
Alphabet! Ah-ha, good position to be in, technology is going to be the way forwards, allies will bow at what we have to offer them. TOWNS are what are needed too, our technology efforts are not as good as they should as be. I also intend to build a new city!
1. I notice we're not using Organised Religion for some reason. Revolutionise! No real action this turn.
2. Workers start on the farming in the west. The barbarian axeman comes in closer, the capitol WILL STAND FIRM!
3. Barbarian gets closer. Upgraded the troops - for some reason only one or two had upgrades. No good these lousy old generals!
4. Barbarian dies on the walls, although I made sure to . Finished the farm, building roads. Planning to build some towns now. TOWNS ARE POWER!
5. Got a new worker in the south, that city now is going for military (Axemen right now) since it needs more population. No pyramids until it has some decent building tiles (or it'll get refunded which means a few units or buildings then). Archer gets close up north. Guiltanbul gets onto building a temple, there isn't much else it is profcient at and a temple is always a good backup to build (it seriously needs the food that is being built to cover more tiles).
The action up north:

6. Oracle completed! New technology! What to choose...there's not much choice. Theology (700) is likely the best bet just to save time, and it founds Christianity which means a great building later, and leads up to paper which is great for getting early map trading in with allies. The alternative is Monarchy - which has immediate bonuses for the capitol, and really only the capitol, keeping the population happy (however, that is going to be a settler producer shortly, so that won't matter immediately). Theology it is! We have Christianity! In Guiltanbul! (with a missonary, sending to the capitol).
Capitol goes to settler production (8 turns) (although I want to get the other citizen happy, waiting 8 turns for a temple isn't a good goal), and in the north the spearmen go on the offensive and defeat the incoming archers.
7. Got a prophet - religious obviously. I'm building the key religious building for both immediate and longer term benfits. Someone can take advantage of the +1 gold/hindu city and get the pastors working overtime for plenty of money. If connecting some allied states with roads this would happen automatically anyway - in any case, got a stranglehold on religion so, all good

(the alternative is waiting for a second great person for a golden era, and 50 turns is a bit much compared to the gold and other benefits of getting this building so early. The research he could get is a low one too, sadly).
8. Not much to report here.
9. Axman got created - sending two axemen to a new city location in the north. By this time I've rejected open borders with Washington to stir it up a little, because I've made myself have some kind of strange urge to just kick Americans. Also the other two Civs in contact with me don't like them either! Win-win!

10. Some minor exploring, moving to build more towns around northern place. Towns on flood plains == win.
11. Made open borders with the Chinese. Workers around the capital are going to start cutting trees - they make it too easy for attackers to attack, and where they are, they're not too helpful for production anyway.
12. Warrior barbarians spotted! Taking some axe men over to them to clear up. Got settlers, sending up north - building a temple on the capitol now.
13. Axemen barbarians spotted in the south! Will send out something from the capitol.
14. Got alphabet. Got trading off the Chinese, Meditation, saving some time. Getting Monarchy next to get +happy in cities.
15. Traded Monotheism to get Sailing off Napoleon, and will get a boat to explore in the south city shortly. Settler can build the city near the iron shortly.
16. Pyramid failed! (wouldn't have ever finished in time), so +66 gold. Building a galley in the south city now the Chariot has arrived for quick repels. Founded a new city "Final de Ville". This will get iron to CRUSH OUR ENEMIES! Idiot of me forgot to take out the barbarian axe men and so I suffered a loss of a town down south. Idiot! idiot! Destroyed them with agusto.

17. Not much to report. Finished a temple up north, so balanced happiness there - getting another worker to help improve places.
18. Barbarians close in up north, so I move an axemen to cut them off. Farms finish around capitol, still very unhappy but Monarchy and the iron fist of military units is coming soon. The workers will link up the roads to the iron too.
19. Got a temple at the capitol. Another settler is being built - can put up some less defended cities within the borders now, to the west of the capitol I think.
20. Had to move spearmen out of Guiltanbul to take some barbarian archers out, stupid me for not having 2 units there to keep people happy, gah!
21. Defeated the northern archers just to stop them pillaging. Some axe barbarisn threw themselves at me in the north, to no avail.
22. Got Monarchy! Anarchy! It's now 1AD! Going for Mathematics, I love the Hanging Gardens. Got a galley down south - sending it south to see whats there (probably not much but better at the moment then going north). Going for a Lighthouse in case any decent wonders can be built, or if the food is worth getting.
23. Everyone's happy! and will be for the foreseeable future with enough military might.
24. Barbarians spotted in the south, moving to intercept with chariot. Road goes well, building improvements goes well. Probably need to get more army units still.
25. Napoleon rejects open borders! THE NERVE! To hell with it, I'm opening borders with AMERICA, you FRENCH GIT! More barbarians in the north, gah.
26. Barbarians on the northern farm, gah! Moved a spearmen to the woods nearby since they can't defeat them.
27. The took the farm. Spearmen went defensive, defeated the barbarians going to the capitol city.
28. Barbarians broke on the spearmen. Got Mathematics! Should get Hanging Gardens at some point. Put research onto Paper now but that could change if the next governor doesn't want to trade maps. Capitol city built a settler, sending him north. Rebuilding improvements and nearly connected the city of Final de Ville. Getting a scout quickly from the capitol first to allow re-scouting of the north or east - wherever the next person wants to take them.
29. Getting an aqueduct in the capitol - it needs to really grow to take advantage of the tiles with it being all happy now. Lighthouse also complete down south, so building
30. So my turns end (AD200 - should be correct). Not much to say - moved a few units around, left the settler to the next guy, moved the scout a little, the galley is going further around the icelands of the south, and need more military units on the fanatically-fast-growing Guiltanbul. Started the iron mine (finally! took forever to get there - I think the eastern one, while further away, might have been an easier or faster at least choice) and the road was completed, so set the road building to go further onto the mine.
Now its up to the next governator! Some thoughts:
- I used up all the cash. Research went well though!
- Need probably more military if the expansion of cities goes ahead, barbarians are rife.
- Can be taken in any kind of direction - north, south, east or a little west where cities can be built. South is hard but no enemies there. East has Americans, north has Barbarians and rubbish jungle.
- Hanging gardens are neat, was setting up the capitol to build it.
- Need more towns, and windmill is the only way the south city will grow, while Final de Ville won't get anywhere since there are no nearby rivers, it's just to get the iron (chopping down the jungle will help though).
Here we are as it is, now it has to be zoomed out!
