Declared war on Jerusalem a bit early since they had a trader under my warrior. Horsemen are just going to beeline the city, the warrior will deal with the chaff. Had to hit the barb scout standing in the way last turn. 2 Horsemen should be enough, should do roughly 50 dmg per hit to the city. There's also a settler coming down to finish setting the border. I don't really think Rome'd settle this area next, but it would cut off Jerusalem too and the quality is not that much below my other choices.
Windrunner is building a settler for the south west, where the exploding volcano left some nice yields.
The capital is finally starting on these +30% Harbour+Lighthouse pairs. It's especially powerful in Bondsmith because it will add another hammer to all my trade routes.
Lightweaver is getting out the last pre-Feudalism builder. It will unfortunately have to build at least 1 fairly useless farm, to inspire the 150 culture of Feud. I might be able to get some housing out of them at least.
Did I mention I was going for Feudalism next? Russia has clearly joined Australia on Recorded History and it's free beaker card. I considered that, but I'm still in the phase of valuing hammers over beakers, so decided it wasn't worth it yet. I also considered Civil Service, which will give my Mekewaps an extra 1hpt. I need to grow the capital to size 10 to inspire that though, and the timing is slightly off, so it will come after. Since we're going for Feudalism, pretty much every city will slot in a double-buffed Feudalism builder next.
I set up my alpha strike on Mohenjo-Daro last turn and declared this turn, clearing out both their archer and warrior. With the extra redundancy I have here, I feel a lot more confident about taking the city than Jerusalem. Mohenjo has just started building a theatre district, wasting a perfectly good tile to its west. Still I'll be interested to see what the mechanics are and how much it will cost to build when I take the city.
The barb camp west of Dustrbinger spawned another scout rather quickly, but he again has somehow managed not to catch sight of a city. I switched to a heavy chariot build to be careful. Also Feudalism will inspire the Knights tech, so I could upgrade some chariots when the DoFs run out. I have an archer coming up from the capital also, I should probably just clear the camp so I don't get anymore surprises.
Skybreaker locked in a harbour to it's north. I would have loved to put the harbour in the sea for another shipyard, but the economic cost of waiting seems too high. Long term I should have quite a decent number of frigate-building cities, including my capital which will have the most hammers.
Dustrbringer got one of the magic trade routes for a flying start. Now 7f, 2h, 4gpt! And two good border pops!

Both cities will struggle a little to get the housing to deal with their food surpluses. The Feudalism farms might actually be useful.
Archduke just settled Timbermist, and I was surprised my Oki didn't teleport back toward my cities. I'll get some exploring done while I wait for the naval tech to get him out. Archduke also has a warrior in the fog by Cardiff who could mess with my next conquest. Sailing around him is always an option though, I want to wait for the eureka for the tech, but it's not that important.
Speaking of tech, I couldn't find anything I really want next. In the end I'll sided with apprenticeship and it's mine boost, because at least that is *something*. I only have 1 mine right now, I'll pick up a few from the city states though.