Back at home! Quick comments:
1. Ended our turn, no worries, did not screw any micro, everything made sense
2.
for hindu spreads. I had left Pickle at 8 culture due to food reasons (did not want to work more artist turns during our GA) earlier and I was hoping that we will manage to pop borders later with religion (or barracks)
Cornelius is a decent place for spare missionary.
3. Azza's power (just wanted to repeat the same calculation):
- I got exactly 50k for him from tech (before IW),
- I think he has exactly 25k from population
- Only 3k from buildings (walls at nothing at all, could not find barracks anywhere)
- 113k at Dental Plan
- 5k roaming cat near dental plan
- 6k axe at Zzap
- at least 1 galley = 2k
- Nothing at all + our border ~50k?
-----> So if his total power is 330k, that still leaves 76k for unknown units, some surely stationary at Azza's other 5 cities, and maybe there are more units at Nothing at All since we last checked the city.. I would imagine that missing 76k are MP units (especially at Azza's remaining border city towards Mardoc) + maybe 4-7 zone defense / travelling units in the fog. Our chariot will soon give us more info..
4. I think Azza would currently need ~200 EPs before he sees our tech selection. I wonder what made Azza turn his EPs again on us. Did our EP generation made him lose his graphs despite we have not put anything on him, is he suspecting something or what?
5. Do not do too eager scouting moves apart from the sentry chariot.. Azza got alarmed by my scouting galleys in PBEM45. I would not be worried about Azza attacking us so we might just try to live with paranoia for next ~5 turns..
6. The lack of known-tech bonus for more or less every tech is a pity, but tells that we are very close to being tech leaders at the moment. Maybe we save gold for a good while once we have grabbed Engineering+Banking?
7. Our massive OB deals start to look really good. (lurkers we have met more than half of civs and have OBs with everyone except Barry+Lurker Civ. I think we have already ~15 trade routes that yield 4 or 5 commerce. (those will get free market bonus once we get so far)
8. The turn pace sucks..
Yeah, of course that is to be expected here, but it does not change the fact that I'm disappointed at some individuals.
9. I was blocking someone (someone who has not modifies his files after this gamespy-thing?) so I did not manage to check everything I was planning to so further comments might follow later..
10. @Hydra: That indeed is a nice forking tile. However, nearby cities have really nice cultural defense/walls, so we might need to go for more surprising/less central attacking routes or utilize cats/1-movers more heavily than we hopefully need to do with Azza. (if we ever get to attacking Mardoc)
11. @Hydra vol.2: Reg flanking & Azza's counter attack:
Things might get tricky
We want to be greedy, but just not that greedy that we fail spectacularly. 
12. Interesting to see whether we indeed get Guilds EOT125. The calculation we made earlier was rough, but I thought it was pretty realistic and it also forecasted us getting the tech easily.. The large amount of carried overflow makes exact calculations at this point difficult (note lurkers that we are once again completing a tech with just overflow).
1. Ended our turn, no worries, did not screw any micro, everything made sense

2.


3. Azza's power (just wanted to repeat the same calculation):
- I got exactly 50k for him from tech (before IW),
- I think he has exactly 25k from population
- Only 3k from buildings (walls at nothing at all, could not find barracks anywhere)
- 113k at Dental Plan
- 5k roaming cat near dental plan
- 6k axe at Zzap
- at least 1 galley = 2k
- Nothing at all + our border ~50k?
-----> So if his total power is 330k, that still leaves 76k for unknown units, some surely stationary at Azza's other 5 cities, and maybe there are more units at Nothing at All since we last checked the city.. I would imagine that missing 76k are MP units (especially at Azza's remaining border city towards Mardoc) + maybe 4-7 zone defense / travelling units in the fog. Our chariot will soon give us more info..
4. I think Azza would currently need ~200 EPs before he sees our tech selection. I wonder what made Azza turn his EPs again on us. Did our EP generation made him lose his graphs despite we have not put anything on him, is he suspecting something or what?
5. Do not do too eager scouting moves apart from the sentry chariot.. Azza got alarmed by my scouting galleys in PBEM45. I would not be worried about Azza attacking us so we might just try to live with paranoia for next ~5 turns..
6. The lack of known-tech bonus for more or less every tech is a pity, but tells that we are very close to being tech leaders at the moment. Maybe we save gold for a good while once we have grabbed Engineering+Banking?
7. Our massive OB deals start to look really good. (lurkers we have met more than half of civs and have OBs with everyone except Barry+Lurker Civ. I think we have already ~15 trade routes that yield 4 or 5 commerce. (those will get free market bonus once we get so far)
8. The turn pace sucks..

9. I was blocking someone (someone who has not modifies his files after this gamespy-thing?) so I did not manage to check everything I was planning to so further comments might follow later..
10. @Hydra: That indeed is a nice forking tile. However, nearby cities have really nice cultural defense/walls, so we might need to go for more surprising/less central attacking routes or utilize cats/1-movers more heavily than we hopefully need to do with Azza. (if we ever get to attacking Mardoc)
11. @Hydra vol.2: Reg flanking & Azza's counter attack:



12. Interesting to see whether we indeed get Guilds EOT125. The calculation we made earlier was rough, but I thought it was pretty realistic and it also forecasted us getting the tech easily.. The large amount of carried overflow makes exact calculations at this point difficult (note lurkers that we are once again completing a tech with just overflow).