OK here's a partial completed PPP. I think it will
a) get Toku's gift hindu city to him before he can re-DOW
b) get Hammu's liberated Hindu city before the hoped-for OB-resolution
c) get the island city settled
d) not rape too much population
e) not be too vulnerable to any boats or units hammu might have (but WastinTime will have to judge on the fly how to manage things, with a few turns of flex up his sleeve)
f) maybe get tech out of hammu for peace before gifting him the city... depending if he loses units some time
Diplo
Even if we have war success (e.g. galley kill), don't bother getting peace with Hamm or Shaka without them giving us stuff, unless they show up and look really scary
We're already gifting deer and marble to Toku for 12 turns of the needed 50. Gift him stone, pigs and crabs (we can afford that, and have cows coming in in 2 turns) since our whipping makes it fairly easy to dodge health caps. This will give +1 shared resources about T104 for possible Pleased status in the future.
Be prepared to gift small techs to newly-met AIs for big immediate diplo benefit. Apparently a Theology gift is acceptable if nothing else will do. I assume an MC gift is not acceptable.
Consider accepting a demand Toku makes.
Tech
t96-8 100% IW
t99 0% Construction (don't have enough cash to finish Compass anyway, so don't get involved in tech debate this turn set)
Toku-city settler building in cowtown
t97 moves 3e
t98 founds, converted to hinduism, gets gifted to toku
toku-city missionary
t96 moves toward toku gift site
t98 converts before gift
Delhi
t96 whip settler, work gmine
t97 start temple, gmine (temple pays off its base hammers in about 9 turns, so looks good to me given the huge unknowns we have)
t98 start monastery, grow, work gfarm gmine
t99 new gfarm available, work 2gfarm
DeerGold
t96 start settler, gfarm 3gmine
t99 2-pop whip, 2gmine
t100 done settler, start missionary, 2gfarm
t101 done missionary, start archer (or whatever)
Sheeptown
Keep building monastery, add corn when available
Cowtown
t96 finish settler work gmine
t97 start spy, work gfarm
t98 finish spy, start settler work 2gmine
pigsgems
t96 switch to galley, 2gfarm (deergold is happy to give one up!)
t97 2-pop whip galley
t98 finish galley, named Raft, resume trireme, work gfarm
t99 finish trireme, named Dreadnought, start temple (happiness is a serious concern here now, Amundsen might have to serve as MP T101)
crabsville
t96 keep working crabs (it works out slightly better than switching to marble to accelerate granary)
fritz
t96 done
t97-8 road 1w of deergold
t99 move to 1s2e of deergold
t100-2 chop
eiffel
t96 done
t97 move 1nw and mine and wake
t98-100 move 1ne and chop
hoover
t96 done
t97-88 move 1sw and road
t99 farm 1N of delhi
t100 head east somewhere (road to gift city for espionage mission?)
karl
Cook
t96 move to 2W of DeerGold
t100 load onto Raft
t102 offload from Raft to defend settler
t103 defend as necessary, maybe load back onto Raft, maybe threaten a Hammu city
ferry
t96 done
t97 move 1e, load settler from delhi, FIND A WORKER TO SEND ALONG, move 1w
t98 move 1w, 1sw unload settler and worker NEED TO CHOOSE CITY SITE - NE of corn?
t99 1ne, 1n
t100 1n and wait
t101 load missionary, move 2nw, maybe pack another unit so we can threaten another hammu city
t102 move 2nw, unload missionary
Hammu settler
t100 load into Raft
t101/2 offload from Raft
t102/3 found gift city
Hammu missionary
t101 load onto Ferry
t102 offload Ferry next to gift city
t103 convert gift city
raft
t98 move 2NW
t99 move 1nw and wait
t100 load settler from DeerGold and Cook, move 2NW unless it looks scary for some reason, and if so duck under dreadnought
t101 move 2NW and maybe unload
t102/3 land units on settling site (whatever it will be)
dreadnought
t99 move 2NW
t100 move 2NW providing cover for galleys as necessary
Argo
come back if he'll be on station near Nippur by T101 or so, otherwise keep going
Magellan
finish loop of island, remain if seafood discovered, head for Crabsville safety otherwise
Island axeman
Bust fog 1N of lake
Sneaky
Find Toku's last city, find potential gift city sites in gap between Toku and neighbour (Hatse?). Don't bother much about scouting fresh water lake coastline.
Forest axes
Taunt Hammu creatively
Every turn
check if some AI will give us peace with them giving us some stuff
look for AI culture on globe view
save game
record corn tile culture
check tile micro, including which city gets shared tiles
kill Hammu or Shaka scouts if they appear
kill Hammu or Shaka boats
turn on show AI moves so stuff gets seen
watch for AI build-up via power ratios
laugh at Toku build-up
check if horses seen, so a spear is needed for NW front, and build same in DeerGold
look for Toku having Construction (easy once we have Maths)
Stopping points
new contact with AI from spy, boats or them finding us
don't bother stopping if a barb galley appears somewhere, but consider whipping the next trireme to cope with it
disaster on hammu/shaka front
toku DOW