Overall, things are looking really great!
As for building to chain whip I think harbour is the best. Then perhaps Odeon for the first building.
I'm assuming that you are talking about Hippos.
It's not really necessary to perform chain whipping as long we can maximize the amount of Hammers that overflow for each build item to be roughly 29 base Hammers plus whatever squares get worked the turn when completing a whipped Building. So, I wouldn't worry about chain-whipping and would instead just focus on maximizing Hammer overflow, where The Kremlin gets built for 1 turn after whipping each build item.
As mentioned for Utrecht, where we need Artist Specialist slots, an Odeon can take a maximum of 4 final Hammers, which means a maximum of 2 base Hammers for 1 turn (since 2 base Hammers get multiplied to 4 final Hammers due to our Creative Trait).
That means working the Whale, 2 Farms, and Coast squares for 1 turn.
However, I'm not convinced that an Odeon in Hippos will ever be of use, so I'd rather not build an Odeon in Hippos.
For a Harbour, assuming that we'll get Confucianism spread to Hippos, there isn't a great multiplier for one turn of production, since 2-pop-whipping already produces 90 Hammers and the Harbour costs 80 Hammers.
But, we can try to leave at least 46 Hammers unfinished in the Harbour, thus putting in a max of 80 - 46 = 34 final Hammers.
We could do so with 2 turns of:
Whale + Deer + Horse + GH Mine + Fur (12 final Hammers)
plus 1 turn of the same thing minus the Fur:
Whale + Deer + Horse + GH Mine (10 final Hammers)
That would be a lot of turns not building Wealth or Failure Gold, so I don't think that we can afford to do so until after we've got a Trade Mission.
Another option is a Library in Utrecht.
A Library has the same multipliers as an Odeon, but it costs 10 more Hammers, so we can put up to 14 final Hammers into a Library.
That's 1 turn of working the Whale, the Deer, the Horse, and then Farms/Coasts for the other squares.
The 1 turn on a Library and 3 turns on a Harbour can be performed after we get our Trade Mission.
How about the Forge? Forges are best built with as little overflow as possible. If you have any overflow Hammers, they get reduced, so it's one of the worst buildings in the game to overflow Hammers from (the same can be said of Factories and Coal Plants, but by the time in the game when you can build Factories and Coal Plants, you're usually making so many Hammers in your Cities that microing hardly matters anymore).
That fact means putting a total of 83 final Hammers into the Forge or slightly higher than that amount.
Given that we have 71 Hammers in Hippos' Forge, that's exactly 1 turn of working:
Whale + Deer + Horse + GH Mine + Fur (12 final Hammers)
One turn of 7 Hammers while building the Forge would be bad, so we'll have to adjust Hippos this turn... to building Wealth, as we want Gold now and can save our turns of:
Forge for 1 turn, Library for 1 turn, and Harbour for 3 turns until after we've learned Scientific Method and see exactly how long it will take to learn Communism (7 turns on the F6 TECHS screen now, but that's without a 20% discount or overflow Flasks, so it will be 5 to 6 turns to learn Communism... but only if we can maintain our 100% Science rate).
Great person in X-opolis, focus in GE or GS? I do not think we need to focus it so hard. It will be 5 turns before our GM arrives in Walata and that is when we need to see what kind of GP we get.
Let's think about it.
Let's say that we use our current Great Merchant on a Trade Mission no matter what.
We will get a Great Spy from Communism, so it doesn't matter what type of Great Person we get in X-ops, as long as we do not get a Great Spy from X-ops.
The X-ops Great Person will then get used with our Great Spy to launch our Golden Age as soon as we learn Communism.
Scientist Specialists are the most useful Specialists to hire in X-ops, but an Engineer is decent when building a Building that we want to complete.
Please do not whip a Customs House in X-ops.
3 population points can be worth 6 Commerce from working Coast squares. But, being at Size 14 also means that our Trade Routes will become more valuable. The Customs House also becomes less valuable after whipping.
So, we realy don't want to whip X-ops anymore unless we run out of Happiness, but it seems that you are already doing your best to ensure that X-ops has a lot of Happiness.
If we do whip in X-ops, it should be after we're back in Organized Religion. Ideally, though, we won't be whipping there anymore at all.
As such, I would suggest that you do not yet complete the Windmills, as each of a Customs House, a Hindu Temple (+2 base Hammers), and a Confucian Temple (+2 base Gold and +2 base Flasks) are all Buildings worth slow-building in X-ops (or whipping in Organized Religion if we have run out of Happiness).
You can almost complete the southern Windmill and then build a Road there.
Windmills will be better to complete once we've learned either Replaceable Parts (+1 H) or Electricity (+1 C). Or, once we've finished all of the Buildings that we want to build in X-ops (we'll want a Levee in our Bureaucratic capital, but at least by then, a Windmill will be worth +1 H from Replaceable Parts), which probably means the Customs House plus the 2 Temples. Don't forget that we won't be in Hereditary Rule forever, so the Military Unit Happiness won't be with us for very long.
Since we didn't take the Great Merchant on our Athens' Galleon, am I to assume that the plan is to transport our Great Merchant via Caravel into Niani?
You mentioned Walata, so I have to assume that Walata was the best City for a Trade Mission.
So:
T145 Great Merchant unloads in Niani and walkts to Kumbi Saleh
T148 We get our Gold
So, that means that we need 5 turns worth of Gold.
Can we really make that happen? Or, do we need to stop X-ops from building a Customs House in the short term and stop Hippos from building a Forge in the short term?
For Hippos, we need 1 turn for the Forge (not with the current citizen assignment, which would make it 2 turns for no good reason), 1 turn for the Library, and 3 turns for the Harbour. We can certainly build Wealth for a few more turns until we're certain that we will have enough Gold to remain at 100% Science.
A partial build item in X-ops also cannot compare to having to drop down to a 90% or lower Science rate, so Wealth in X-ops for the short term, too.
Workshops will be good once we have Communism, so the Workers at The Hague could potentially build some Grassland Workshops over top of the Cottages that Shaka built, say, starting with the square that is 2S of The Hague.
It is unfortunate that we didn't bring Catapult 8 last turn with our stack headed toward Hastings. That means 1 less Catapult being able to attack on T145. We're very low on kill units, so I hope that we won't miss capturing the City on T145.
Let's just hope that Elizabeth doesn't get a City Wall or increased Cultural Defences in the meantime.
However, what's vitally more important is that we have 2 Galleons who can arrive in Hastings on T146 at the very latest, to pick up troops for London, especially with most of our Catapults being there.
Please wake up Galleon 8 and send him eastward, so that Galleons 6 and 8 can head northward toward Hastings.
Also, what are we going to do about the Barb City by Mao?
Can we please move Galleon 5 into Nottingham and steal HA 1 and WE 9 from off of Galleon 4 and send them toward the Barb City? It would be nice to be the ones to capture this City for the City Capture Gold and the Liberation credit.
I would also wake up our Crossbowman in Marble City and send it to the Cow Resource.
X-opolis, plan for a GP in 5 turns, work cottages and scientists. Build customs house until we can 3 pop whip it, then do wealth and whip the customs house after GP spawns.
Please build Wealth in the short term to keep us at a 100% Science Rate until we get our Trade Mission.
Please do not whip the Customs House. There is no way that we can justify the cost of doing so... we should be working ALL of the Cottages and the Fur as soon as possible, which means getting ourselves to Size 12 and never being smaller than that City Size. But, we're also going to want to hire some Specialists for a bit, too. Whipping in X-ops in the short term will be a major and costly mistake.
For now, we can fire the Scientist, stop working the Mine, stop working the NW + W Cottage, and steal the 2 shared Cottages plus Fur. At Size 12, we can work the NW + W Cottage.
At Size 13, we hire 4 to 5 Scientists with the new citizen plus the weakest Cottages.
There is no way that we should be whipping X-ops.
There's no way that we can maximize Cottages + Fur and also hire Scientists if we whip in X-ops. So, I repeat, do not plan to whip in X-ops prior to learning Communism, and even after we have learned Communism, we should first grow the City before whipping it so that it never gets below Size 12.
What we should do is plan for running the Trade Mission and getting Gold until that time.
Then, no matter what type of Great Person we get, we will use the X-ops Great Person along with a Great Spy to launch our Golden Age.
So, you are right, there is no rush to get the Great Person and we can temporarily fire the Scientist to focus on growth.
We just need to make sure that:
1. No matter what, our Science Rate does not drop below 100%
AND
2. We get our X-ops Great Person on the turn that we learn Communism
X-ops and Hippos for the next few turns, too, please. In fact, The Hague can also build Wealth after it completes its current Hindu Missionary.
Utrecht plan for a whipchain using Odeon and Harbour. I do not think we have time for a 3 building chain. I will assume no OR here, since we are competing with Mansa.
We can most certainly be in Organized Religion by the time that Mansa learns Nationalism.
We must stay at a 100% Science Rate through until Communism gets learned.
We have a maximum of 2 turns + 6 turns = 8 turns to learn Communism if we remain focused on earning Gold and we don't ever dip below 100% Science.
Mansa has 9 turns to go on Nationalism.
An Odeon needs to be whipped in order to hire Artist Specialists.
Every other population point is going to be needed to work Mines and to hire Specialists.
I really don't think that we are going to be able to afford to whip a Harbour in Utrecht. Doing so has a cost of working Mines instead of Farms to set up good overflow Hammers.
Ideally, the City will grow, grow, and grow. A Theatre would get completed at some point, perhaps manually built after completing The Taj Mahal, and we'd want even more population points to then hire an extra 2 Artist Specialists.
1 population point = 4 base Hammers from a GH Mine, which equals 4 * 2.5 = 10 final Hammers per turn into The Taj Mahal. That population point can then later but that many final Hammers into a Theatre and can then become an Artist Specialist.
So, "no" to the Harbour there.
If we really insist on another Building there, at least make it a Hindu Temple (same cost as a Harbour), which will at least contribute to additional Hammers to completing The Taj Mahal (2 base Hammers * 2.5 = 5 final Hammers per turn).
Hippos plan for a whipchain using forge and harbour
Somehow, my multiple explanations of why it is bad to overflow Hammers from a Forge got lost, but suffice it to say that it's bad to overflow Hammers from a Forge, as we lose Hammers in doing so.
Forget about whip-chaining and just plan to overflow Hammers into a given Wonder after having whipped a given Building. There's nowhere where we'll be close enough to a 1-turn Wonder for whip chaining to matter and in fact we'll probably lose overflow Hammers by trying to set up whip-chaining.
I just gave you the numbers to work with for Hippos.
But, we have a couple more turns of Wealth that we can build to help carry us through to the Trade Mission, then we can use the numbers provided to efficiently set up the whippable build items.
Leave WE behind to prevent more defenders to be whipped.
No, don't do that. It's a T145 capture.
Everyone moves toward Hastings next turn.
It's too late to retreat anyone as all 1-movement-point, non-Catapult units within 2 squares of the City will already be used in the AI's caluclation. So, now we have to commit all of the War Elephants, as by moving them within 2 squares of the City, they have committed themselves to the attack. Or, we're likely to fall short of capturing the City.
I see no opportunity sell techs this turn.
What's our current thinking? Can we plan to capture the Barb City by Mao, Chop + Whip a Settler out of it, then Liberate the City before we get too much Culture in it, then Galleon-chain more Settlers to Mao to get him up to Friendly so that he'll become our trading partner?
If yes, then we should sell Compass to Mao this turn, since he's started to research it, and we want him to go for Gunpowder -> Chemistry.
We should start thinking about the Galleon-chaining of our second Settler.
T144
Athens Galleon meets up with the New Amsterdam Galleon
New Amsterdam Galleon gets the Settler and moves once it has the Settler + 2 Workers abord, arriving in Tekedda, then unloads all of those units
The 2 Workers start to Road the Desert 1NE of Tekedda
T145
Athens Galleon moves to 1NE of Piscatorium
New Amsterdam definitely unloaded all units, then can move to 1NE of Sleepy Sheep
One Worker finishes the Desert Road while the other Worker has movement points available, but can't make it to the area to the east of Santiago to help out in time
T146
Settler 2 boards the Athens Galleon
Settler 2 transfers to the New Amsterdam Galleon 1NE of Sleepy Sheep
T147
Settler 2 unloads inside of Salamanca and heads toward the PH For that is 3E of Santiago
T148
If there was a Road on the PH For, we could settle this turn...
So, it looks like we can't get Workers up to the PH For in time to build a Road on it
Thus, what I would have our Workers do is:
Build a Road on the Desert 1NE of Tekedda
Build a Road on the Desert 2NE of Tekedda (to
DO NOT build a Road 1E or 1SE of where we'll build our first gift City
Instead, build a Road SE + E of our gift City (1NE of the Oasis)
Also, build a partial Road 3E of our gift City, where we'll settle our 2nd gift City, but don't complete that Road until the Settler is about to arrive
That way, we won't be speeding up the path of a Settler that Isabella might send. A Settler that Mansa might send would be more likely to use his Road to the north-east of Gao instead of our Road between Tekedda and the first gift City, so we also wouldn't be speeding up the path of a Settler that Mansa might send.
But, is there a way to get a Road on that PH For square?
We could use the William Galleon to send 2 Workers to Salamanca, unloading the Workers on T146. They could arrive on the PH For on T147, then complete a Road on T148 just before the Settler moves.
How would we make that approach work?
T144
Worker 12 does not pre-Chop
William Galleon heads 1SE then picks up Worker 12
William Galleon then sails 6 squares east and manually unloads the Warrior (don't click the boat against the shore in case doing so would automatically unload our Worker next turn)
Worker 7 stays near the north part of the land by partially Windmilling the P Riv that is 1S of New Amsterdam then STOPPING
Hindu Missionary moves east, north-east, and north along the Roads
T145
Hindu Missionary boards the William Galleon
William Galleon arrives 1N of New Amsterdam
Worker 7 boards the William Galleon
T146
William Galleon unloads Workers 12 and 7, as well as Hindu Missionary 2, inside of Salamanca, who both walk NW + NW + NE + NE toward the PH For that is 3E of Santiago
T147
The 2 Workers and the Hindu Missionary arrive on the PH For that is 3E of Santiago
T148
The 2 Workers complete the Road on the PH For
The Settler waits for the Road to get completed and then moves to the PH For and settles
We give the City a fun name
We spread Hinduism into the City
We gift/Liberate the City to Isabella
As for the Elizabeth Settler, let it settle a City (if it will settle... sometimes AI Settler Parties land and never settle) and let the City grow and gain Culture. Don't try to capture the City for a while.
Once we have captured Hastings and are getting ready to capture London, we can decide what to do next... once Queen's Palace has existed for 16 turns, it will reach Size 2. If we decide that we don't want to alter the Apostolic Palace countdown, we could plan to capture Queen's Palace (if it will have reached Size 2) and a potential new City in place of Amsterdam (if the Settler actually settles), leaving the capture of Coventry for the second war against Elizabeth.
At some point soon, we should do the related AP-testing about an AP Resident seat being abandoned (I'm not sure if having 0 Hindu Cities but having the Hindu State Religion counts as not abandoning the post or not).
Also, for now, I would stop asking Mansa to help out in the war against Elizabeth. It's too late for him to help and all that he could do now is hurt our situation. That's yet another good reason not to have sold our World Map to anyone, as Mansa probably doesn't know where Elizabeth is located.
Summary of Suggestions:
T143, 660 AD
Wake up Galleon 8 (2N of Queen's Palace) and send him eastward toward Hastings
Wake up Galleon 5, send him into Nottingham, load HA 1 and WE 9 onto Galleon 5, and send Galleon 5 toward the Barb City by Mao
EDIT: (2W of Nottingham) Transfer Chariot 1 to the QE Galleon
Sell Compass to Mao (otherwise, we will have wasted our Commerce on EPs on Mao)
EDIT: Since Isabella is Pleased toward us, beg 6 Gold per Turn from her
EDIT: Trade:
Dye from Isabella <-> Spice
EDIT: Stop Worker 8 (SE + S of Utretch)... next turn, he can partial Farm the G Riv that is 1S of Utrecht and then stop, so that on T145 he can complete the G Riv For Chop that is 1SE of Utrecht (the game will automatically move us through Utrecht to the Forest using the Roads)
X-ops: Build Wealth
X-ops: Stop working NW + W Cot, Mine, and Sci
X-ops: Steal the 2 Cottages and the Fur and work them
City 4: Switch a Farm to a GH Riv Mine
EDIT: Utrecht builds Wealth
EDIT: Athens builds the National Epic
EDIT: We don't build The Hagia Sophia anywhere in the short term, as it cannot be completed by an AI in time to help us
Hippos: Build Wealth (we'll have more turns to finish building our needed build items on future turns prior to learning Communism)
EDIT: The Hague builds Wealth (we don't yet need Hindu Missionary #3)
Marble Crossbowman wakes up and heads toward the Cow
York builds Culture -> Catapult
Nottingham builds Culture -> Catapult
I cannot sufficiently stress how vitally important it is to perform these Wealth builds. Yes, I blame myself for not thinking of the Trade Mission idea earlier, but we've got to work with the hand of cards that we have available to us
T144, 680 AD
X-ops and Hippos still build Wealth; Hippos only needs 5 turns of production and I don't see how we'd learn Communism in 4 turns, so Wealth for now
Galleons 6 and 8 (near Canterbury) head toward Hastings
The whole stack that is SW + S of Hastings advances on Hastings
Worker 12 does not pre-Chop
William Galleon heads 1SE then picks up Worker 12
William Galleon then sails 6 squares east (NW + W + W of the G Corn) and manually unloads the Warrior (don't click the boat against the shore in case doing so would automatically unload our Worker next turn)
Worker 7 stays near the north part of the land by partially Windmilling the P Riv that is 1S of New Amsterdam then STOPPING
Hindu Missionary moves east, north-east, and north along the Roads
EDIT: Now that Elizabeth's Galley has dropped off its payload, it may return to one of her Cities or it may try to Pillage one of our seafood Resources (such as the Clam that is 3N of The Hague), so if her Galley does not retreat, we will probably want to use our Galleon 3 (2N of Utrecht) to kill her Galley
EDIT: Worker 8 moves to the G Riv that is 1S of Utrecht, pFarms, and STOPS
EDIT: Worker 4 (2S of X-ops) stops building the Windmill before completing it and then can Road that square
EDIT: Surfin' Turf: Build National Epic
EDIT: X-ops: Build Heroic Epic