turn 146
WE 1 load on Galleon 4.
Knight 2 move to copper.
I think that you'll see that Knight 2 is better off going to Coventry, so that we can send 6 units from Hastings toward London while being able to attack both Cities.
turn 147
unload catapults E of london, move knight 2 to protect. Move back and load WEs.
There's no need to take extra trips like this. Our Galleons can safely land 4 Cats on the square 1SW of London. We will just be using Galleon 7 to help with logistical transportation so that 9 units instead of 6 units can be transported around the Hastings area. Subutai can also walk his way to Coventry
Grow X-opolis to size 16 then 3 pop whip customs house in OR.
Please remember that we cannot yet grow X-opolis when we don't have a Great Person for our Golden Age.
Size 13 and then Specialists.
Continue to build NE/HE/Hagia Sophia for fail gold.
As much as I'd like to prolong the completion of the National Epic, we also have to consider that it's important to generate a Great Engineer. So, I'd like to finish the National Epic on T146. Plus, we can build Culture on T146 whose Hammers will also go into the National Epic. We can't do so on T147, as our Cultural Borders would have already expanded naturally.
On T147 we can then hire an Engineer Specialist in Utrecht who will be contributing 9 Engineer GPP per turn.
Let me do the math on the X-ops Customs House, since you keep saying that we're going to whip it.
3 * 30 * 2.0 = 180 Hammers
So, we'd only ever need 1 turn of Hammers put into the Customs House and it would be immediately 3-pop-whippable under Organized Religion
2 * 30 * 2.0 = 120 Hammers
So, we'd need 60 final Hammers before it could only be 2-pop-whippable
Let's say that we don't start building it until we're in our Golden Age
Let's say that at Size 13, we were working the City Centre, the Deer, the Fur, the GH Riv Mine, and were in Organized Religion
That would be 2 + 3 + 2 + 4 = 11 base Hammers = 22 final Hammers in Org Rel
So, after 3 turns of building the Customs House while in our Golden Age, it could be 2-pop-whippable, which is a much more pleasant option whipping away a third population point.
Thus, let's wait until we've started our Golden Age before we begin work on our Customs House and for the time up until then, X-ops can build the Heroic Epic.
Suggested Micro
T145, 700 AD
Workers 1 and 2 (near the Stone): move 1SE and pRoad and STOP
Settler moves to the Desert Incense Road square
Galleon 7 (west of London): Promotes to Flanking I and heads toward Hastings to help with picking up troops (stay north of Elizabeth's Cultural Borders to keep our wounded unit out of range of any of Elizabeth's boats)
Knight 2 boards Galleon 3 (4S of Hastings)
Galleon 3 moves into Canterbury and unloads the 2 Spies. One Spy can wait inside of Canterbury in case we need to do anything tricky to Elizabeth after Liberating Canterbury back to her (switching her Civics or something?)
The other spy can move toward Coventry along Elizabeth's Roads
If it looks safe to do so, Spearman 1 can board our Galleon 3 and Galleon 3 can sail toward the landing point of the G For that is 1NW of Coventry
EDIT: Gems: Build Wealth
Surfin' Turf: Farm -> Engineer
EDIT: Sleepy Sheep: Build The Hagia Sophia
I like how you have Warrior 2 in betwen X-ops and Surfin' Turf, so that whoever needs him can get him
Chariot 3: Even if we attack Shaka next, we're hurting for Happiness, so I'm fine with sending him into Surfin' Turf (he can reach X-ops from there in an emergency if we run out of Happiness in X-ops due to War Weariness)
Warrior 13 (1W of City 4): Cancel his movement... we need a Military Police unit for New Amsterdam
Sell Banking to Louis
Sell Astronomy to Mao
Worker 8 (1S of Utrecht): We can delay the Chop for 1 turn, so just partial Farm and STOP
Worker 9 (NW + N + N of Hippos): Probably partial-Windmill the GH Mine Road that is NE + N of Hippos on his way to Watermilling the G Riv Farm that is NW + W of Surfin' Turf
Hippos: Build Library to put 14 final Hammers into it
The Hague: Let's complete our Hindu Missionary for Piscatorium
The Hague: Steal the SE + E Deer instead of working a Cottage
Utrecht: Build the Odeon
Utrecht: Switch the GH Mine to the Coast and make that the only Hammer-earning square that we are working the the 2E Deer, so that we will get 4 final Hammers going into the Odeon
Marble: Work the Cow (earning Gold beats earning Flasks and we can plan to let the City grow once we've learned Communism)
T146, 720 AD
Sell/gift Economics to Louis
Workers 1 and 2 (near the Stone): Build a Fort on top of the Stone
EDIT: Galleon 5 (near Marble City) can move into Marble City, unload the troops, then head back toward the London area to pick up 3 Workers for use at the Barb City and later at Marble City
Hastings troops:
Subutai can move 2NE as long as no units of Elizabeth's have left Coventry
2 Cats and a War Elephant can board a Galleon to be dropped off 1NE of Coventry
For example: 1 full-health Cat and 1 full-health War Elephant can board Galleon 6 to join the Cat that is already on there
Galleons 7 and 8 can pick up 6 Military Units, but how should we distribute them?
How about: Galleon 7 takes 3 Catapults, which we can then drop off at the stack at London
Also, Galleon 8 takes the last Cat and 2 of the War Elephants, who can also plan to drop off at London, but just the Catapult initially and the War Elephants only when we're 1 turn away from attacking London
Galleon 4 can move into Nottingham to pick up Horatio and can plan to unload him 1SW of London on T147, when we also pick up War Elephant 1 on the Galleon
QE Galleon probably dares to fight with Chariot 1 aboard, especially if there is an Elizabeth boat that is on an Ocean square
Worker 8 (1S of Utrecht): Finish the G Riv For Chop that is 1SE of Utrecht
Worker 9 (NW + N + N of Hippos): Start Watermilling the G Riv Farm that is NW + W of Surfin' Turf
EDIT: Worker 0 (2S of Hippos): Move 1NW, pChop the Deer, and STOP... next, he can pWindmill the GH Mine Road that is NE + N of Hippos, then help out with the NW + W G Riv Farm becoming a Watermill at Surfin' Turf
Warrior 13 (1W of City 4): Move him to New Amsterdam to act as a Military Police unit
X-ops: Will have grown to Size 13, so hire 4 to 5 Scientists (however many it will take to get us a Great Person on the same turn that we learn Communism)
Gems: Will grow to Size 4, so steal a G Farm from Surfin' Turf
Piscatorium: Switch enough Coast squares to PH Mines to be able to get our Settler in 3 turns
Hippos: Build a Forge at Size 7, making 12 final Hammers while working all of the Hammer-based squares (Whale, Deer, Horse, GH Mine, and Fur)
Utrecht: Build Culture -> National Epic
EDIT: Utrecht: Steal the Deer back from The Hague and maximize Hammers in Utrecht this turn
EDIT: Unless you have a better idea, Caravel 1 can move to Gems City to wait for Hindu Missionary 3 for Piscatorium