How many GPs do we want before revolting back into slavery ? Duckweed seems to want 2 of them...
If that's our line, it would take at least 14 turns. (not working the silver : 3 scientist for the 1st turn, then 5 for 13 turns... just tried it and had 2 prophets, hahaha !)
This gives us all the time we want to research our 3 techs AND road+quarry the stone - 5 turns with 3 workers.
If we hire "only" 4 scientists, we'll have more time. Around 17 turns iirc.
--> If we want 2 GPs, Masonry isn't so much of a hurry.
Trade routes with Zara don't require further exploration. Sailing > Masonry.
Masonry-related : when would we chop ? As soon as the quarry is built ? Or when we get to Maths ? If we are waiting for Maths, Masonry becomes even less pressing.
Without Maths, chopping ALL the forests around Delhi roughly completes the Pyramids. But... that is ALL the forests.
Slavery-related : I think our workboat will have to be whipped.
The way I did it was Vijay grows to 3, hires an artist (Confu took looooong to spread), borders pop/2nd GP --> whip wb into Lighthouse.
If we don't connect the Cows to our network, Vijay becomes unhealthy at size 4.
I think the main stake for the next set is to synchro GP appearance with our development.
Delhi :
I queued a Chariot to... to queue something.
1 turn in the ToA and then starting a confu Temple (to be whipped) looks good to me.
Starting a Library would also make sense. We will want one badly after the Pyramids are done.
Bombay :
Borrowing a fp from Vijay could take it to size 3 quite fast. It has a hill to work at size 3.