Your huge opportunities usually consist of finding a way to squeeze out one extra beaker over 10 turns...
What's a beaker up or down, right? Actually, I'm talking about squeezing an extra tech or two over the next 10 turns. We leverage the fact that Toku researched Alpha, which enables tech trading under DoP, and leverage no city razing.
It's actually a take-off on Dhoom's idea of building a city for Toku to capture. In this case, instead we
gift him a city or three, recapture immediately and then 2 (or 3?) turns later DoP for Alpha(+Hunting or Archery?). The key here is that we don't want him to have
any WarSuccess. That's hard to do against his protective archers, but easy to do against our gifted, unprotectived cities, each worth 10 points of WarSuccess.
By my calcs, our power is 28 and his is 38 (weakest AI in the game right now). We add a couple of cats and axes, plus Construction to the mix and our power is up to around 50. Three cities captured is enough for Alpha. With enough power, we could also get hunting or archery.
For example, if we both have power = 50 and we capture three cities from him, his DoP cost is 1215 minus ours 78 = 1147. More than enough for Alpha.
-------------
Now if we build granaries and then gift our cities, we have a 66% chance of losing them on re-capture. So it would be better to gift them before building the granaries or any other buildings we'd lose, like barracks.
One choice could be Zlatorog. We lose nothing but the three turns of resistance. We don't even lose a poppoint. Another choice could be Deer/Cows, which we could quickly settle. A third city, Osaka. Even if we lose one unit to his archer, the difference in DoP costs would be 1105 in our favor = Alpha.
-------------
Okay, now the DoP would mean delaying the capture of Kyoto by some small number of turns, possibly quite minimal, since we don't need our power up to 50 when we DoW but 2-3 turns later when we DoP.
Any takers?