Military - Operation: Tower of Babelfish
Indepth plan for the taking of Ellipi, Babylon, Shuruppak and Akkad in the next round of attacks.
Objective - To use a plan of mobility improvements, cover, bombard and attack to take out multiple cities at a time resulting in the annihilation of Babylon.
Plan:
Have a northern and southern cooridor (called Nebuchadnezzar Path & Hammurabi Path) consisting of 20 cavalry, 20 artillery, and 6 infantry each. Workers will go to each cooridor to build rails before the next attack commences.
Turn goals to take each city:
City Turn#
Akkad, Ellipi 1
Babylon 2-3
Shuruppak 2
Nineveh 3-4
Eridu 3
Nineveh 4-5
Eridu 4
Sverdlovsk 5-6
Nippur 5
Sevastpol 6-7
Max time to take out Babylon: 10 turns (taking into account troop movement, casualties, culture flips and culture borders). 15 turns to be conservative.
We can assume that Babylon, because they are Communist, has about 3 troops per city. (more in the capital for defense). Babylon has:
Riflemen - 28
Infantry - 6
(total - 34 defenders)
Cities - 8 (not including Minsk, which most likely culture flipped, and probably has only 1 rifle, as it is disconnected). Giving 1 to Minsk, that gives 24 troops to be distributed evenly. There should be an expected up to 9 troops in Babylon and some in the field.
Assessment of our troops
Cavalry - 40
For this plan, Cavalry will be split into 2 groups of 20 - the Northern and Southern Cooridor. Additional cavalry should be built to make up for any casualties. While we will meet scattered infantry along the way, we do have one advantage. Cavalry retreat.
Infantry - 112
With 70 cities (up to 33 armies!) (and more on the way), we should go for 1 infantry per city. This would free up 42 infantry for garrison, artillery support, and cover for workers. Since we may be thinning out our defenses a bit, it might be best to delay the Iroquois invasion for a few turns. We will have 3 infantry in each cooridor covering the cav/artillery stacks. We will have another 3 to cover the workers building rails. That's 12 of the infantry. The other 30 will be used for garrison and backup.
Artillery - 29
Cannon - 11
These are our vital support which will bombard the cities and units down to size. They will also be split (once cannons are upgraded) into groups of 20. Artillery can shoot from 2 tiles away instead of 1, and this gives us another advantage. Quicker mobility by not having to delay an attack for 1 turn.
Riflemen - 10
We have 10 rifles scattered about, either in our recently captured cities, or in our artillery stack. These should be phased out and upgraded to infantry, giving us a total of 52 "Free" infantry to work with.
Knights - 6
Again, these (6 elite knights) can be split up into 2 groups of three, and go along with the stacks. These units should strike first against 1hp units in hopes of creating a GL. Upon creating a GL, the unit will be sent to a city for upgrade, and returned to the same stack the next turn.
Longbows - 2
These can also be split, and used only to attack other longbows, or in desperation. They can also be used at garrisons.
Armies - 3
1st Army - 3 Swords
2nd Army - Empty (In Grüner Hügel)
3rd Army - Empty (In Kuhkaff)
Other Troops
- We have 1 spear and 1 musket well, inside of our borders.There's also the ironclad which will bombard resources, and there's also 1 caravel.
Pre Turn
Artillery Movement
1 - Wake the 4 cannons in Ashur and take them to a city for upgrade. Total cost: 320g
2 - Wake artillery in these following locations:
Minas Alcar (1)
Kyoto (2)
Bombay (1)
Rasenblume (1)
Tokyo (1)
Pensacola (1)
Bremershaven (1)
Uruk (2)
Kagoshima (1)
Nara (1)
-------------------
Total Artillery (12)
3 - Move these 12 Artillery 2 S of Akkad. (It might be best to group the artillery as you're moving them)
4 - Move the Cavalry 2 S of Morgana to the tile 2 S of Akkad
5 - Right click and wake the entire rifle/cannon/artillery stack by Ellipi. Not one should should move 1 tile closer. This is to prevent any further auto-movement. I have a plan for the 7 cannons in this stack.
Point of concern: There are 7 cannons in the stack near Ellipi which should not have been moved there. There are also 2 riflemen which could be replaced infantry to phase the rifles out.
Troop Movement
6 - Move the regular infantry in Morgana 2 S (where the cavalry used to be)
7 - Move the Cavalry 1 S then 1 SE of Lagash to the tile 1 E of Ellipi. Do NOT pillage that road. It will be used later. The cav will fortify there to block the Russian Cossack.
8 - Move the infantry 2 E of Uruk (1S of Gruner) to cover the workers 1 N of Lagash.
9 - Wake the Infantry stack E of Lagash
10 - Take the Infantry in New Falcon's Haven, and move him to the tile 1 E of Ur to cover the workers there.
11 - Take 3 knights from Kagoshima and move them 1 NE of Ellipi. Do the same for the 5 cavalry and fortify them.
12 - Take the Elite Sword in Kagoshima and move him to the Rifle/Cannon/Artillery stack for Longbow Patrol.
13 - Take 9 cavalry in Ashur and fortify them 2 S of Akkad.
14 - Take 10 cavalry in Uruk and place them 1 ME of Ellipi and fortify
15 - Take the Vet Infantry in Androbius and place him 2 S of Akkad.
16 - Take the Vet Infantry in Pensacola and place him 2 S of Akkad.
17 - Take the Vet Infantry in Grandmastoria and place him 2 S of Akkad.
18 - Take the 3 Cav in Lagash and place them 2 S of Akkad.
19 - Take the 4 full hp cav (4/4 and 5/5) and place them 2 S of Akkad.
20 - Take the 2 elite knights in Uruk and place them 2 S of Akkad.
21 - Wake the Regular knight in Ganges and place him 2 S of Akkad
22 - Take 4 workers (2 native, 2 Indian) south of Morgana (their movement is still 1/1), and place them on the rifle/cannon/artillery stack. They will build a road, then rail their later when we take the city.
Upgades for 10 rifles
1 - Move a rifle in Ashur to Kagoshima and upgrade for 20g. Move the infantry in Kago to Ashur.
2 - Move a rifle in Ashur to Gruner and upgrade for 20g. Move the infantry there to Ashur.
3 - Move 2 rifle in Ashur to Schonverlass and upgrade. Move 2 infantry there to Ashur.
4 - Move 2 vet rifles in Ur to Rasenblume and upgrade there. Move the two infantry in Rasenblume to Ur.
5 - Move rifle in Lagash to Plexenburg for upgrade there. Move the infantry there to Lagash.
6 - Take the one regular infantry in Ashur and move it to Uruk.
7 - Take the elite rifle and place him 1 SE of Ur to cover the 2hp cavalry.
8 - If we wish to risk it, take an additional cavalry from Ur to the rubber tile by Babylon. Pillage that next turn.
Turn One
--------- [ Battle for Ellipi ] ---------
Point of concern: Please keep note of how many infantry Babylon has left at each turn..
1 - Move the ironclad NW of Eridu to the tile 1 W of the rubber. (only move three spaces) Bombard the rubber.
2 - Bombard Ellipi with Artillery. (do NOT move the cannons just yet. Fortify and cannons that come up)
3 - Attack any infantry with elite cavalry first. Attack remaining elite infantry with vet cav. If there are any riflemen left, attack with our remaining cavarly, and elite knights.
4 - If we take Ellipi, activate the workers below the artillery stack, and build a road using all 4 workers.
5 - Take all availible workers and build rails 2 NE of Ellipi, 1 E of Ellipi and 1 W of Ellipi. Use native workers to get them finished quicker. If you must use foriegn workers, then bring 2 foriegn instead of one native.
To rail a roaded forest, it will take 6 native workers.
To rail a normal road tile (grass/plains/desert/tundra), it will take 3 native workers.
6 - Move the cannon stack to a city (Gruner) to be upgraded (560g).
7 - Move the 4 upgraded artillery in Gruner from last turn to the stack 2 S of Akkad.
8 - Move the 2 riflemen that are in the Ellipi artillery stack to Schonverlass for an upgrade, and move 2 infantry from that city to the artillery stack by Ellipi.
9 - Babylon does have cannons. Any cannons we take, we should send to a city for an upgrade, then evenly distribute them.
10 - There are infantry around the former Bab cities that were protecting the workers there. put two in Ellipi (the ones N and W of Lagash) provided that we have taken the city.
11 - Place one (if we took Ellipi) on the mountain E of Shuruppak.
12 - Any injured cav should be moved into a city with a barracks.
13 - Start placing infantry on the mountain E of Shuruppak to cover the cavalry.
14 - Move infantry to cover our workers
--------- [ Battle for Akkad ] ---------
1 - Move all cavalry and knights in the stack 1 S of Akkad.
2 - Fortify the infantry in the stack 2 S of Akkad.
3 - Keep shelling Akkad until all troops are at 1hp, then temporarily stop shelling (if there's any artillery left over).
4 - Babylon's bound to have a conscript or two here, as we had units in the area before. If there are any, attack those with our elite knights.
5 - Provided that we take the city, use our workers to build rails 1 and 2 tiles S of Akkad. In the event that Babylonian culture blocks a tile or two (and it might), build a railroad to Akkad along the road that's east of those mountains. (5 tiles - starting from 2 N of Lagash) We should have a more than sufficient workforce in that region.
6 - Any injured cav should be moved into a city with a barracks.
7 - Move infantry to cover our workers
For future battles, each captured city should have atleast 3 infantry. This is why we should have a strong infantry production. At the end of turn one, be sure to lower science to get more gpt due to steel in 1 turn). This will be vital to culture rushes and other upgrades. Remember to distribute any captured cannons (and catapult) after they are upgraded. Also, when any of the two cities are taken, be sure to wake any that were on an auto goto.
--------- [ Other Movement ] ---------
1 - Take any artillery that have been built and move them to bombard any cities in sight.
2 - Depending on Babylon's culture border, the artillery and RR (as marked in the diagram) could be moved to 2 W of Ur. This gives us some flexibility, as Babylon is bound to have the most culture. This would actually let our cavalry have 2 movement left after the buildup for next turn.
Turn Two
--------- [ Babylon & Shuruppak ] ---------
- This turn, try to group all available units. This is where the fun begins. Any extra artillery should be sent to Babylon for shelling, as they may have more troops. Keep trying to pillage their rubber, too.
- Make sure that there are 20 cavalry, 20 artillery, 6 infantry per stack, and 6 workers (native, or 2 foriegn for 1 native not in the stack) per each stack. These workers will lay the railwork for the campaign.
- If any artillery are left over (i.e., over 20 per each - along with cavaly - i.e., built in cities), feel free to take out Minsk. Minsk is a low priority city, but we should take it out within 8 turns.
- Remember to rush all cultural improvements. I would suggest (if possible) to disband one of our long bows in Babylon for each new culture building so that we get them in 2 turns instead of 1. In other words:
- Start a library
- move a longbow (AFTER rails are connecting the city)
- Disband longbow
- Rush library
Do the same for all cultural improvements in that city.
Do not leave cavalry in cities for long. Immediately replace them with infantry.
If we find any cannons, upgrade them, and either add them to stacks that are attacking the largest population city, or one that has infantry.
Point of concern: When you take a city, remember this order:
- Build rails first
- Cover workers with excess infantry
- Reduce the city to size 1
- Move infantry, artillery and cavalry into posistion for the next city
- If any artillery can bombard the next city (i.e., 2 tiles away), do so this turn. It may destroy cultural improvements, and/or lower the population, and even damage troops.
- Please save the game every turn or two so we can check the progress. Good Luck!!
Domestic -
Reassignment of shields for top producing cities:
Kyoto & Kuhkaff - reassign as shown.
New Ise - Should be building workers only (1 every 10 turns).
Babylonian Cities - After some growth and culture (and only after Babylon is completely conquered), they should be producing workers only.
Trade -
Assessment of the Babylonian Strategic Resources
Iron - 0
Horses - 1 (unconnected - by Eridu)
Saltpeter - 0
Coal - 1 (unconnected)
Rubber - 2 (1 SE of Babylon, 1 SE of Eridu - both connected)
Babylonian Trade Partners:
Persia (Active) - Most likely trading Furs
France (Potential) - Could trade iron or horses. Embargo suggested
We can get an embargo (and silks, WM) from France for Electronics.
China (Potential) - Could trade any number of resources, including rubber if they get their 2nd one connected and get Replacable Parts.
Assessment of Babylon - Babylon's only means of trade is the port of Eridu. We could try a blockade, by bringing the caravel south of Grand River to block one of two coastal tiles. The only option is to try and destroy the harbor with the ironclad, which is 2nd priority. First priority is the pillaging (bombardment) of Babylonian rubber. If we bring the caravel back, it will take 8 turns to reach its' location, whereas Babylon may be history by then. It could however, upgrade there...
Culture -
Continue to rush improvement in the recently captured Babylonian Cities. All rushes should be: Library --> Temple --> University --> Cathedral --> Colleseum.
Preturn - Rush the temple in Lagash for 239g. This will ensure border expansion.
Continue to rush improvements as needed.
FA - We may have to delay the Iroquois war a couple of turns.
Indepth plan for the taking of Ellipi, Babylon, Shuruppak and Akkad in the next round of attacks.
Objective - To use a plan of mobility improvements, cover, bombard and attack to take out multiple cities at a time resulting in the annihilation of Babylon.
Plan:
Have a northern and southern cooridor (called Nebuchadnezzar Path & Hammurabi Path) consisting of 20 cavalry, 20 artillery, and 6 infantry each. Workers will go to each cooridor to build rails before the next attack commences.

City Turn#
Akkad, Ellipi 1
Babylon 2-3
Shuruppak 2
Nineveh 3-4
Eridu 3
Nineveh 4-5
Eridu 4
Sverdlovsk 5-6
Nippur 5
Sevastpol 6-7
Max time to take out Babylon: 10 turns (taking into account troop movement, casualties, culture flips and culture borders). 15 turns to be conservative.
We can assume that Babylon, because they are Communist, has about 3 troops per city. (more in the capital for defense). Babylon has:
Riflemen - 28
Infantry - 6
(total - 34 defenders)
Cities - 8 (not including Minsk, which most likely culture flipped, and probably has only 1 rifle, as it is disconnected). Giving 1 to Minsk, that gives 24 troops to be distributed evenly. There should be an expected up to 9 troops in Babylon and some in the field.
Assessment of our troops
Cavalry - 40
For this plan, Cavalry will be split into 2 groups of 20 - the Northern and Southern Cooridor. Additional cavalry should be built to make up for any casualties. While we will meet scattered infantry along the way, we do have one advantage. Cavalry retreat.
Infantry - 112
With 70 cities (up to 33 armies!) (and more on the way), we should go for 1 infantry per city. This would free up 42 infantry for garrison, artillery support, and cover for workers. Since we may be thinning out our defenses a bit, it might be best to delay the Iroquois invasion for a few turns. We will have 3 infantry in each cooridor covering the cav/artillery stacks. We will have another 3 to cover the workers building rails. That's 12 of the infantry. The other 30 will be used for garrison and backup.
Artillery - 29
Cannon - 11
These are our vital support which will bombard the cities and units down to size. They will also be split (once cannons are upgraded) into groups of 20. Artillery can shoot from 2 tiles away instead of 1, and this gives us another advantage. Quicker mobility by not having to delay an attack for 1 turn.
Riflemen - 10
We have 10 rifles scattered about, either in our recently captured cities, or in our artillery stack. These should be phased out and upgraded to infantry, giving us a total of 52 "Free" infantry to work with.
Knights - 6
Again, these (6 elite knights) can be split up into 2 groups of three, and go along with the stacks. These units should strike first against 1hp units in hopes of creating a GL. Upon creating a GL, the unit will be sent to a city for upgrade, and returned to the same stack the next turn.
Longbows - 2
These can also be split, and used only to attack other longbows, or in desperation. They can also be used at garrisons.
Armies - 3
1st Army - 3 Swords
2nd Army - Empty (In Grüner Hügel)
3rd Army - Empty (In Kuhkaff)
Other Troops
- We have 1 spear and 1 musket well, inside of our borders.There's also the ironclad which will bombard resources, and there's also 1 caravel.
Pre Turn
Artillery Movement
1 - Wake the 4 cannons in Ashur and take them to a city for upgrade. Total cost: 320g
2 - Wake artillery in these following locations:
Minas Alcar (1)
Kyoto (2)
Bombay (1)
Rasenblume (1)
Tokyo (1)
Pensacola (1)
Bremershaven (1)
Uruk (2)
Kagoshima (1)
Nara (1)
-------------------
Total Artillery (12)
3 - Move these 12 Artillery 2 S of Akkad. (It might be best to group the artillery as you're moving them)
4 - Move the Cavalry 2 S of Morgana to the tile 2 S of Akkad
5 - Right click and wake the entire rifle/cannon/artillery stack by Ellipi. Not one should should move 1 tile closer. This is to prevent any further auto-movement. I have a plan for the 7 cannons in this stack.
Point of concern: There are 7 cannons in the stack near Ellipi which should not have been moved there. There are also 2 riflemen which could be replaced infantry to phase the rifles out.
Troop Movement
6 - Move the regular infantry in Morgana 2 S (where the cavalry used to be)
7 - Move the Cavalry 1 S then 1 SE of Lagash to the tile 1 E of Ellipi. Do NOT pillage that road. It will be used later. The cav will fortify there to block the Russian Cossack.
8 - Move the infantry 2 E of Uruk (1S of Gruner) to cover the workers 1 N of Lagash.
9 - Wake the Infantry stack E of Lagash
10 - Take the Infantry in New Falcon's Haven, and move him to the tile 1 E of Ur to cover the workers there.
11 - Take 3 knights from Kagoshima and move them 1 NE of Ellipi. Do the same for the 5 cavalry and fortify them.
12 - Take the Elite Sword in Kagoshima and move him to the Rifle/Cannon/Artillery stack for Longbow Patrol.
13 - Take 9 cavalry in Ashur and fortify them 2 S of Akkad.
14 - Take 10 cavalry in Uruk and place them 1 ME of Ellipi and fortify
15 - Take the Vet Infantry in Androbius and place him 2 S of Akkad.
16 - Take the Vet Infantry in Pensacola and place him 2 S of Akkad.
17 - Take the Vet Infantry in Grandmastoria and place him 2 S of Akkad.
18 - Take the 3 Cav in Lagash and place them 2 S of Akkad.
19 - Take the 4 full hp cav (4/4 and 5/5) and place them 2 S of Akkad.
20 - Take the 2 elite knights in Uruk and place them 2 S of Akkad.
21 - Wake the Regular knight in Ganges and place him 2 S of Akkad
22 - Take 4 workers (2 native, 2 Indian) south of Morgana (their movement is still 1/1), and place them on the rifle/cannon/artillery stack. They will build a road, then rail their later when we take the city.
Upgades for 10 rifles
1 - Move a rifle in Ashur to Kagoshima and upgrade for 20g. Move the infantry in Kago to Ashur.
2 - Move a rifle in Ashur to Gruner and upgrade for 20g. Move the infantry there to Ashur.
3 - Move 2 rifle in Ashur to Schonverlass and upgrade. Move 2 infantry there to Ashur.
4 - Move 2 vet rifles in Ur to Rasenblume and upgrade there. Move the two infantry in Rasenblume to Ur.
5 - Move rifle in Lagash to Plexenburg for upgrade there. Move the infantry there to Lagash.
6 - Take the one regular infantry in Ashur and move it to Uruk.
7 - Take the elite rifle and place him 1 SE of Ur to cover the 2hp cavalry.
8 - If we wish to risk it, take an additional cavalry from Ur to the rubber tile by Babylon. Pillage that next turn.
Turn One
--------- [ Battle for Ellipi ] ---------
Point of concern: Please keep note of how many infantry Babylon has left at each turn..
1 - Move the ironclad NW of Eridu to the tile 1 W of the rubber. (only move three spaces) Bombard the rubber.
2 - Bombard Ellipi with Artillery. (do NOT move the cannons just yet. Fortify and cannons that come up)
3 - Attack any infantry with elite cavalry first. Attack remaining elite infantry with vet cav. If there are any riflemen left, attack with our remaining cavarly, and elite knights.
4 - If we take Ellipi, activate the workers below the artillery stack, and build a road using all 4 workers.
5 - Take all availible workers and build rails 2 NE of Ellipi, 1 E of Ellipi and 1 W of Ellipi. Use native workers to get them finished quicker. If you must use foriegn workers, then bring 2 foriegn instead of one native.
To rail a roaded forest, it will take 6 native workers.
To rail a normal road tile (grass/plains/desert/tundra), it will take 3 native workers.
6 - Move the cannon stack to a city (Gruner) to be upgraded (560g).
7 - Move the 4 upgraded artillery in Gruner from last turn to the stack 2 S of Akkad.
8 - Move the 2 riflemen that are in the Ellipi artillery stack to Schonverlass for an upgrade, and move 2 infantry from that city to the artillery stack by Ellipi.
9 - Babylon does have cannons. Any cannons we take, we should send to a city for an upgrade, then evenly distribute them.
10 - There are infantry around the former Bab cities that were protecting the workers there. put two in Ellipi (the ones N and W of Lagash) provided that we have taken the city.
11 - Place one (if we took Ellipi) on the mountain E of Shuruppak.
12 - Any injured cav should be moved into a city with a barracks.
13 - Start placing infantry on the mountain E of Shuruppak to cover the cavalry.
14 - Move infantry to cover our workers
--------- [ Battle for Akkad ] ---------
1 - Move all cavalry and knights in the stack 1 S of Akkad.
2 - Fortify the infantry in the stack 2 S of Akkad.
3 - Keep shelling Akkad until all troops are at 1hp, then temporarily stop shelling (if there's any artillery left over).
4 - Babylon's bound to have a conscript or two here, as we had units in the area before. If there are any, attack those with our elite knights.
5 - Provided that we take the city, use our workers to build rails 1 and 2 tiles S of Akkad. In the event that Babylonian culture blocks a tile or two (and it might), build a railroad to Akkad along the road that's east of those mountains. (5 tiles - starting from 2 N of Lagash) We should have a more than sufficient workforce in that region.
6 - Any injured cav should be moved into a city with a barracks.
7 - Move infantry to cover our workers
For future battles, each captured city should have atleast 3 infantry. This is why we should have a strong infantry production. At the end of turn one, be sure to lower science to get more gpt due to steel in 1 turn). This will be vital to culture rushes and other upgrades. Remember to distribute any captured cannons (and catapult) after they are upgraded. Also, when any of the two cities are taken, be sure to wake any that were on an auto goto.
--------- [ Other Movement ] ---------
1 - Take any artillery that have been built and move them to bombard any cities in sight.
2 - Depending on Babylon's culture border, the artillery and RR (as marked in the diagram) could be moved to 2 W of Ur. This gives us some flexibility, as Babylon is bound to have the most culture. This would actually let our cavalry have 2 movement left after the buildup for next turn.
Turn Two
--------- [ Babylon & Shuruppak ] ---------
- This turn, try to group all available units. This is where the fun begins. Any extra artillery should be sent to Babylon for shelling, as they may have more troops. Keep trying to pillage their rubber, too.
- Make sure that there are 20 cavalry, 20 artillery, 6 infantry per stack, and 6 workers (native, or 2 foriegn for 1 native not in the stack) per each stack. These workers will lay the railwork for the campaign.
- If any artillery are left over (i.e., over 20 per each - along with cavaly - i.e., built in cities), feel free to take out Minsk. Minsk is a low priority city, but we should take it out within 8 turns.
- Remember to rush all cultural improvements. I would suggest (if possible) to disband one of our long bows in Babylon for each new culture building so that we get them in 2 turns instead of 1. In other words:
- Start a library
- move a longbow (AFTER rails are connecting the city)
- Disband longbow
- Rush library
Do the same for all cultural improvements in that city.
Do not leave cavalry in cities for long. Immediately replace them with infantry.
If we find any cannons, upgrade them, and either add them to stacks that are attacking the largest population city, or one that has infantry.
Point of concern: When you take a city, remember this order:
- Build rails first
- Cover workers with excess infantry
- Reduce the city to size 1
- Move infantry, artillery and cavalry into posistion for the next city
- If any artillery can bombard the next city (i.e., 2 tiles away), do so this turn. It may destroy cultural improvements, and/or lower the population, and even damage troops.
- Please save the game every turn or two so we can check the progress. Good Luck!!
Domestic -
Reassignment of shields for top producing cities:
Kyoto & Kuhkaff - reassign as shown.
New Ise - Should be building workers only (1 every 10 turns).
Babylonian Cities - After some growth and culture (and only after Babylon is completely conquered), they should be producing workers only.


Trade -
Assessment of the Babylonian Strategic Resources
Iron - 0
Horses - 1 (unconnected - by Eridu)
Saltpeter - 0
Coal - 1 (unconnected)
Rubber - 2 (1 SE of Babylon, 1 SE of Eridu - both connected)
Babylonian Trade Partners:
Persia (Active) - Most likely trading Furs
France (Potential) - Could trade iron or horses. Embargo suggested
We can get an embargo (and silks, WM) from France for Electronics.
China (Potential) - Could trade any number of resources, including rubber if they get their 2nd one connected and get Replacable Parts.
Assessment of Babylon - Babylon's only means of trade is the port of Eridu. We could try a blockade, by bringing the caravel south of Grand River to block one of two coastal tiles. The only option is to try and destroy the harbor with the ironclad, which is 2nd priority. First priority is the pillaging (bombardment) of Babylonian rubber. If we bring the caravel back, it will take 8 turns to reach its' location, whereas Babylon may be history by then. It could however, upgrade there...
Culture -
Continue to rush improvement in the recently captured Babylonian Cities. All rushes should be: Library --> Temple --> University --> Cathedral --> Colleseum.
Preturn - Rush the temple in Lagash for 239g. This will ensure border expansion.
Continue to rush improvements as needed.
FA - We may have to delay the Iroquois war a couple of turns.