OK, which of ungy's 8 replies to respond to first...
ungy said:
Caravels- I think a priority to get caravel 1 going e and #2 going w as fast as possible--we have a good chance to get first circumnavigation which I think is important here. Build a couple more for more detailed scouting but we will really be glad if we can get the bonus
That probably needs to be a drop everything and build them as soon as we get Optics thing. Thebes can build 2 explorers, while Memphis builds 2 caravels and Helio builds 1. Even though HC and Ghandi both have Optics, it's probably pretty easy to get the Circumnavigation bonus since AI's rarely make it a priority.
ungy said:
I suspect that we will basically be tech trading with Gandhi as the rest of the world outside of HCappears to be backward. I agree with the concept, but we might get all the missing techs from Gandhi for it and he is advanced enough not to need to trade it around. The only danger is that he trades to HC--would only trade it if that looked unlikely
The good news is that Ghandi has every tech HC has, so if that keeps up, no trades. We should probably meet the other 2 civs and see what resources they have to trade before we swap with Ghandi though. We'd like to get the first crack at them.
ungy said:
As for next war--HC seems like an obvious target--problem is he might be a little tough. Depending on layout might make sense to get OB with a neighbor of his and ferry troops there. I think difficult decision on whether to build a large army of macemen or wait for better units. One possibility if there is a backwards civ nearby build the mace and take it out, getting them promoted. Then upgrade to rifle and take out HC. I generally like rifle better than gren as the ai tends to build lots of mounted units and that bonus sure is nice. HC seems likely to have knights when we get to him.
I don't think waiting on HC is a good idea right now. Since we're not landing troops on his continent, he can start landing them on *ours.* We're also weakening ourselves against this backward civ while all of his troops are going for us. And finally, he's actually a generation behind with his defenders - no longbows yet. If we go quickly, we may catch him before he has a chance to upgrade many of his archers to LB's. My feelings on grenadiers vs. rifles are exactly opposite yours, and the reason is you can still build macemen with chemistry, but once you research rifling, that option is gone. I like to build a maceman, promote him to city raider 2, then upgrade him to a grenadier.
I need a little more info on AW from someone who knows (Danthor?) Do we ever get WW from the civ we're permanently at war with? If not, Ungy's suggestion makes sense. If we could land a force of say 3 cross-bows and 3 maces on a hill/forest they should be able to hold out against a *lot* of troops.
As for preparing the invasion force, I think there's a smart way and a dumb way to do it. I'm haven't quite figured out the 'smart' way.

I'm thinking it might go something like this...
- Spend the next 10 turns or so finishing up needed buildings, spreading religion to the rest of our cities, etc. Chopping those last 2 forests around Moscow to speed up the Forbidden Palace during this time - we'll need it before too long. I picked 10 turns because it's the number of turns until we get our next GP, assuming we bump it up to 5 specialists.
- At the end of 10, we switch civics to slavery and theocracy. We can rush any final building we really need to get done in important cities, but we don't have to go all out at this point. Maybe 4-5 cities start building military. Once we get Astronomy in, our best few coastal cities (maybe Memphis, Helio, and St. Pete) can start building galleons. We can probably have a small force (3 galleons full or so) ready 10 turns after Astronomy finishes.
- As more cities become available (finish that market, build barracks, etc.) *AND* we've determined the location of HC, we ramp up military production to 'all-out' mode and finish the main assault force. I'd say the distance to HC will in large part determine how many galleons we need. If he's 12 turns away, we'll need more galleons than if he's 4 turns away.
We've got a pretty good industrial base in our little empire. In fact, we have nearly double the production of any other known civ. (F9-Graphs-Mfg. Goods) You can see that looking at our cities. We have 8 cities (9 once the mine by Novgood finishes) capable of producing a maceman in 10 turns or less, though some lack barracks. So we can really build our entire invasion force (less galleons) from scratch in 20 turns. Between Memphis, St. Pete, and Heliopolis we can finish 8 galleons in 16 turns, so we can probably assemble our entire force and have them ready to sail in 35 turns or so. If we're going piecemeal, we can obviously have them ready much faster.
One thing I do find curious is that we're 2nd in the power graph, but 3rd in number of soldiers. This makes me think one of the unknown civs may have a fairly formidable army.
Another (random) thing: If we raise Elephantine to 5 specialists, should we add 2 more scientists or add some merchants? Great Scientist can build an Academy or research paper. Great merchant will research paper as well, or we can send him on a trade mission to Delhi, which would probably net 1200-1500g since it's such a great city. That would be enough to upgrade a good piece of our invasion force or jack the science slider up and research some necessary techs. We could get an artist too.

I hate that aspect of the National Epic. If so, we could either save him for a Golden Age, or use him to culture bomb a captured city.