With a big assist from leif I've got a Gameplan set-up (started?) for my turnset. I tried to recap most of key concept points for the rest of the game. I know details are still to be worked out, but since we're entering the warring phase of the game it is good to make sure we have the key points covered. Also we don't need to keep our Diplo log anymore.
Gameplan
DIPLO CONCERNS
Asoka - Free Religion vrs Theocracy debate - looks like we leave him alone
Start as many wars as possible on our continent (P#628)
(P661) Maybe whoever plays next can first sign the PA with Asoka and then post the save so we can see what's what. I'd like to see how long Physics will take with Asoka's help and whether going directly for Chem would waste beakers. I'd like to see how many beakers Bombay would gain if we built an Academy there. I'd like to see what other techs Asoka had and how close we are to Economics (for a double switch to Theocracy and Free Market).
TECHS
trade for Gunpowder with Washington and research Chemistry in 5-6 turns (P#646) and after that we should be ready for an attack - maybe on Washington?
Occasionally you'll want to ask your PA to switch to research something different, for instance if the tech you are about to discover gives a free GP.
An interesting quirk: (P#654)
I just remembered something about signing a PA. For some reason, on the turn that you sign a PA your AI partner has a MASSIVE number of beakers available for research for that turn only. I wonder if it is because you can redirect all of the beakers they have stored up towards their current research goal.
The result of this is that we should be able to research our first tech very quickly after signing a PA (I think there's often been enough beakers from the AI partner to research an expensive tech in 1 turn!). A possible gambit for this would be to direct this massive amount of beaker to research Physics quickly (as well as using our current GS if needed) and then use the GS from Physics to bulb toward Chemistry. This allows us to use 2 GS's on our Artillery beeline path.
WAR GOALS
Start as many wars as possible on our continent (P#628) - catch troops in open field & reduce defenders
Elisabeth can be bribed to attack Alex - they both have big stacks that we would want to decimate. We should probably also bribe Fred into war again - maybe with Kublai this time to keep him occupied down south? (P#646)
Proposed Order: Washington, Liz, HC (only take Cuzco then make peace), Toku, and then Fred. Followed by Julius, Kublai, HC, Alex. Shouldn't require any cross continent treks. (P#683)
Do we raze New York, or not?
Regarding order of conquest: (P#685)
Why not Alex after Lizzie? His non-defensive units should be in England and vulnerable. Having a galeon built by then would certainly faciltate matters.
Presuming we attack Washington first, let's get workers and 9/10 mace home. Wash will likely counterattack us with his cats, trying to pillage (this could well include Asoka's gold). The mace should be able to pick one off and let us build the HE. The workers may have to repair an improvement.
Delaying war a few turns while we continue towards Chemistry will allow Wash to send and lose units trying to take Cusco. We should consider declaring war before we have Chemistry though , because our lack of power may sucker Wash into attacking us, just before we upgrade.
Razing NYC, trading low-level techs, and selling our map will get us gold for upgrading, so we may want to keep some of our excess archers and concentrate on bulding cats and maces. An early build should be theater (one turn if we micromanage) to free up an MP and prepare for later Globe.
(P#694) And I expect Asoka will have plenty of gold in reserve to give to us after upgrading his own units. The AI only make a small percentage of their reserve gold available to non-allies. But with the PA, we'll see a lot of gold available. When we take some, he'll probably reduce his research rate to replenish it. But it's better for us to stay at 100% research since we have a 200% beaker bonus and no gold bonus.
I don't think archers can get CR promotions. We could try combat 1.
Final turn cultural expansions needed to speed Domination
(P#675) we could make Hindu missionaries and spread it to the formerly Bud cities after capture. To make sure cities are producing some culture and get the first expansion.
(P#676) If we get a GA, we can settle it as a specialist for +12cpt in any city we choose. I did it in the the test game. We just can not culture bomb with a GA.
Once Globe is built we'll be at 2 source for a GA, 2 sources for a GS and 1 for a GM. But not for equal turns. So we'd need to hire the artist as you suggested to try gain an edge towards a GA. At current pace it will take 33 turns for another GPP to appear, but if we change civics (+100% modifier) it will take longer.
(P#677) If we get a Great Artist, we should settle him in a city that we want to get 2 border pops. A settled GA will give a second border pop in 9 turns. Once we are at the point where more units wont help capture the final cities faster, we could revolt to Caste System and Pacifism to generate a GA quickly.
City Culture pics (P#663)
BEIJING
We need to work out build orders and work in Heroic Epic (when we are eligible to build it), Theater and Globe Theater.
(P#661) Now that Asoka is at peace with Capac, should we plan to take down Washington first? If so, it would be good to start building some cats to help with Washington (the city).
UNITS
Caravel is already on it's way back home.
(P#698) Right (my mistake), but he could just put them in a city . . . so we might want to put one or two on the gold hill and upgrade them to Choks, declare war, finish Chemistry, then gift. For this purpose, we might be better off using a couple of the unpromoted archers in our capital (whatever number we don't need as MP's, given a theater) if we're going to gift units to Asoka (and I'm inclined to gift fewer, if upgrading is affordable, as I think we'll do better with the promotion, and the next one, than Asoka.)
Be helpful to have an additional mace with two promotions available near our capital before we declare war on Wash (and, as I suggested earlier, just before we get Chemistry) so we can defend the marble and other key improvements from pillaging the turn after war is declared, while we upgrade to grenadiers.