ShannonCT
Deity
Ok. Plan so far:
I want to whip caravels in Stoneville and horseville before hitting enter and then switch civs to CS and Pacifism. Then have Stoneville work on the harbor instead of wealth.
I think the best use for Stoneville is to switch 2 citizens from coast to merchants. Growing Stoneville and working more coastal tiles isn't of much use. Every 1 population growth in Stoneville adds .62 maintenance per turn, so at 50% research, each pop growth nets only .38 gold and 1.25 beakers. Switching to merchants now helps us raise our tech rate.
Change Yasodharapara to work the furs for extra gold instead of the forest and change it's name to Furville.
Good idea. Furville will be a productive city with workshops later, so let's get the population growing with those sheep as well.
Leave the galley in our borders to be upgraded then send it back to explore SW passage - possibly detouring to drop off the scout in the purple or black border city that we can spy the edge of. (galleons have 4 movement points, so should be able to get there quicker even though it's sitting around)
Yes, we know exactly where Roman borders are, so head straight there and try to get open borders, maps, gold, techs, etc... Gift the Roman techs if he wont trade. If you can get his map, leave the scout on the galleon, and if not, drop off the scout to explore.
After angor wat, a scout to load on a the caravel from Horse city as it passes by Ulundi
Just to reiterate, Ulundi needs to maximixe scientists. It can stop building Wat, take it out of its queue, and let X-ville build it after Colossus. Ulundi can work on a harbor or a cat. It should hire 6 scientists and 1 engineer. If the GP about to be born in Ulundi is a GS, I guess it should settle in X-ville (payback time for a settled GS is ~45 turns). If it's a GA, GE, or GP, save it.
Next turn move the stack of units to barb city and start bombarding, but won't attack until the ballista and currently building HA can come for support.
Barb city has nothing to bombard. Hopefully 2 cats, 2 ballistas, 2 HAs, axe, and spear are enough to kill 3 archers.

Finish researching Astronomy then start nationalism....Where do we want Taj to be built?
Somewhere where we don't care about contaminating the GP pool. Furville would be fine. But there's no rush. The AI should be nowhere near Nationalism yet. So granary and courthouse first.
One thing to consider after nationalism: Economics and save the GM for either gold or a corporation. (I think corporations count in our wonder totals)
Economics requires Feudalism-Guilds-Banking. I think we should be able to trade for Feudalism and Guilds eventually, and maybe Banking. AI shouldn't be close to Education yet, so no rush for Econ.
Let the current wonders complete, then start building units and upgrade galleys so army is ready to go when we find the wonder cities. (this will slow down research though, so may need to wait, depending on what the group says)
Looks like we just need to upgrade a couple galleons now for exploration, one in the west and one in the east.