OK. Since a meeting i has today is shifted to next week, i can intensively test our game instead to gain some few hundreds . Well, they're only postponed.
1) Paras for kassite: jump immediately, then move in the forest right N of the city. This way you can capture the worker next turn.
Next turn you capture the worker with the first para, and do the same (jump>move forest N city) with the second.
Don't promote them, just attack with both.
Next turn you'll take the city and airlift the Xbow you'll have built in LP. Kassite will revolt for 4 turns, see the size. Start granary and build roads until it goes out of revolt.
LP will build the Whaling Boat after the para is completed (and after the Xbow).
Then the paras can jump to LP, then to Athens. Keep 4 there, they'll go for Opis.
Do not promote them, they're plenty of time to heal.
2) Launch Pad: Stop working the inner lake, work a FP. Once at size 15, put another Sci at work.
3) research: Astro after Nationalism. Then the path to Economics, then to Democracy.
I'm sorry for the NP, but if we want to win the Economics race and build the SoL ASAP, this is the way to go. Bio must wait. In the end, are 9 free specialists opposed to 25.
BTW with astro we'll can trade for luxuries and raise the research slider by 1 step, due to the income from TRoutes.
BTW 2 there's also a chance to trade for chem at that point in the game.
In my tests i've seen HC go this route, and he's a damn good techer/wonder builder.
For some reason he seems not interested to build the Taj. We can start it right after the forge in NYC, but in case delay it at 1 turn to completion. It would be nice to start the GAge when Babylon (the city) goes out of revolt. But this will be seen by the player at that moment.
Also, no way to see Guilds on the table. Only HC has it.
Who knows what Wang is researching? pity we can't tell him.
War:
We can start in turn 126, if my math is correct.
Probably Joao will DoW too: we must decide if let him pass (he can disturb) or close borders.
One more reason to go for Astro first.
Team management.
I shortened the TSs, due to:
- the lot of events which can occur
- a growing empire means a lot of management, and everything must be accurately done, so more time to play (please see a thread of Murky's of any past game).
- the approaching of a planned war
- last but not least: keep for myself the central part of the war

- Our new ability to plan our no-play days.
Warning!
i noticed a couple workers with long "go to" please stop them before hitting enter, they're losing turns.
Simon

no go to actions, please see team rules

. Yellow card
