Some Notes about the Partial PPP
I just wanted to get something out there for you guys to review. I am obviously far from being done all 30 turns here, and there are gaps starting to form--I am not sure how far I will need to explore the Sugarlands, nor whether I will have to deal with Barb land units or Barb Galleys there.
I want to explore west, as I found that we can get additional Trade Routes if we "find" Isabella's Cities, so I would like to do the same with Saladin/Toku. I just can't really detail the moves once it's in the black area because, well, it's hidden from view!
I've got a good handle on what I'm doing with the Workers.
I've also leveraged The Hanging Gardens to give our empire an awesome kickstart by whipping away just about every population point that we got (Delhi whips 2 people while Wheaties doesn't whip any)--pretty much every other City whips once, so I pretty much have "skimmed" off all of those population points to equal +45 Hammers (sometimes with an Org Rel bonus or Bureaucracy bonus on top of that) in roughly each City.
It seemed, for example, far more effective to work an improve Clam than to work an unimproved Clam and an unimproved PCow in our Three Clams City.
I've already talked about how I'd like to leverage the trading opportunities, and I plan to try and follow my earlier suggestions of how I'd trade Resources and techs (aiming to trade Currency and doing so proactively to Toku once I've traded it away to at least 1 AI, so that hopefully, Toku won't get whiny and start demanding Theology or Code of Laws). I was able to trade for Construction in the test saved game--let's hope that I can manage to do the same in the real game.
It sounds like you guys want updates whenever I meet an AI or have explored enough land area to be able to decide where to settle a City. Okay, I can do so.
I don't know when a good time to play will be or how long I will need to wait after posting this message. It is certainly an annoying turnset, because exploring hidden areas doesn't lead so well to describing one's movements and because the trading situation is going to be very hard to mimic in the test saved game. Oh well, I did my best with planning things out.
I even squeezed in an Archer for BLubz and sent a Worker to the Deer ASAP, so I don't really foresee any complaints coming forth.
Partial PPP
T162 (170 BC)
Rename Bombay to Risaia (already done in the test saved game)
Settle Crabs -> Examine the City
Crabs: works the Fish
Crabs: Builds a Work Boat
Settle Three Clams -> Examine the City
Three Clams: works the Clam
Three Clams: Builds a Work Boat
Science Rate: Set to 100%
WAKE and Move Warrior 2 1W GFor (1E of Crabs and N + N of the Fish)
Worker 5: Ctrl + 5
Worker 5: IN PLACE:
Cottage/Stop (1SE of the PMarble)
Work Boat1: W + W to the Fish shared with Crabs
Riverdale: switches 1W GRiv Cottage to 1NW GRiv Irr
Move Worker 1 1SE to the PCow (1NE of Grt Person Farm) and Pasture
T163 (155 BC)
Research Currency -> Aesthetics
Delhi builds The Hanging Gardens -> Market
Science Rate: Set to 0%
Silverado: Switch the 1NE GFor Riv to the 1NW Lake
Bedrock: Whips the Galley
Bedrock: Ctrl + click on a Galley to queue up a second Galley before the Granary
Bedrock: works the 1S and 1SE Flood Plains Cottages
Grt Person Farm: Whips the Granary
Grt Person Farm: Work the 1N Lake for 1 turn
Risaia: Whips the Worker
Risaia: Works the FP Cottage
Crabs: Whips the Work Boat
Crabs: work the Fish
Three Clams: Whips the Work Boat
Three Clams: work the Clam
WAKE the Taoist Monastary in Riverdale and attempt to spread Taoism
Riverdale: If spreading was successful, Ctrl+click on a Taoist Monastary to queue it up before the Confucian Missionary
Move Worker 3 to the GRiv Cot 1S of Delhi (SE + S of the GCopper) and Road/Stop (on the way to the DEER!!! High-fives all around!

)
Work Boat 1 Creates Fishing Boats on the Fish (SE + S of Crabs City)
Move Warrior 2 1W into Crabs
Move Worker 5 1NW to the PMarble (1NE of Risaia) and Quarry
Settler 9 ends its turn in place, on the GFor 1NW of Bedrock
Move Worker 4 2S to the PMarble (1NE of Risaia) and Quarry (Quarry complete in 7 turns)
Move Worker 2 1W to the GHRiv Mine and Road (which completes the Road there)
T164 (140 BC)
Grt Person Farm: Built a Granary -> Examine the City
Grt Person Farm: Work the GPig instead of the Lake
Grt Person Farm: Build a Work Boat
Risaia: Built a Worker -> Granary
Crabs: Built a Work Boat -> Work Boat
Three Clams: Built a Work Boat -> Work Boat
Bedrock: Ensure that we are building a Galley before the Granary
Move Work Boat 3 (in Three Clams) 1NE Clam and Create Fishing Boats
Move Galley 1 (in Bedrock) 2N (1E of the PCow)
Move Settler 9 1NE onto Galley 1
WAKE and Move Warrior 8 1SE onto Galley 1
Worker 6: Ctrl + 6
Move Worker 6 1NE PMarble and Quarry
Move Worker 3 1SW to the GFor Riv 1NE of Silverado (S + S + S of the GCopper) and Chop/Stop (on the way to the DEER!!!)
Move Work Boat 2 1SW then 1W (S + S of the Crab)--let's go explore!
Delhi: Whip the Market
Delhi: work the 2 Corn, Copper, GRiv Irr, 1S GRiv Cot, 1NE GRiv Cot, and NE + E GHRiv Mine
Riverdale: Whip the Taoist Monastary
Riverdale: work the 1NW GRiv Irr, NW + W GRiv Cot
EDIT: Civics: Revolt to Paganism
and Police State (but remain in Slavery)
Religion: Convert to No State Religion (let us see if we can make the AIs happier overall)
Fortify Warrior 2 in Crabs
Move Worker 2 to the PHFor 1NW of Wheaties (1SW of the PWheat)
T165 (125 BC)
Delhi: Examine the City
Delhi: Switch the NE + E GHRiv Mine to the 1SE PHRiv Mine, such that we will be working work the 2 Corn, Copper, GRiv Irr, 1S GRiv Cot, 1NE GRiv Cot, and 1SE PHRiv Mine (getting an extra Hammer from the Bureaucracy bonus)
Delhi: Builds an Archer
Silverado: Switch to building a Lighthouse
??? Trade Currency to Zara for Construction and a bit of Gold--may or may not be able to do so in the real game, and if so, it may or may not happen on this turn. I will be checking trading opportunities on a turn-by-turn basis and will hope that you'll be able to do the same when you play, too
WAKE Warrior 6 (in the Desert to the north) and move him 1SE DesH--he will no longer be needed for fog-busting since we're going to put units on the land to the north and he will cost us 1 Gold per Turn soon if he stays where he is
Worker 2: Chop the PHF 1NW of Wheaties
Move Work Boat 2 towards the west
Move Galley 1 1N, 1NE (1S of the GJungle Sugar and E + E of the Clam)
UNLOAD Warrior 8 from Galley 1 and send him 1NE (1E of the GJungle Sugar)
If Warrior 8 does not spot any Barb Units, UNLOAD Settler 9 from Galley 1 and send him 1NE (1E of the GJungle Sugar)
Bedrock: whips the Galley (to overflow into the Granary)
Bedrock: works the GRiv Cottage (1SE) (growth to Size 2 in 3 turns)
Move Worker 3 to the Deer (1SE of Silverado) and Camp (it takes 8 turns!!! the countdown has begun!)
T166 (110 BC)
Move Galley 1 W, W (on the improved Clam) to defend it from the Barb Galley
Move Work Boat 2 westward
Move Warrior 8 northward
Settler 9 Skip Turn, unless something awesome is spotted
Move Galley 2 NE, NE (1W of the GHorse)
Move Warrior 6 1SE GFor (1NW of the PCow)
Worker 5 SW + S to the Flood Plains (1S of Risaia) and Farm/Stop
Worker 6 Build a Road on the PMarble
T167 (95 BC)
Delhi: Builds an Archer -> Settler
Delhi at Size 8: work the 2 Corn, GCopper, 1S GRiv Cot, 1NE GRiv Cot, and 3 Mines
Move Archer 1 1N, 1NE (NE of the GRiv Corn)
Move Warrior 8 northward
Move Galley 1 northward
Settler 9 does whatever he does based on what we reveal
Move Warrior 6 1SE PCow--still heading eastward
Move Work Boat 2 westward
Worker 4 Builds a Road on the PMarble
Move Worker 5 SE + E to the GRiv and Farm/Stop
Move Galley 2 NE, E (1NE of GHorse)
T168 (80 BC)
Move Archer 1 NE, NE (on the PCow)
Move Warrior 6 NE, NE (1E of Wheaties)
Move Work Boat 2 westward
Move Worker 5 E + E to the GRiv Horse and Road/Stop
Move Galley 2 E, E (W + W of the PWheat)
Move Worker 1 SW into GPF, NW Grassland (1SW of GPig and 1NE of Fish) and Farm--a Grassland square next to a Lake that either Crabs or Grt Person Farm can use
Move Worker 6 NE PCow and Pasture
Move Galley 1 to 1E of the improved Clam
Move Worker 4 onto Galley 1 (1E of the improved Clam)
T169 (65 BC)
Riverdale: Whip the Confucian Missionary (growth in 1 turn)
Riverdale: work the 1NW GRiv Irr, NW + W GRiv Cot
Riverdale: Queue up a Confucian Missionary
Grt Person Farm: Whip the Work Boat (growth in 1 turn)
Grt Person Farm: work the GPig
Unload Worker 4 from Galley 1 onto the land area to the north
WAKE Warrior 1 (in Risaia) and move him 1NW G (with the plan to send him to the west on a Galley to explore the nearest neighbour's area)
Move Galley 1 W, W (1N of Three Clams)
Move Worker 5 to the GH NE + N of Delhi and Mine/Stop
Move Galley 2 to 1N of the PWheat