We wanna convert the workshops 1t before MM. If we can line up a build for max overflow, we'll need 46 base hpt (assuming OR).
At size 16 a GE will give us 1230 hammers, so we will need 270 more. With O.R., and micromanaging for max overflow I estimate we would need to have 68 base hammers a turn in the capital to build it in 1T. I can't see how we can do this even with guilds. If we can do a double oveflow into the U.N. we should be able to complete it 2 turns after the U.N. with a double overflow with or without guilds.
We will need to commit all our existing workers to do this so maybe we should continue building the settler in Oasis, just in case we don't capture any barb workers.
Also, if someone can show that we won't need to declare on Saladin, I'm fine with ditching the mace builds and just building wealth in all cities (except for missionaries).
Japan's pop is 105, Mehmed 83 so we should be O.K. As we are not really in a position to invade Saladin at the moment I suggest abandoning that plan, and using our maces to scout Japan. If we put them in the frontier cities we could donate them to Japan if it looks like Justin will take one of his cities.
How up to date is our information on Japns/Mehmeds maps?
We need to average 742bpt in order to finish in 13t (we could run a scientist in Delhi, at least).
We can reduce this to 12T if we can get 792 beakers a turn. We can do this by:
Running a scientist in the capital, 2 scientists in Bombay, 3 scientists in Sugar, 2 in ivory, 2 in Vansai.
Also switch wealth producing cities, Vansi, and marble to reasearch giving us 801 hammers a turn.
With 2T to build the U.N. This should make our victory date T+24.
I know that theo doesn't help us... In 11 turns we'll have all GPs we need/want, after that I'd run theo unless we need OR for missionaries.
I agree with O.R to give us more missionary building flexibility, and to help with the U.N. Afterwards we may as well switch to theocracy. Nothing else will help us at this point.