Pre-PPP
Edit: Sign OB with Churchill. Also spy on his progress in Tours as possible.
Absolutely. According to the XML, Churchill should not OBs at Annoyed, so maybe this is an artifact of his DoW. Grab it while we can!!! As for Tours, you might even want to send some units there to grab it, if possible. Nice enough city and if either of us captures it, then we can conduct gpt trade deals with Churchill.
Also, watch out for dG's roaming SoD (it left Marseilles). We don't konw if the SoD is south of Marseilles or moving towards Tours. It might attack our axe/chariot pair this IT.

We want it to go to Tours so it's better if we don't threaten Orleans or Marseilles whlie they're moving around.
One more thing. We won't be able to cease fire next turn. If dG's SoD threatens Rheims next turn, then to get cease fire, we'll have to threaten Marseilles and Tours on the turn after next. If we lose a battle before that, though, then forget cease fire for 5t.
Siberia/Pigs: as per LC's plans, I think.
Which Pigs plan are you referring to?
GP: CH or fail-cash after lib?
I'd build a Confu Miss immediately (build T140, 1pop T141) in Pigs and send it to GP Farm. If it succeeds in spreading Confu on T143, then I'd do this
GP Farm plan or anything better you can figure out. If the Confu fails, I dunno. We could either rush another Confu Miss in Pigs or abandon the CH before uni in GP Farm.
Bermuda: whip WB next turn - start granary
Do we want our wb to explore around the island to the north? I think so. If so, it turns out that the best solution is: whip WB this turn!

The workboat goes north but cuts the NW corner, doesn't cut the NE corner and is back in time for pop3. Amazingly, it only loses 1f over your proposal, while getting all that explored.

(See my attached spreadsheet for details.)
Cuba: grow into a 2pop granary whip
Edit: Moai location?
Yes. We can pr a galley around T149 afterwards.
Rheims: should it be working gems until Edu, then corn?
Incidentally, your entire worker MM planning should begin here, imo.
Assuming all three workers escape next turn, we can have the corn irrigated by T143, which is perfect for Rheims growing to pop2 in 5t: work gems 3t, work irrigated corn 2t. After that, we only need 4 workers in Rheims, so the other 6 can all peel off towards GP Farm/Bananas. WIth them coming, you can plan for the four workers at GP Farm right now, to farm GP FarmE, then go help farm Moscow and Fish. In fact, only the one scrubbing the unroaded grass should finish scrubbing. The other two should stop now.
As a matter of fact, if I were you, I would methodically cancel all worker actions before hitting <enter> on T140.
Bahamas: is the intent to finish the forge, then lib?
Edit: I seem to get Uni done T152 with forge, or T150 without. T150 is more our schedule.
Yes. 3pop the forge at pop7. See my plan in the spreadsheet. WIth some fancy MM, we can actually 3pop the uni on T149. (Btw, did you remember to use the chop?)
Workers:
- we seem way behind roading to Corn/Fish; do we really need to be scrubbing grass in Siberia?
- why do we need 5 more grass farms in GP?
- Rheims: stone > irrigate corn > second gems
- can we do some grass farms for Bananas?
- Moscow gets a river farm next
- not sure where to find workers for Fish
- do we want silver asap? i think we can delay.
1. Excellent idea on sending the silver worker to help road to fish/corn. If you cancel the Siberian scrub right now. He can lead the way so that both workers are ready to farm the corn when the settler settles, with only 1t to finish roading the corn, iirc.
2. We need tons of farms in GP Farm, but mostly the workers coming up from Rheims can do that. IMPORTANT: Be prepared to pasture the pigs as soon as our culture grabs that tile. I'm not sure, but I suspect that might be a turn or three after we capture Paris. If the Confu Miss in GP Farm fails, the pigs may still rescue a T149 uni poprush w/ch.
3. In Rheims, imo better is: irrigate corn > 2nd gems > stone.
4. For Bananas, I'd send the worker at Pigs NW, who can still move this turn, in case you hadn't noticed!!!, over to scrub 1t, then help finish the banana plantation next turn. Bananas can work the ivory this turn and still grow to pop2 in the same number of turns. Then those 3 workers can each go road a different one of those three tiles to the NW. Then absolutely farm those tiles, beginning with the one that GP Farm and Bananas have in common.
5. Note that the second gems tile is pre-roaded, as is the tile to its NW. The forest to the SW of the three captured workers could also be pre-chopped one more turn, to not waste any of those three workers turns on T141.
Other notes:
1. Imo, one of your most important goals this turnset is to get the 6/5XP axe in Rheims up to 10XP!!! If he attacks an unfortified archer on the plains, he doesn't even need his 5XP promotion yet. He'll still get something like 98% odds, so you can save that promotion to heal him for the second attack. Getting him to 10XP is higher priority than worker stealing dG, right now. That means I would DoW dG the first cahnce you get at an open archer, even if there are no workers available. He can wait on the grass tile (finish roading it) NW of the second gems tile. From there he can attack the rice, the ivory or elsewhere. A chariot can peak around to the rice each turn, for example.
2. How are we going to get more galleys/triremes for the Mao Campaign? SHould we consider pre-building a fort on the Fish SW hill after all (yeah, I know I was against it before

)?