Let's talk a bit about MM

.
First a definition:
Short-rushing is rushing a cheaper build than one wants to build then switch back to the originally intended build and let it complete.
As an example:
Lisbon at 25sh. Cannot go to 27sh currently so no natural 3-turn cavs.
Build cavs in 3 turns by:
- Build for 1 turn
- Change to settler and rush the missing 5sh for 20g
- Change back to cav
- Complete the cav in 2 turns
Thats a lot better than building cavs in 4 turns and waste always 20sh in the end.
Lagos is at 16sh currently, in principle perfect for cav in 5. But it has surplus food and can soon work other tiles (and the mountain should also be mined at some time).
At 17sh (which means additional sh can be given to other cities) decent sequence is:
- short rush via settler after first turn
- complete cav in 3 more turns
Emerita is at 15sh though it has the capability for 16. Switch it to 16 (lake->irrigated plains). Disband the warrior for the already missing shield in the current cav build.
Guimares is too small. Merge in the 3 workers building a mine SE as soon as they have finished. Configure for 18sh then to complete the cav. Further cavs can be built a 17sh as noted for Lagos.
Leiria should grow to 6. Don't work the hill until then, but stay at +2 food. When it's 6 work 2 hills at +0 food.
Coimbra:
Short-rush via cav to build aqueduct in 3 with +2 food.
Faro:
Stay away from the steenkin' iron. We will now pay for an aqueduct long before we need it.
Oporto:
I don't try anymore to communicate the theory of settler factories. Grow it to 7 in 6 turns (and I mean 6) building galleys from now on. One could share already one wheat with Faro every 2 turns (
not working any 1 food tiles), but that maybe asking too much. Once it's 7 give the one wheat permanently to Faro.
All the small cities: GROW. Max food tiles.
No cannon builds, please. You can upgrade the stuff we have and future captured slave cats/trebs. If you don't know what to build in coastal city make it a galley.
Diplomacy (how I would do it

, other team members can have other opinions):
First set research to 0 for now so we have enough play material.
Russia:
Renegotiate peace alliance deal. Remove her gpt. Keep Babs and RoP. Add allinces against Ottomans, Arabs, Celts and maybe somebody else (a few gpt can be given also). Idea is to give her another ~5 turns to break. If she doesn't we shoot our reputation then and RoP rape her.
Shaka: No action currently. Let the current teraty run out.
The following is thought w/o peace reneg.
Get as much as you can back means you have to change their offer by hand. They will give around 20% more than their initial offer.
And I mean to sell only the techs I mention at first. After the whole round one can look if one can get additional money, but don't sell cheap (<~35gpt).
Sumeria:
Greeks, Aztecs, Chinese for 29gpt.
Get as much gold and gpt as you can back. Should be well over 60gpt and all cash.
Egypt:
Celts, France, Chinese, Greece for 138 gpt.
Get as much gold as you can back for invention and guns.
Persia:
Romans and Aztecs for 89 gpt (not Arabs or Babs).
Gold back for guns and chivalry.
Germany:
Arabs, French, Chinese, Indians, Greeks for 146gpt.
Gold bakc for chemistry.
Mongols:
Arabs, French for 118 gpt.
Money back for invention chivalry.
Korea:
India, France, China, Japan for 84 gpt.
Back for chemistry.
Hittites:
Rome for 51gpt.
Engineering, chivalry.
Now a round of looking if anybody has still a major amount of gold to give.
Science back to 100%.
Military:
Finish the Arabian campaign. Prepare attack on Russia (Moscow to fall on the first turn). If Russia doesn't declare within 3 turns, one could think of doing a little Zulu before. But latest in 5-7 turns I would attack Russia anyway, killing our reputation.
Gift tundra cities already to Russia and Zulu. It's too late once at war. Also with the very tight build up there, it's necessary to give them some time to build some spears.
Retreat from Uskudar. No need to further accumulate WW.
Another small note: There are some French sneaking up on Damaskus - kill
