Pre PLay PLan bit earlier than I expected and will look to play in about 28 hrs if we are all agreed.
Build Queue
Pretty Pachys. Galley - Forge - Uni - Barracks - Will try and convert to Judaism as well (J) for short.
Silver heights. Courthouse - Forge - Uni - Barracks and keep as many specs as possible.
Baltimore. Culture Artists - Granary - Forge (J) concentrate on growth.
Sty Land. Trireme - Forge - Uni
YBR. Forge - Missionaries. Possibly do 1 missionary for Munckin before finishing forge. Edit: Didn't realise how may of our cities were Jewish so Forge - Barracks - Stable/Units
Munchkin Land. Taj - Uni (J)
Crab Town. Forge - Missionary - Barracks
Sushi. Barracks - Missionary - cheap units (archers/chariots for Sushi/Crab/NY/YBR etc.
Emerald City. Forge - Uni - Units or stable.
NY. LB - Uni This will give us the 6 Unis for Oxford.
Washington. Cat - LB - LB - Courthouse will need to build some of these. Also I think if a city has a forge like Washington to run an engineer spec rather than scientist or merchant.
Ice Ball. Forge - barracks - units (J) concentrate on growth.
Boston. Granary - barracks - units.
New Orleans. Granary - barracks - units (J)
New City. Settle. Culture/Artist - Granary.
Exploring
Most of map is uncovered so will send a chariot to meet the galley and search for the Wiz on the island. Another chariot to the North of Ragnars lands looking for his SOD coming our way.
Unit Moves
Send units to hub and cheap units to cities that don't have any mil atm.
Worker Actions
To many to work on but will improve tiles with the minimum of movement time loss. Aim to build road though on the tundra forest tile to the West of our small stack. Ayoda (sp) has a monument now so borders will pop within the next 10 turns blocking us slightly.
City MM
Will concentrate on growth/hammers to maximise our next GA which will be coming soon.
very few specs anywhere but will run engineers and a few merchants in SH.
Diplo
Play nicely with everyone for the moment. Only cancel deals with the east witches no-one else.
Tech Trades/Path
Mentioned in previous post but pasted again. Thoughts??
Tech path. Compass - Lib bulb - Hbr (stables) - finish Lib - take Mil trad - Gunpowder. Hope to pick up Mach - Eng and possibly Guilds in trade. Agree we should try and trade mostly with Ghandi/Monte and avoid giving Mil Techs out to Mansa and Liz blocks. Where possible that is.
Civics
Change to Org Rel and stay in Rep/Caste/Judaism.
Stop Criteria
Locating the Wiz.
Huge stack of Ragnars appearing on our borders (doubtful as we are catching them up in Mil numbers quickly).
THINGS TO DO EVERY TURN
Make a saved game
Appropriate screenshots
Things to do when posting the report
Notice the status of the Wizard, so we know if he's still alive.
Additional. our Great Merchant. I think he should go to England as the amount of turns it will take to get to Delhi are to much imho.
Build Queue
Pretty Pachys. Galley - Forge - Uni - Barracks - Will try and convert to Judaism as well (J) for short.
Silver heights. Courthouse - Forge - Uni - Barracks and keep as many specs as possible.
Baltimore. Culture Artists - Granary - Forge (J) concentrate on growth.
Sty Land. Trireme - Forge - Uni
YBR. Forge - Missionaries. Possibly do 1 missionary for Munckin before finishing forge. Edit: Didn't realise how may of our cities were Jewish so Forge - Barracks - Stable/Units
Munchkin Land. Taj - Uni (J)
Crab Town. Forge - Missionary - Barracks
Sushi. Barracks - Missionary - cheap units (archers/chariots for Sushi/Crab/NY/YBR etc.
Emerald City. Forge - Uni - Units or stable.
NY. LB - Uni This will give us the 6 Unis for Oxford.
Washington. Cat - LB - LB - Courthouse will need to build some of these. Also I think if a city has a forge like Washington to run an engineer spec rather than scientist or merchant.
Ice Ball. Forge - barracks - units (J) concentrate on growth.
Boston. Granary - barracks - units.
New Orleans. Granary - barracks - units (J)
New City. Settle. Culture/Artist - Granary.
Exploring
Most of map is uncovered so will send a chariot to meet the galley and search for the Wiz on the island. Another chariot to the North of Ragnars lands looking for his SOD coming our way.
Unit Moves
Send units to hub and cheap units to cities that don't have any mil atm.
Worker Actions
To many to work on but will improve tiles with the minimum of movement time loss. Aim to build road though on the tundra forest tile to the West of our small stack. Ayoda (sp) has a monument now so borders will pop within the next 10 turns blocking us slightly.
City MM
Will concentrate on growth/hammers to maximise our next GA which will be coming soon.

Diplo
Play nicely with everyone for the moment. Only cancel deals with the east witches no-one else.
Tech Trades/Path
Mentioned in previous post but pasted again. Thoughts??
Tech path. Compass - Lib bulb - Hbr (stables) - finish Lib - take Mil trad - Gunpowder. Hope to pick up Mach - Eng and possibly Guilds in trade. Agree we should try and trade mostly with Ghandi/Monte and avoid giving Mil Techs out to Mansa and Liz blocks. Where possible that is.
Civics
Change to Org Rel and stay in Rep/Caste/Judaism.
Stop Criteria
Locating the Wiz.
Huge stack of Ragnars appearing on our borders (doubtful as we are catching them up in Mil numbers quickly).
THINGS TO DO EVERY TURN
Make a saved game
Appropriate screenshots
Things to do when posting the report
Notice the status of the Wizard, so we know if he's still alive.
Additional. our Great Merchant. I think he should go to England as the amount of turns it will take to get to Delhi are to much imho.