Diplo
Even if we have war success (e.g. galley kill), don't bother getting peace with Hamm or Shaka without them giving us stuff
Gift deer to Toku in case it helps later, and we have another if we meet another AI who might benefit us trade-wise from it
Be prepared to gift small techs to newly-met AIs for big immediate diplo benefit. Is a Theology gift acceptable if nothing else will do? I assume an MC gift is not acceptable.
Tech
100% Maths, inserting a turn of research build from Sheeptown to get completed in 2 turns, then 0% on IW until AP completes (in case we get to trade for IW with distant AI), then 100% IW, then 100% Compass. Or what about Aesthetics-Lit after Maths?
AP
Resident election IBT95-6, vote for ourselves. First real vote will be IBT105-6. What might be available and how do we plan for it?
Espionage
Still on Toku, assuming he'll come again some day
Cities
Delhi (corn, fp, copper throughout)
T90 Engineer 2GMine, Cook arrives as MP, continue AP
T91 grow to size 7, Engineer 3GMine (no tile changes in rest of set)
T92 Cook leaves, replacement arrives
T95 AP completes, start settler
T99 settler builds, heads for galley, library starts
DeerGold (deer, gold throughout)
T90 GFarm 2GMine
T91 grow to size 6, GFarm 3GMine (no tile changes in rest of set), axe arrives as MP
T94 library completes, start monastery
T95 chop completes
T97 monastery completes, chop completes, start temple
T98 temple completes, start archer
T99 archer completes, start archer
Sheeptown (sheep, gold throughout; add corn whenever it becomes available, and make GMine available to Cowtown when corn is being worked)
T92 grow to size 3, GMine
T93 granary completes, start library
Cowtown (deer, cows throughout)
T90 GFarm GMine
T91 grow to size 5, GFarm 2GMine
T92 spy completes, start temple
T94 grow to size 6, GFarm 2GMine GForest (unless Sheeptown's GMine is available) - might need an MP now
T96 temple completes, start monastery
T97 2-pop whip monastery
T98 monastery completes, start barracks
t100 barracks complete
Pigsgems (pigs, gems throughout)
T90 GMine
T91 wb completes, start galley, GFarm
T92 2-pop whip galley, start trireme
T94 grow to size 3, GFarm
T96 grow to size 4, GFarm GMine
T99 grow to size 5, may need MP, start temple
Crabsville
T90 start granary, work quarry
T92 work crab nets
T98 grow to size 2, work crabs and quarry
Units
Name the spy Sneaky, head for Toku capital via Eiffel's new road and aim to get to the other side of Toku ASAP. If he's cornered by mountains somehow, scout the coastline for evidence of more land.
Name the trireme Argo, keep scouting Hammu's coast taking Alt-S notes on units seen. Seek combat where possible. Prefer to keep moving than loiter. Pillage seafood improvements where possible.
Name the scout workboat Magellan and send him counter-clockwise around the island, maximizing chances to see connecting land (so not cutting corners around peninsulas). If we find a barb galley, run for safety.
Name the galley Ferry and transport Cook to island to scout a city site. Return and wait for Hoover and settler out of Delhi. Scout in the opposite direction to Magellan if time permits before the next pickup. Avoid barb galley conflict, baiting as required to avoid losing units.
Cook to Delhi as MP, then leave T92 when relief arrives and move to load on Ferry and scout the island
Axes in Cowtown head to Delhi and DeerGold as MPs.
Axe 1SW of Sheeptown moves to Cowtown as MP
Newest axe on forest near DeerGold moves back as MP, and back to the forest as soon as MP relief and/or happiness permits, or some AI shows up with significant units.
Other axes remain fortified
Workers
Eiffel
T90 SE, mine and wake
T91 SE-SE, farm and wake
T92 NE, road on the hill 1SE of Sheeptown (for Sneaky to use)
T93 finish road in time for Sneaky to use
T94-7 mine
T98-101 SW, farm
Fritz
T90-2 farm
T93-5 chop 1W of DeerGold
T96-7 chop 1S of DeerGold
T98 move to GForest hill 1S2E of DeerGold
T99-101 chop GForest hill
Hoover
T90-2 chop 2N of Delhi
T93 chop 1S1E of Delhi
T94 chop 1S1W of Delhi
T95-7 farm 1N of Delhi
T98 cottage 1N1E of Delhi
T99- move with settler to galley
Karl
T90 cottage 1N1E of Delhi
T91-3 chop 1N2E of Delhi
T94-5 road cows (since health will soon become an issue for larger cities without forests, and we might want the trade value, and this is likely the last convenient chance)
T96-7 road 1N2E of Delhi
T98-9 cottage 1N1E of Delhi
Every turn
check if some AI will give us peace with them giving us some stuff
look for AI culture on globe view
save game
record corn tile culture
check tile micro, including which city gets shared tiles
kill Hammu or Shaka scouts if they appear
kill Hammu or Shaka boats
turn on show AI moves so stuff gets seen
watch for Toku build-up
laugh at Toku build-up
Stopping points
AP completes, if there's new AI contacts so that we can discuss how best to manage the diplo
AP is lost
new contact with AI from spy, boats or them finding us
don't bother stopping if a barb galley appears somewhere, but consider whipping the next trireme to cope with it