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, unless they show up and look really scary
Gift deer, stone and marble to Toku, which should lead to +1 shared resource in 17 turns. We don't need these resources, don't care if he saves about 6 hammers per wall, and we have another deer 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. Apparently a Theology gift is acceptable if nothing else will do. I assume an MC gift is not acceptable.
Consider accepting a demand Toku makes.
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.
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? If we've succeeded in gifting Toku that city, then we can force him to DOW Hammu or Shaka on the first AP vote, and maybe we can flip him to Hinduism to enforce OB with all members on the second AP vote. Once we have OB we spread Hinduism enough to lock him in Hinduism, and hope to get +4 fair trade, +2 shared war, +1 religion, +1 peace and +1 shared resources to offset the negative from border tension, and hopefully get him to Pleased (requires +5).
Espionage
Still on Toku, assuming he'll come again some day, or we might want to flip his religion
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
T94 AP completes, start settler
T98 settler builds, heads for galley, monastery starts
T99 monastery finishes (using last Delhi chop), temple starts
T100 temple finishes, start worker?
DeerGold (deer, gold throughout)
T90 GFarm 2GMine
T91 grow to size 6, GFarm 3GMine (no tile changes in rest of set), axe from forest arrives as MP
T94 library completes, start monastery
T95 chop and monastery completes, start temple
T97 chop completes
T98 temple completes, start archer (or maybe research if things look peaceful, or spy if Argo has died)
T99 archer completes, start archer
T100 archer completes, start spy
Sheeptown (sheep, gold throughout; add corn whenever it becomes available, and make GMine available to Cowtown when corn is being worked)
T91 build research to speed Maths up if necessary
T92 grow to size 3, GMine
T93/4 granary completes, start library
Cowtown (deer, cows throughout)
T90 GFarm GMine
T91 grow to size 5, GFarm 2GMine
T92 finish spy, start missionary
T94 grow to size 6, work Gfarm 2Gmine Gforest (unless Sheeptown's GMine is available; need MP from Sheeptown regardless), switch to settler
T96 3-pop whip settler with 24+ overflow, work river Gmine
T97 finish settler, overflow to missionary, move settler 1SE of CowTown, and definitely don't plant settler anywhere yet
T98 finish missionary, start temple, plant settler and spread Hinduism using Eiffel's new road, and immediately gift to Toku. If Hindu spread doesn't work, still gift to Toku on the theory that we'll soon have another chance to spread Hinduism after it revolts back to us. Toku gets no culture from Hinduism regardless, as it's not Toku's state religion. If Toku DOWs us start T98 (not sure if this is possible), then move to settle fish-marble or island according to what looks sensible.
T99 grow to size 4, work Gfarm Gmine
T100 finish temple
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 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, but avoid combat if there's two galleys that might pick us off when wounded. 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, kiting 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.
Amundsen (the medic) moves to somewhere near Delhi that takes the same number of turns to get to Sheeptown or the forest choke point.
Other axes remain fortified
If we get a GG, move it to 1NW of Delhi and fortify until we can do something useful
Workers
If we get IW, adapt to mine BFC iron ASAP. No rush for non-BFC iron.
Fritz
t90 1E and prechop (1W of DeerGold)
t91 1SE and prechop (1S of DeerGold already has 1 turn of prechop into it)
t92 1E and road and stop
t93 1SE and finish chop of 3N1W forest
t94 move back finish road
t95 move and finish chop 1S of DeerGold
t96-7 road 1W of DeerGold (don't want to flood the hammers queue while building only archers)
t98-9 move and finish chop 1W of DeerGold (depending what is being built)
Karl
t90 move and prechopchop 2N of Delhi
t91 move 3N1W of Delhi & chop
t92 3N1W Delhi chop
t93 move 2N of Delhi chop and finish
t94 move 1S2E of DeerGold
t95-7 chop
t98- move to Ferry to go to island
Eiffel
t90 farm 1N of Delhi
t91 move 2N of Delhi prechop
t92 chop 1SE Delhi
t93 chop 1SW Delhi
t94 farm 2N of Crabsville
t95-7 chop 2N1E of Crabsville
t98 mine 1N of Crabsville
t99-101 chop 1E of Crabsville (finishes granary at 8/24 food)
Hoover
t90 move 1E cottage
t91 move 2N2E Delhi chop
t92 chop
t93 finish chop 2N2E of Delhi (slightly better to save the forest 1N2E of Delhi for regrow purposes)
t94-5 road cows (last convenient chance)
t96-7 road 1N2E of Delhi (to hook up cows)
t98 chop for Delhi to accelerate AP-buffed religious buildings
t99 improve 1SE of Delhi and wake, probably heading off for SheepTown next
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 AI build-up via power ratios
laugh at Toku build-up
check if horses seen, so a spear is needed for NW front, and build same in DeerGold
look for Toku having Construction (easy once we have Maths)
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[/QUOTE]