Proposed PPP (Mitchum is slated to play it, not me, and I imagine that he'll make updates to it)
Turn 38
i. Execute the Advanced Worker Trap
Obviously, be smart about it... don't walk our Warrior on a square that is adjacent to a Skirm or anything like that, but hopefully, it will play out in a way that is similar to the plan that I outlined, with a possible turn or two of delay if the Skirm goes to an undesirable location. If you don't feel comfortable playing "fast and loose" with the northern Worker, then have the Warrior guard it... it will not be a big deal if we send that Worker southward a bit slower.
For example, if there is a delay in sending that Worker southward, you could instead have the Worker by the Archer complete the GH Jungle Road on the square that is 1E of the G Silk For by having the Archer + "Purple" Worker move to that GH Jungle square on Turn 41. Doing so would definitely make for a safer plan and would buy the Warrior + Worker some time to delay in getting down to the south.
Another thought is that if the Skirm went 1W at the end of Turn 38 (it did it one test game run for me), the Worker and Warrior can just stay in place for one turn on Turn 39... and then on Turn 40, the Archer and "Purple" Worker can head 1NE to the GH Jungle that is 1E of the G Silk For and thereby allow the Warrior 1 move 1S G Riv while the Worker can see if it is safe to move 2S to the G Jungle that is 1E of the GH Rice. The "lost" "Purple" Worker turn would be more than made up for by the "Blue" Worker getting to the south faster.
OR
ii. a) "Blue" Worker on the GH Rice completes the Road
ii. b) Orange/Red Archer moves 1N along the Road to the G Jungle and captures a Worker or else returns to guarding the Worker from Barb units
ii. c) Take a Cease Fire with Mansa
ii. d) Try to get Open Borders with Mansa ASAP... let him connect-up his Cities but do our best to connect our second City to his second City (maybe don't put a Road on his Copper to not make it TOO easy for him to get to Axemen/Spearmen)
ii. e) From here on in, you're on your own for figuring out your unit movements for these "northern" units... when our Workers are safely within Mansa's Cultural Borders or have walked home around his Cultural Borders, I'm thinking of having the Warrior explore and spawn-bust the area north of Djenne, but do whatever feels right
Research stays at 0% on Currency for the entire turnset... we may need to "spend" that Gold later on further expansion where we can get yet another City to build a Library and hire Scientists (or, in the case of a second G Riv City, work Cottages, which will pay off sooner in the short term, as it takes a while to get a Library and then regrow after whipping a Library)
Aachen continues to build a Settler
Prague continues to build an Archer
Ivory continues to build a Granary
If you want to stop what the Workers are doing, you can; otherwise, they will automatically continue their current Worker actions next turn, as I didn't stop what they were doing
Turn 39
Aachen continues to build a Settler
Prague continues to build an Archer
Ivory continues to build a Granary
Scout continues to skip his turn on the G Fur For (we don't want to risk moving him and have a Barb City spawn a couple of turns prior to us sending a Settler there)... don't get tempted to explore, not even "back and forth."
Archer 4 heads north-west toward the spawn-busting point. The key with this location is that we cover most of the fogged squares to the south to prevent Barbs spawning near to our empire, while also revealing the "obvious" settling location that has all 5 Resources in the area within its big fat cross, thereby fog-busting that square to prevent a Barb City from appearing there.
Workers 1 and 3 (refering to them by the number that you press to activate them, not their names): complete the G Riv Cottage 1SE of Prague
Worker 2 continue to Camp the G Ivory For 1N of Ivory City
Turn 40
Aachen continues to build a Settler
Prague switches to building a Library and whips it, overflowing into a Monument if we took a Cease Fire otherwise overflowing into an Archer.
Work the Pig + G Riv Cottage (it hurts to not work the Cow but Commerce is important now and this way we'll time City growth with the wearing-off of Unhappiness... that said, if we have stopped the war, work the Pig + Cow for 1 turn so that next turn, we'll be able to complete the Monument at the start of next turn, instead of having 29/30 Hammers in the Monument... although you could also just make that decision next turn and work the Cottage now, working the Cow next turn to complete said Monument)
Ivory continues to build a Granary
Archer 4 heads north-west and arrives at the spawn-busting point
Here's where Workers 1 and 3 can get tricky:
Worker 1 moves 1SW G Riv and if there are no Barb units visible that can attack him, he builds a partial Road on this square, since we can see all squares that are 2-squares away and thus we will be able to see if any Panthers or Wolves can attack him; if the coast is clear, Worker 3 then moves 1E G For (1SE of the G Cow)
If, however, Worker 1 spots a Barb unit that can attack him, he will retreat to the G Riv Cottage that is 1SE of Prague; if Worker 3 won't be attackable by the Barb unit by moving to the G For that is 1SE of the G Cow, Worker 3 will move 1E G For
Otherwise, if Worker 3 would be within range of a spotted Panther or Wolf by moving 1E, he will instead "kill time" by building a partial Road on the G Riv Cottage.
Essentially, the goal is for you to get the Workers heading eastward.
In the ideal case, where no Barbs are visible, here is what those Workers can do:
Turn 41
Aachen whips the Settler and works the Pig + GH Banana Mine (we should see 129/100 Hammers--don't forget that this amount is not "too many Hammers" because some will get subtracted when removing the Imperial bonus to Settler production)
Prague completes the Library and overflows into a Monument/Archer, as appropriate (Monument if we are no longer at war with Mansa)--yes, we will have 1 Unhappy person and
Work the Pig + G Riv Cottage
Ivory continues to build a Granary
Scout continues to skip his turn on the G Fur For
Archer can Skip his turn from now on at the spawn-busting location 1N of the G Banana Jungle (really, it's a free way for you to get to see what's going on in the area, so why Fortify and miss potentially useful info on the Barb situation?)
Worker 2 should complete the Ivory Camp this turn, assuming that no Barb units came to harass him (we will still need a Road to get +1 Happiness)
Turn 42
Aachen completes the Settler and should be able to finish a Galley within 1 turn
Prague completes the Monument/Archer and starts on an Archer.
Prague will work the Pig + G Riv Cottage
Ivory continues to build a Granary
The Settler can just end its turn in Aachen while it waits for our Galley to arrive
Worker 2 starts on a Road on the G Ivory For
The new Archer in Prague, assuming that we built one, can help Workers 1 and 3 be protected from any Barbs in the south, otherwise, he can make his way northward, probably:
Turn 43
Aachen completes the Galley and builds I don't know what... perhaps an Archer for 1 turn in case we need to whip one in an emergency and then a Library
Worker 2 (unless Barbs have bothered him) completes the Road on the Ivory
Prague, given the extra Happy person, can now work:
Pig + 2 Scientists (it's always best to hire 2 Scientists at a time instead of 1 at a time when running at a 0% Science Rate, to get the free Flask... 7 for 2 instead of 3 for 1)
Ivory City continues to build the Granary
Our Settler boards the Galley (but no Worker boards the Galley)
The Galley moves to the Coast square that is 1NW of our G Rice Jungle
From here on in, it depends a lot on what happened with our units...
The big points in the future will be:
- We have a Worker board our Galley on Turn 44 and then the Galley can go into the Rice Peninsula City to unload, thereby letting the Worker start Camping the Fur
- After Camping and Roading an Ivory, our Worker at Ivory City can probably improve the next Ivory and then he and the Worker that joined him (Worker 3) can work on Chopping a couple of Forests into a Granary and then a Library... if you are somehow able to get Worker 3 there one turn faster, due to the Barbs forcing your hand or something, you could instead have both Workers move to a Forest and Chop it into a Granary such that we'd complete the Granary in time to get some carry-over Food... but, if Worker 3 can't arrive on said Forest by Turn 46 (he would arrive on Turn 47 as per my "ideal case" listed above), then you're better off just having Worker 2 work on the second Ivory Camp, as completing the Granary at the same time as growing is equivalent to completing the Granary later, but then we'd have a second improved Ivory Camp to work when reaching Size 2
- After unloading the Worker inside of Rice Peninsula City, we can take the Scout toward the hoped-for island in the east... if he dies, he will still have served his purpose, but if he lives and it is an island, then our Galley can head northward so that we can pick up the next Settler that gets whipped out of Aachen (the Settler could walk along our Road network and board our Galley on the second turn of movement... but he'd only do so if it really were an island... if it's not an island, we could consider settling a second G Riv City or else a Horse City instead)
- Once we have the Ivory connected and Aachen regrows to Size 4, we should have 4 Happy people, at which point it actually helps to work Pig + GH Banana + 2 Forests... when we only have 3 Happy people, working the Rice instead of a G For is fine as there's on difference, but working 2 G For squares gives us +1 bonus Hammer
- Our Rice Peninsula City COULD go Lighthouse -> The Great Lighthouse, but I think that getting the Granary first will still be better, as additional citizens can just work 2 Food + 2 Commerce Coast squares, so getting those citizens faster will probably be a better approach than skipping the Granary