BTW, you talk about units escorting settlers turning back and going to defend the city. If anything, I've seen the opposite. Even with a stack of seige outside a city, I've seen an AI send out a settler party the turn before I was planning to attack. It has to do with what script is assigned to the units.
Can you conclusively say that this information comes from BtS games? Settler Parties in BtS act significantly differently than from previous versions.
One noteworthy point is that when a Settler Party gets threatened, in BtS, if a Settler Party is near a City, the Settler and the other units can get split from each other. This fact can mean that a Settler can be left defenseless (but unreachable by your units unless you have a unit that "breaks" the unreachable definition of an AI, such as Woodsman II unit that is adjacent to a Forest) but it also means that the AI units can readily take on a new assignment immediately, such as guarding an AI City. This behaviour is quite different from Vanilla + Warlords where you were more apt to see a Settler Party appear to completely ignore your incoming army and just go about its business of setting up a new City.
I agree that plans can change and will need to be flexible, but having agreement on 18 Horse Archers will require a different approach than building only 12 Horse Archers and the timing of the arrival of our units will even make it different from an approach requiring 23 Horse Archers.
Yes, Feudalism could totally change things... for example, when Mansa learns Feudalism, we'll still have a small window where he might only have 1 Longbowman per City (although that situation tends to occur more on lower difficulty levels) and we'll minimally have a small window where those Longbowmen don't have their Fortification bonuses (since you lose said bonus when upgrading a unit)... depending upon what our scouting shows and how many units we have ready at that time, our plans may have to change to doing something like going after Djenne, then playing more of a cat-and-mouse game with Mansa where we try and bait his Longbowmen to come out into the open before going after Timbuktu.
Timbuktu is the key City, since we'll need to capture it before we can get a suitable western Galley City, but if Timbuktu turns out to be impenetrable thanks to a stack of Longbowman, then capturing Gems City and slow-building a Galley will have to be our backup plan.
I know that you ran some odds calculations earlier with HAs. I plan to do the same. 17 HAs sounds like a lot but if Mansa has an odd spear around, it may not be enough...
Spears are yucky, but they, too, fail to perform well once they've been wounded, so it's more of a matter of getting in some initial hits on them and then they'll die like any other unit to repeated attacks. The two "Worker-stealing Horse Archers" are also insurance against being stonewalled by any unit, be it a Skirm, Spear, Sword, or whatever, where by "stonewalled" I mean having a couple more of our units than the odds call for going in, attacking, and dying without doing any damage.
EDIT: Regarding a Great Artist, I think Jastrow has shown from fog gazing that we don't need to bomb a GA to access the land across the channel to the south.
I agree, but I was more directly addressing Jastrow's comment about potentially needing Astronomy and showing how on a small-sized map like this one, we are very unlikely to need Astronomy and if we do, there's going to have to be a massively-wide Ocean somewhere to make us need Astronomy, and even if there is such a thing (say, with an AI's capital in the far south-west... we know at least 1 Creative AI's capital is in a corner, thanks to bbp), it should be sufficiently far off that getting to Astronomy at that stage of the game should be trivial... we know that we can at least get to the south-east (using a Great Artist, although fog-gazing indicates that shouldn't even be necessary) and north-west (we can already see enough Coast squares) without Astronomy.
@ Dhoom When do you plan to have a PPP ready?
I'll basically need some time to sit down with the test game and figure out the best whipping strategy.
With any luck, we'll meet an AI to the south who might not trade us Alphabet but could trade us Iron Working, which could throw off too long of a plan, so it might makes sense to only plan out 5 turns or so.
I suppose that it makes sense to position our Workers optimistically in hopes of getting Iron Working soon.
If Mansa baits us with, say, 2 Workers and we have an army of, say, 8 Horse Archers ready, we may even decide that with Iron Working in hand, it'll be worth it to grab Djenne and a couple of Workers at the cost of a drawn-out war (i.e. +2 Workers "sooner" being deemed more valuable since they'll let us improve more Pigs to be able to whip more Horse Archers), so planning out to a full 18 Horse Archers build-up probably doesn't make sense.
Either way, we'll need our 18 Horse Archers or more, even if we declare war prematurely, so Police State is definitely going to be used.
With any luck, getting Iron Working will also mean that we won't need the Happiness from Representation and with only 1 Great Scientist and 0 Scientist Specialists (sorry, they will be sent to the Farms or to ride horses), Representation won't be needed for a while to come.