Revised PPP
Stopping Points
I will play up to as far as Turn 41 before stopping to see if we should alter our Worker micro... whether we can steal a Worker or not may affect our decision.
Reasons to stop play before then could be for all sorts of reasons...
Diplo-related
Tech-trading related
Gold-trading related (in case someone picks up Currency via Mathematics)
Barb-related
Asoka settles a 3rd City
Picture
T37
Open Borders with every AI
1: 2-pop-whip Axe
1: 3 = Pig + 2 Sci (growth in 1)
1: Axe
2: 1-pop-whip Axe
2: 1 = Corn
3: 1 = G Sugar
3: Keep building the Granary for now
Axe1: Move 1SW to P (2N of Clam)
T38
W1: Move to the P For at Trumpster-1NW
W2: Move to the P For at Trumpster-1NW
1: 4 = Pig + Copper + 2 Sci (Axe in 1 turn)
1: Axe -> Axe
2: 2 = Corn + FP (growth in 2)
2: Axe -> Axe
Axe1: Move 1SW to G For (1NW of Clam)
Axe2: Move 1W G For
Axe3: Move SW P Road, NW G For Road (Amsterdam-1SE)
T39
W1: Road the G For at Trumpster-1NW
W2: Move 1SW G and pRoad and STOP
1: 4 = Pig + Corn + 2 Sci
1: Axe -> Monument!!!
2: 1-pop-whip Axe
2: 1 = Copper (growth in 1)
Axe1: Move 1SW to G Jungle (1NE of G Corn)
Axe2: Move 1SW Marble
Axe3: Move 1WN Amsterdam, 1N G For (Amsterdam-1N)
Axe4: Move 1W G For
T40
Code of Laws -> Math (to have Civil Service auto-selected after Lightbulbing)
Lightbulb Math
Research Civil Service
W2: Move 1SW to the Des (1N of the Marble) and pRoad and STOP
1: 4 = Pig + Corn + FP + Marble (4 Hammers into an Axe)
1: Switch to building an Axe
2: 2 = G Riv Sugar + Copper (Axe in 2 turns)
2: Axe -> Axe
Axe1: Move 1SW G Corn
Axe2: Move 1SW G For (1SW of Marble)
Axe3: Move 1NW G For (NE + N of the Clam)
Axe4: Move 1SW Marble
Axe5: Move to the southern rally point
T41
W1: Move 1SW to the G (Trumpster-2W) and finish the Road
W2: Move 1SW to the GH (SW + W of the Marble)
1: 2-pop-whip Axe
1: 3 = Pig + Corn + Marble
2: FP + Copper (Axe in 1)
Axe2: Move 1W GH (NE + E of Rice)
Axe3: Move 1W P (2N of the Clam)
Axe4: Move 1SW G For (1SW of Marble)
T42
W1: Move 1SW Des (1W of the Marble) and Road
W2: Road the GH (SW + W of the Marble)
1: 3 = Pig + Corn + Marble (Axe in 1)
1: Axe -> Axe
2: 2 = FP + Copper
2: Axe -> CHOICE: Monument or a 9th Axe
Axe2: Move 1W Des (1NE of Rice)
Axe3: DEAD (although, if he is not dead, move him 1SW G For (1NW of the Clam))
Axe4: Move 1W GH (NE + E of Rice)
Axe6: Move to southern rally point
Axe7: Move to southern rally point
T43
W1: Have him manually complete the Des Road (1W of the Marble)
1: 4 = Pig + Corn + FP + 1 Sci (growth in 1, 3 Hammers going into the Axe)
1: Axe -> Axe
2: 2 = Copper + Silk
2: If we built a 9th Axe, we can whip it now
3: Monument!!!!!!!!
Axe8: Move to southern rally point
T44
W1: Move SW GH, 1W Des and Road
W2: Move 1W Des and Road
1: 2-pop-whip the Axe
1: 3 = Pig + Corn + Marble
3: 1-pop-whip the Monument
3: 1 = G Sugar
Stack of 3 Axes: Move to the Des (1NE of the Rice)
Axe8: Move to the GH (SW + W of the Marble)
T45
W1: Finish off the Des Road, while W2 is free to head back north-east
W2: Move to the G Road at Trumpster-2W and pCot
1: 3 = Pig + Corn + Marble
1: Axe -> Monument
2: 2 = Copper + FP (Monument in 3 turns)
3: Build the Granary again
Axes 4, 5, 6, 7, and 8: Wait for Worker 2 to finish the Des Road and then move in if we'll be going for an 8-Axe attack
Axe9: If we don't need him in the attack and haven't whipped a 10th Axe out of LM, send him to LM to act as a Military Police unit, otherwise send him to the southern rally point
T46
W1: Move to the G Road at Trumpster-2W and pCot
W2: Move to the G For Road at Amsterdam-1SE and Chop?
1: 4 = Pig + FP + Marble + Silk (growth in 3 turns when Unhappiness wears off)
1: Axe -> Barracks???
2: 3 = Corn + Copper + G Riv Sugar
Each Turn
1. Check if Asoka threatens with something other than Archers.
2. Check if Asoka has completed Iron Working* or Alpha and traded for Iron Working*.
3. Carefully follow Asoka's power graph and report the changes... someone else can figure out what units he may have built.
4. Carefully follow Constantinople's sabotage production stats and report them... someone else can guess as to what he might be building (unit/bldg or settler/worker) and what he completes.
5. Mouse over all Asoka's squares to see if a road is half-completed, a forest gets chopped, or any other change. Doing so can help to monitor his production and follow his workers. Wow... how tedious... you guys owe me for this one.

6. F9 Demo screen: monitor the Land Area stat to see if Thessalonica expanded. Currently the Rival Best is 43000 (43 tiles). Asoka has 39000 (39 tiles) and will expand to 46+ with the border expansion. Doing so just aids in knowing when his workers might show up at the rice.
7. Check for changes on the F4 GLANCE screen, in particular, any AIs meeting each other
8. Check for the F4 TECHS screen for any AI being willing to trade techs (learned Alphabet) or Gold (learned Currency)
9. Keep tabs on Asoka's Cities' population points, to track when he whips his Cities.
10. Make a manual save.
11. Turn on Show Friendly Moves and Show Enemy Moves and press Print Screen a whole bunch at the end of a turn.
Scout and Warrior
Since we'll be Opening Borders, I suppose that we can explore inside of AIs' Cultural Borders. The AIs who are most likely to build Wonders are Kublai and Huayna, so if we can reveal their capitals, great... for now, I think that we can at least explore Kublai's area and Alex's area.
Try to explore to the west edge of the map in search of a Railroad.
Playing Time
Whenever I get approval... or, likely roughly 20 hours from the timestamp on this message if that doesn't happen.