One minor detail might be dumping 31 overflow hammers into worker T53 instead of granary, whip worker T54
Without the Granary, I wouldn't want to whip away another population point off of a power square (which includes Scientists hired), but we could choose to slow-build the rest of that Worker. Or, dump the Hammers into a Granary but don't grow into Unhappiness by stagnating while building a Worker or a Settler.
Realistically, though, Granary + whipping is far stronger than slow-building Workers and Settlers, with your only handicapp being the Unhappiness, so in that situation, I'd consider spreading Christianity in Paris and switching to Christianity as our State Religion or perhaps hoping for Sailing in trade soon and Roading all of our unconnected Resources as another way to get Happiness (trading away a Health Resource that we don't need for a Happiness Resource from an AI). Basically, find a way to "cheat" the system by earning more Happiness so that getting a Granary and regrowing WILL produce better results. Without that extra Happiness, then yes, being at our Happiness cap and building a Granary makes less sense.
Another way to do things if we can't drum up more Happiness is not to 1-pop-whip our Granary but to dump 31 Hammers into it, put 20 or so Hammers into a Worker while stagnating growth, 2-pop-whip the Worker (earning another turn worth of Food + Hammers converting into overflow Hammers), then complete the Granary with overflow Hammers from the Worker, thereby giving time for some Whipping Unhappiness to wear off while also doing a 2-pop-whipping action, giving you more efficiency on the limited Happiness that you have to work with by 2-pop-whipping instead of 1-pop-whipping while not growing when the Granary isn't in place (due to stagnating while building that partial Worker).
slowbuild something (granary, archer, warrior) while regrowing into unhappiness then whip/chop another settler.
That's the inefficiency that we want to avoid, if possible. Ideally, we should do our planning around trying to get the Granary built (using 3 Chops, Whip overflow, or a combination thereof) before we grow another City Size, and I think that we have enough options that we can meet the ideal case in a couple of different ways such that it's not an unattainable ideal.
If we're looking to have Paris as research central then we shouldn't be whipping it once we've got out settlers and workers so granary may not be so important (cue another flurry of posts re cost/benefit of granary).
Think about the bigger picture. We want to find a way to cheat the Happiness system... trading for Resources, racing to capture The Pyramids using a stack of Horse Archers for one of Hereditary Rule or Representation, using Religion for extra Happiness, settling a junk City on top of that Gems square, racing to early Calendar and settling on Spice Girls Island, or any other trick that we can come up with to increase Paris' Happiness so that we can grow into working more squares there, particularly G Riv Cottages.
What to do with early GS?
Hands down would be an Academy.
If we don't want an Academy, we shouldn't be generating a Great Scientist that early at the cost of short term expansion and should instead heavily focus on REX, then build Libraries in several Cities, and aim to generate Great Scientists concurrently in multiple Cities at once.
We chose a capital that is heavy with G Riv squares instead of a coastal capital, so I think that we've already implicitly made the decision to get an early Academy. Even without Civil Service, an Academy will make a big impact in Paris.
We have all sorts of tactics available to us for earning Gold... whip Warriors for Military Police Units or Scouts for gifting to AIs (to earn near-infinite XP from Catapults, since Catapults can't kill Scouts but will retreat 99.99% of the time for 1 XP per turn per Catapult + AI Scout combination) possibly combined with Math-enhanced Forest Chops to earn excess overflow Gold, Failure Gold from building Stone Wonders in multiple Cities (Moai being an obvious choice for the medium term), spreading Christianity and then building excess Missionaries for Missionary Failure Gold (if you have Hammers invested in Missionaries in several Cities when you already have 2 Missionaries and then you complete your 3rd Missionary and wait a turn, all of the Hammers invested in Missionaries--of the same Religion--will get converted into Gold, giving you a way to convert an average of 15 Food into 30 Gold via Granary Whipping), lump-sum Gold trades or Resource for Gold per Turn Trades after Currency, Wealth after Currency, etc... so, we can keep a high Science Rate in the medium term and then onward for the rest of the game... with an Academy therefore giving us a decent amount of our total Research:
4 Flasks from the Palace
2 Flasks from the Fur
1 Flask from the Wheat + the City Centre
1 Flask per Foreign Trade Route
1 Flask per G Riv Cottage worked (and more once the Cottages start to mature)
(Add another 50% more Flasks later after learning Civil Service and running Bureaucracy)
Other issues to consider: best use of worker after T42?
You have come up with some good ideas. We won't know for certain until after we've found out if we can steal a Worker (or two) or zero. Having extra Worker actions from stolen Workers will give us more options, allowing us to do multiple of the things that you mentioned.
How to use missionary after T50 border pop? Exploration?
I'm going to rule out exploration right now. We don't even know for sure if there is a Christian Holy City out there. The map might therefore not give us the chance to earn Christianity from natural spread. If we don't end up needing it for a Cultural Border expansion in a City, its fall-back usage is in Paris, whether for Whipping a Temple later or for picking a State Religion, either way being for Happiness and then eventually for use with Organized Religion.
SGOTM is unlike a standard monarch game so maybe play a few more turns
We can't. An Alphabet-beeline-using-a-Library approach requires us picking Writing first. A Slavery + Granary beeline requires us picking a different tech first (almost certainly Fishing). That's why we need to make the decision now.
I did a couple of test runs on alphabet/expansion (eg post#348). Even though alphabet was delayed (t55-57) writing was still trade bait for pots, archery, sailing, mining, on some runs I had to put some beakers into BW to be able to trade it for writing (both 179 beakers).
How did you feel about it overall when compared against the production-oriented approach (Slavery + Granary early)? How about when compared to an Alphabet-beeline with a Library in the capital and an early start on our Academy?
My favourite part of testing is optimizing a certain approach. I'm not very good at playing a ton of different approaches as I feel that I'm not giving an approach a fair chance if I don't optimize it as much as I can, but doing so takes a long time, so I don't end up having time to perform a lot of different approaches.
The part that I struggle with the most is that we don't have good Commerce locations to REX into--if we had, say, 3 or 4 Cities that could each get an extra Commerce Resource, then REXing first and getting Commerce later could work. If we had a way to get Slavery + Granaries + Sailing + Masonry via self-teching reasonably quickly (i.e. if we had a Gold Resource nearby), then REX + The Great Lighthouse would be a very strong play. So, I see ourselves struggling a bit with the production approach in a non-Immortal-Level game, as we can't count on multiple AIs to get to Alphabet early, making it hard for us to get techs such as Sailing and Masonry without self-teching Alphabet or else just spending a long time researching older techs.
I don't think that the team who makes it to Alphabet first will win this game. But, the team who makes it to Currency first will pull that team far ahead of the other teams, and an Alphabet beeline is one way to get there, since in BtS, Alphabet leads directly to Currency (not so in Vanilla where Alphabet leads to Literature).
So, I do find the Turn-50-Alphabet approach very compelling if our alternative is Turn-45-Slavery-plus-Granaries, and I'd probably pick the Turn-50-Alphabet approach in my own game, as for me, it's a game about hitting certain key milestones by certain numbers of Turns, and having the ability to get all of the early-game techs that we want by around Turn 51, with the freedom to then tech "bigger techs" (Currency then Horseback Riding would probably be my choice of tech order) is strong. But it's a team game, so I'd like to hear what other players think and if there's one of the other 3 main options that people would like to see if we can optimize, then let me know and I can try. Or, if a majority like the pure-Alphabet-beeline approach, I can go back and document my micro.
I think that we have these main options:
1. Settle west and go for Fishing, Bronze Working, and Pottery (Jersey Joe tried it in
Message #357)
2. Settle south-east and go for a super-early Library plus beelining Alphabet to get it on Turn 50 (Dhoomstriker tried it with Turn 50 comparison data in
Message #358 and with Turn 55 comparison data in
Message #364)
3. Settle south-east and go for Fishing, Bronze Working, and Pottery
4. Settle south-east and go for more Settlers/Workers without a Library and without an early Great Scientist but getting Alphabet on Turn 55 (pigswill tried it in Message #363 with the screenshot and details show in
Message #364)
5.
EDIT: Settle west and go for a super-early Library plus beelining Alphabet to get it on Turn 52 (Dhoomstriker tried it in
Message #365)