Nice work! It sounds as though most things went as planned.
A boat (not sure if galley or work boat) leaves Nottingham sailing due north.
It had to be the Galley that we already saw there, as a Unit that an AI builds cannot move on the turn that it gets built.
I missed setting the EP rate to 0%
Do not worry. We may have made Missions marginally cheaper and may have made it a bit easier to capture enemy Spies in our territory.
Our scout meets a representative of Mehmed.
Well, we should be seeing what we could get him to do if we got him up to Pleased by gifting him a tech shortly after knowing him.
Mehmed:
i. Opens Borders at Cautious or higher
ii. Trades techs at Cautious or higher with a base WFYABTA value of 5 and a reasonably-high iTechTradeKnownPercent value at 40, meaning that multiple AIs whom he knows much know a tech before he'll trade it away
iii. Trades World Maps at Cautious or higher
iv. Trades Happiness Resources at Cautious or higher
v. Will declare war on another AI if he is Cautious or higher toward us and if he is Cautious or lower toward the other AI (so, he's pretty easy to bribe in as a war ally)
vi. Will stop trading with another AI if he is Pleased or higher toward us and if he is Annoyed or lower toward the other AI
vii. Will adopt a Civic at Pleased
viii. Will adopt a State Religion at Pleased
ix. He loves to build Units
x. His Unique Building is an Aqueduct, so he may be in competition with us to complete The Hanging Gardens
More info on Mehmed
Macau cannot locate the resources to build a Spearman, so the work a G Riv tile and build an Archer.
Okay, I suppose that we can simply plan to get a Chariot, but I am not sure why we were unable to work the GH For at 1 SW of the City for 2 H. There is no value in building a Spearman or an Axeman after having put Hammers into an Archer and a Chariot will be of far more use than an Archer.
What we can do instead is start building a Chariot, work the Wheat for 3 turns, then work a G Riv square (or steal the Fur) for 1 turn. Forget about the Spearman and forget about the Archer.
i. Opens Borders at Cautious or higher
ii. Trades techs at Annoyed or higher with a base WFYABTA value of 15 and a moderate iTechTradeKnownPercent value at 30, meaning that multiple AIs whom he knows much know a tech before he'll trade it away
iii. Trades World Maps at Pleased or higher
iv. Trades Happiness Resources at Cautious or higher
v. Will declare war on another AI if he is Pleased or higher toward us and if he is Pleased or lower toward the other AI (so, it's reasonably easy to get him to declare war on someone if we can get him to like us enough)
vi. Will stop trading with another AI if he is Pleased or higher toward us and if he is Annoyed or lower toward the other AI
vii. Will adopt a Civic at Pleased
viii. Will adopt a State Religion at Pleased
ix. He has a really nasty Unique Unit (a Keshik) that gets a First Strike and can ignore terrain movement costs
x. He is Aggressive, so his Melee Units come with Combat I and he's likely to build Barracks in multiple Cities
xi. His Unique Building is a Stable that gives +4 XP (which doesn't mean a whole lot since it's still only enough XP for 2 promotions when combined with a Barracks)
xii. Gives a nasty -2 Diplo penalty for refusing him
More info on Kublai
We discover a Portuguese Spy.
I suppose that he wanted to see what the fuss was all about with the Big Card Game...
Having received a book of free play coupons Khan thinks he can beg the secrets of writing from us. I refuse.
I thought that we were going to be giving into AIs' Demands/Requests except when we were about to go to war with them. That's a really cheap way to get positive Diplo.
Is there any way that we can reword our Diplo Policy to make it clearer? The alternative is to pause play whenever we get an AI asking us, but the Diplo Policy is supposed to help us from having to pause play and avoid having to wait for feedback whenever we encounter such as situation, by making the decisions in advance.
Hattie is studying Music.
There's not much that we can do about that and she will get the free Great Artist. With Music being so high up on her list of Tech Preferences, she was bound to research it at some point.
Looking at the real game...
That's some terrible luck, with St. Petersburg having 2-pop-whipped a Horse Archer, meaning that another Military Unit is likely to get created next turn.
As expected, but still not good news, is that Joao and Stalin have met each other.
Do you still have your teleportation setup to see what would happen to a Unit that unloads from a Galley inside of St. Petersburg when we declare war? Where would it get teleported?
For example, we could consider delaying the war until T94 if Units will get teleported 2 NE of St. Petersburg, as we could then get +1 Chariot from Cologne and +1 Horse Archer from Hamburg being Galley-chained and arriving in St. Petersburg and unloading in that City on T93 with 0 movement points.
Well, gifting a tech soon after knowing an AI is worth +4 Fair and Forthright Trading. It's too late to undo the -2 with Kublai, so gifting him a tech won't get him up to Pleased, so I suggest that we simply continue to keep him in the dark technologically.
Kublai has Open Borders with Stalin and Mehmed.
Mehmed has Open Borders with Kublai, Stalin, and Alex.
Mehmed is trading Fish to Alex, so Mehmed has at least one coastal City.
Both Mehmed and Kublai have access to Horse and Iron.
Kublai is getting Iron in trade from Stalin.
Stalin will be able to bribe Kublai to attack us.
How soon can Orleans get to Size 4? 16 + 7 F gives 23 /24 and a completed Horse Archer; 23 + 7 F gives 30 - 24 + 12 = 18 / 26 at Size 3 and a completed Lighthouse, then +7 F from working the Iron and having the Lighthouse while putting overflow Hammers into a Horse Archer will mean 25 / 26 Food at Size 3. One turn later, we could 2-pop-whip, which would delay the Horse Archer by 2 turns but would give us 2 extra turns of working the Iron square, giving us enough Hammers for both a Horse Archer and a Chariot.
Do we have a way to use a 1-pop-whipped Horse Archer if we get it out 2 turns sooner?
Lyons needs 2 turns to grow to Size 4 while working the G Riv square that it is currently working, but it could also grow to Size 4 in 2 turns by working the Wine Mine instead, so I'd suggest switching to working the Wine Mine.
London could complete it Monastery on T91, dump its overflow Hammers somewhere (into an Axeman?) on T92, build the Missionary on T93, then 2-pop-whip the Missionary on T94. The Missionary would exist on T95 and could move from Orleans on T96 to the G Riv Road at 1 SW of Paris on the other side of the River (1 E of the G Copper). We could still switch to a Christian State Religion on T96.
On T97, our Missionary can spread Christianity inside of Macau, since we actually have an extra turn, due to not needing that Missionary to spread until T97 just before the big heist, allowing for us to 2-pop-whip in London and allowing for us to get an Axeman with overflow Hammers.
Rather than another Horse Archer out of XO Cognac, I think that we should plan to 3-pop-whip another Settler out of there, since we can use more Settlers and it's one of the few Cities that can build Settlers for us quickly.
York probably doesn't need to immediately whip the Axeman once we hit City Size 2 and can work the Stone for a bit, until we're getting close to wanting to declare war on Churchill.
Please tell me what I did wrong with my test game (see the attached file), but my test game shows that Units at 1 NE of St. Petersburg will teleport to 2 SW of St. Petersburg. Units inside of St. Petersburg will teleport to 1 SW + 2 S of St. Petersburg. So, none of the Units are getting teleported to 2 NE of St. Petersburg.
Here's what we can do to salvage the situation:
T91
Warrior 1 unloads from Galley 5 to 1 NW on the GH For at 1 SW of Yakutsk, to free up a space on Galley 5
HA 5 loads into Galley 5
Galley 5 (with Chariot 6 and HA 5 aboard) sails 2 E (to 1 NW of St. Petersburg and 2 S of the GH Deer For)
T92
Galley 5 sails into St. Petersburg
Chariot 6 and HA 6 unload from Galley 5 directly into St. Petersburg with their full movement points available to them
Chariot 6 and HA 6 move 2 NE to the Grassland square that is 2 NE of St. Petersburg and is outside of Russia's Culture
Our Units at 1 NE of St. Petersburg also move 1 NE to the Grassland square that is 2 NE of St. Petersburg
Galley 3 sails 1 N and picks up Chariot 2 and Chariot 3
Galley 3 (with Chariot 2 and Chariot 3 aboard) sails 1 E (to SW + S of Yakutsk) to join up with Galley 1
Chariot 2 transfers to Galley 1
Galley 1 (with Chariot 8 and Chariot 2 aboard) sails 2 E to 1 NW of St. Petersburg (2 S of the GH Deer For)
Axeman 5 loads into Galley 3
Chariot 3 loads into Galley 4
Axeman 4 loads into Galley 3
Galley 4 (with Chariot 3 aboard) sails E to 1 NW of St. Petersburg (2 S of the GH Deer For)
T93
On this turn, we decide if we want to attack St. Petersburg with the Units that we have or whether we'd prefer to delay attacking by 1 turn in order to heal HA 4 and bring 3 more Chariots into the fight by attacking on T94, instead
After we have captured St. Petersburg, we can plan to gift it to Churchill and then load our troops into Galleys inside of St. Petersburg, then go after Yakutsk, then bring our troops back by Galley to go after Vlad, and around that time Stalin will hopefully be ready for a Cease Fire, or at least a Peace Treaty if the fighting has gone poorly for us, with Stalin being down by 3 Cities when we Cease Fire or take the Peace Treaty.
As for Hatty, we can arrive inside of Alexandria next turn and then unload our Units directly inside of Alexandria, to give them an extra turn of movement. I'd suggest moving southward with our Chariot and then waiting to move our Settler after we've seen what the Chariot has revealed.
Suggested Mini PPP
T91
Lyons switches G Riv to GH Riv Wine Mine
Macau switches Spearman to Chariot
Warrior 1 unloads from Galley 5 to 1 NW on the GH For at 1 SW of Yakutsk, to free up a space on Galley 5
HA 5 (currently on Galley 1) loads into Galley 5
Galley 5 (with Chariot 6 and HA 5 aboard) sails 2 E (to 1 NW of St. Petersburg and 2 S of the GH Deer For)
Our Scout explores deeper into Russian territory
Open Borders with Mehmed (he isn't anyone's Worst Enemy)
Open Borders with Kublai (he isn't anyone's Worst Enemy)
I don't see any good techs to gift to Mehmed, so let's not gift him anything now.
T92
If an AI other than Stalin or Churchill Demands/Requests a tech other than Horseback Riding at the start of a given turn, let's allow that AI to have said tech.
Galley 5 sails into St. Petersburg
Chariot 6 and HA 6 unload from Galley 5 directly into St. Petersburg with their full movement points available to them
Chariot 6 and HA 6 move 2 NE to the Grassland square that is 2 NE of St. Petersburg and is outside of Russia's Culture
Our Units at 1 NE of St. Petersburg also move 1 NE to the Grassland square that is 2 NE of St. Petersburg
Galley 3 sails 1 N and picks up Chariot 2 and Chariot 3
Galley 3 (with Chariot 2 and Chariot 3 aboard) sails 1 E (to SW + S of Yakutsk) to join up with Galley 1
Chariot 2 transfers to Galley 1
Galley 1 (with Chariot 8 and Chariot 2 aboard) sails 2 E to 1 NW of St. Petersburg (2 S of the GH Deer For)
Axeman 5 loads into Galley 3
Chariot 3 loads into Galley 4
Axeman 4 loads into Galley 3
Galley 4 (with Chariot 3 aboard) sails E to 1 NW of St. Petersburg (2 S of the GH Deer For)
Let's not move the other Military Units and Galley 5 just yet and figure out those movements as part of the next turnset.
Paris
2-pop-whip Horse Archer
Work: Deer, Copper, and Fur
XO Cognac
Suggest continue building the Chariot to plan to grow to Size 6 and 3-pop-whip another Settler
Orleans
EDIT: Build Lighthouse
London
Switch to building an Axeman to collect overflow Hammers (we can 2-pop-whip the Missionary and still have it arrive in time to spread on T97)
York
Don't whip yet
Work: Fish and Stone
Argent
Work: Deer
Hamburg
2-pop-whip the Horse Archer
Cologne
1-pop-whip the Chariot
EDIT: Worker 1 Move to the G Riv at 1 SW of Paris and Farm
Worker 2 Roads the GH Sheep
Worker 3 Camps the Deer
Worker 4 Chops the Gems
Worker 5 Chops the GH Riv For
Worker 6 Chops the G For
Worker 7 needs to be numbered (Ctrl + 7)
Worker 7 keeps Chopping the Iron's Forest
Galley 6 moves into Alexandria
Galley 6 unloads both Settler 6 and Chariot 9
Chariot 9 moves southward to explore
Let's figure out what to do with Settler 6 after we see what Chariot 9 reveals
Spy 009 moves 2 SW to the G Riv at 1 SW of Paris (1 E of the Copper)
Spies 008 and 010 move into Macau
After making those moves, we can figure out what to do with the rest of our Units and we can argue about how we might alter our City builds.