Amazingly enough,
I don't think Fur needs to be connected until about Turn 75, and even that is only if Science and Silver are missing their garrison.
Silver City can produce Scout on T73 and it can board the galley going west T74 just in time.
Putting the Cow City Warrior on the Galley going to Silver City also pays off I'd say.
As for northern Deer vs. southern Deer, I still favor southern Deer road.
Northern Worker roading fur, camping deer, and then reaching Whale City horses just as the borders pop is perfect.
Northern Worker camping and roading deer, then doing ??? for 3 turns and then improving horses when we might want to rebuild deer is meh.
To do the southern Deer road, we will need another Warrior produced to pillage the road Turn 77 to get our Stone back.
The garrison Warrior in Science can't leave until T77 when anger wears off, so it can't pillage.
The Scout outside our borders amazingly enough does not add -1
per turn to our deficit T73 because our Workboat 9 enters the borders of Whale City on T73 if produced at the start of T64.
The extra Warrior produced by Cow City T75 does add -1
per turn to our deficit due to unit costs, but not a big deal.
It can garrison Cow City after pillaging road to Deer on Turn 77 to get back Stone for us.
I'm all for the Galley shuffle now.
Do we care that much? It'd be nice for whipping our UU, but...
We could have Gunpowder pretty soon after Edu if we priorize it. Muskets are 80h, right? Those will be pretty good to whip (19/80) even works after forges (4/80)
Muskets ignore castles.
Iron is not needed for Cuir's either. They ignore castles too.
Galleons are strong enough for the water.
If we get SB to Pleased I don't see any danger from the AI. What a naval invasion?
Iron gets us Cannons and Cuirassiers.
Think of it, we put Red Cross (Medicine) in our Ironworks or Heroic Epic or West Point (Military Tradition) city, and they get free Medic 1 promotions. That means the 2xp promotion can be march!
Cuirassiers + Cannons (Steel) with March win against the whole universe, and they are both from techs that we must have.
Won't need to get Rifling like we would if we did not have Iron. Muskets and Trebs conquering all? hmm
At least with Rifling Industrialism would give us Infantry, so no Iron wouldn't be a deal breaker I guess.
Iron also helps with Ironworks production bonus and Eifel Tower construction.
You are right that Muskets (Free Combat I for us) whip good with Forges.
So do Missionaries now that I think about it.
Sitting Bull won't be Pleased until we gift him some techs.
I've lost my capital to a naval invasion on T0 before.
It was an aggressive Tokugawa that was plotting for 40 turns and I was too cheap to have naval units screening.
He unloaded ampibiously after the horns and took it.
In our game Whale City might be the weak link for naval attacks.
I worked through most of the PPP. Looks pretty solid other than a few tweaks.
Note that I did not get +5
on T63 from the chariot. I only got +2
Maybe I did something wrong? This meant that I was short on T65 and could only run the slider at 60%.
Also, on T59 I actually had 47
+24 (Your PPP shows +23). However, this seemed to even out because on T61, I had 33
+32 and you show 32
+33. Not a big deal but I just wanted to let you know what my numbers were so you don't freak out if the numbers don't match while you're playing.
So what are the open issues before you can play and when would you like to play?
Thanks again for checking this.
I will play Turn 55 in 15 minutes from this PPP
Then move the Settler T56, pause the game, and then upload.
Many of the things we are discussing can actually be decided upon after my turnset at the start of T65