War Plan (Go / No-Go decision will occur T146)
To get 30xp for a Great General, beating up on Sitting Bull by burning down Poverty Point and then fighting Dog Soldiers and Longbows on open ground is a decently cheap way of doing it.
Trireme + Caravel vs. Galleys is also a good match up at sea for many turns.
We don't want too much war weariness, so we will just be burning down the 1 city, killing any navy, and pillaging mostly.
Silver City, Canal City, and Whale City should all have a +2

buffer due to anger wearing off in 10 turns and whale resource coming online, so WW should not be a problem.
"Fight brothers and sisters of the faith" anger only occurs in Size 13 cities I think and we don't have any of those.
-3 diplo from DOW
-2 diplo from razing city
-2 diplo from losing Open Borders
After the war is done, hopefully we can sign Open Borders with a Pleased or Cautious Sitting Bull for trade routes with 5 or 6 AI cities since all of our cities will have 4 trade routes due to Free Market.
So we will be aiming to have a Spy perform Revolt on Poverty Point (which is on a hill +25% defense) before the DOW, or if the city is only 20% defenses perhaps move the spy down to the capital?
Amphibious attack from our territory with 4 Muskets and 2 Chariots should be possible.
The defenders get a +50% defense bonus due to the sea attack.
T135 Screenshots of the World
T135 - Revolt to Nationhood
T135 - T136 Tech Optics
T137 - Gunpowder
T141 - 2nd Golden Age triggered with Great Artist on Deer tile and a Great Person from Cow City or Profit City
T135 - T139
Science City -
Spy
T140 - T142 Science City -
Chariot
T143 - Science City - Another Chariot for Scout hunting?
T137 - T138
Clam City -
Galley (
2 chops land T138 24

x2)
T139 - T142
Canal City -
Chariot (
chop lands T142? from near Clam City 24

)
T143 - T144 Chariot moves to mine 2S1E of Canal City
T145 - Chariot boards the Clam City galley which now has 1 Musket + 1 Chariot
T139 - T140
Cow City -
Caravel 60

(
chop lands T138 from
4N of Cow City (20

?) and
chop lands T140 from 3W1N of Cow City 24

)
After each chopping a forest, both Workers build that fort 3W1N of Cow City from T140 to T146. Then roads that fur camp T147.
T135 -
Silver City finish workboat for 2nd whale resource to trade with Peter?
Perhaps delay this until T145 when we get a ton of money from trade mission.
T135 - T139
Profit City -
Workboat for whale resource
Draft Musket
T138 - Profit City, Cow City, Clam City (Clam City keeps +3 Rep

since it remains larger than Cow City)
T140 - Profit City
T138 Profit City Musket - Start marching 3 tiles east. Board Galley T141.
Galley Plan
Clam City Galley (born T139)
T139 - T141 Clam City new galley sail to 1S1W of Canal City
T143 - T144 Grab Clam City Musket and Spy and sail into Poverty Point. Unload spy in city.
T145 - Sail to 2S2E of Clam City and pick up Chariot.
Galley 5S4E of Silver City
T135 - T139 Sail to 1N1E of Profit City.
Pick up Great Person.
T140 - Pick up newly draft Musket and sail to 2N3E of Profit City.
Drop off Great Person 3N4E of Profit City
T141 - Sail to 2N of marble, pick up 2nd Musket, then sail to 5S of Science City with +1

from Circumnavigation bonus
T142 - T145 Sail to 1S1E of Canal City
Galley 1S1E of Silver City
T135 - T138 Sail to 2W1S of Cow City and pick up Musket
T139 - T140 Sail to 3N3E of Profit City
T141 - T144 Sail to 2S1W of Canal City and pick up Chariot from capital
T145 - Sail to 1S1E of Canal City
Galley 2W of Whale City
T135 - T141 Takes Great Merchant all the way to Vlad
T142 - Moves to 2S1E of Vlad to meet new AI, then sails home to help with Sushi
Caravel Plan
If Great Merchant born in Profit City, it will reach the mainland on T140
It can board the Cow City Caravel produced on T141 and sail to Silver City
The Caravel can explore a few turns before coming back for Sushi exec.
Upgrade Trireme 3E1S of Canal City to a Caravel on T137 for 50

T138 - Great Scientist boards and the Caravel sails east.
T139 - T140 keeps sailing east and then southeast to get +1

circumnavigation bonus in between T140 and T141.
T141 - If no land spotted, immediately head back to keep Clam City safe from Sitting Bull galleys
Trireme
T145+ Guards the southern flank of Canal City 4S1E of our territory.
Any blockade of the Sitting Bull capital would promote SB to build Galleys.
We can get more aggressive with this boat once we have the Canal City Great Person born on T147.
Spy
T144 - Unload in Poverty Point and immediately start building spy bonus
T146 - With -20% cost from waiting, trigger City Revolt for 0.8*754 = 604

out of our total of 612

Definitely if the city has 40% defenses from popping borders at 100

due to Totem Pole being there forever.
If city is 20% defenses, reconsider using spy revolt.
T146 - If Spy succeeds, attack Poverty Point with 4 Muskets and 2 Chariots from the sea.
Here are Combat I Guerilla 1 Musket Ampibious attack odds against City Garrison 2 Drill 1 Archer in Poverty Point:
Musket 9.9
Archer 3

1-2 First Strikes
+95% City Defense with promotions
+50% Hill
+50% Amphibious defense
+25% Fortify
+20% City culture borders
3*3.4 =
10.2
City has
20% defenses
9.9 vs 10.2 with 1-2 First Strikes is
27.08% chance to win
6.23% chance Archer is left with 100/100hp
12.08% chance Archer is left with 81/100hp
15.02% chance Archer is left with 62/100hp
City pops borders at 100

and has
40% defenses
9.9 vs 10.8 with 1-2 First Strikes is
24.11% chance to win
7.04% chance Archer is left with 100/100hp
13.22% chance Archer is left with 81/100hp
15.94% chance Archer is left with 62/100hp
Spy succeeds at city revolt reducing city to
0% defenses
9.9 vs 9.6 with 1-2 First Strikes is
55% chance to win
2.68% chance Archer is left with 100/100hp
6.73% chance Archer is left with 80/100hp
10.31% chance Archer is left with 60/100hp
Combat 1 Chariot 4.4

(+100% attack vs. dog soldiers) has an easier time with 4

Dog Soldier with +100% defense bonus (50amphib, 25 fortify, 25 hill)