SGOTM 9 - Smurkz

I made an alternative plan before I saw the one by Niklas - here it is. I intend to play tomorrow sometime.

Canning the Khan - Mongolia War Plan

A picture....
Smurkz_GOTM9_MongolLogistics_750BC.jpg


In this map, red dots indicate swords, yellow dots archers, blue dots horses, green dots settlers. In pink is indicated the first turn that a road will be available on this tile - counting the current turn 750BC as turn 0.

I think that all the dotted units, as well as the sword from Albu and the unmoved one from Beard can reach Red Square on turn 6, and enter Mongol territory on turn 7. A few more horses from the core might reach it in time as well (and they can arrive a turn later because they can catch up). A few settlers to quickly grab any open terrain would be good. This gives an attack force of 13 swords (1 elite, well done CB!), 4+ horses, 2 archers (1 elite). Chosing a smaller attack force doesn't speed this up by much, because the rear guard can catch up with the vanguard using newly laid roads. This should be more than enough for two attack stacks as discussed before, a main force for Karakorum, and a smaller stack for Almarikh, see the map below. I suggest 9 swords, 1 archer, 2 horse for the main stack, 4 swords, 1 archer, 2 horse for the secondary stack. With these numbers, the stacks can probably keep moving without waiting for stragglers. Both stacks should end up near the Carthaginian border around turn 15.
Other swords should move to the front asap, and will probably be needed as reserves or to beef up the strike force against Carthage. Some of the latecomers can defend our worker gangs, deal with that yellow settler pair, and with any units from Tabriz. Especially horses are good for this - swift enough to cover a large range.

Worker plan - needs the five workers roading jungle near Atroid:
Turn 0 - nothing
Turn 1 - four workers E of Atroid are done and move N
Turn 2 - three of these four workers help roading, the fourth moves N.
Turn 3 - the fourth worker starts roading the hill where our scout now is.
Turn 4 - the four workers N-E of Atroid are done and move N.
Turn 5 - the four workers road the hill and finish on this turn - meaning it is a good idea to move military units after these workers! This frees one worker who moves N.
Turn 6 - The hill worker roads, the gang of four moves north to the same hill.
Turn 7 - Gang of four roads.
Turn 8 - roading done, 5 workers free to move. If we send another worker up north to arrive at the end of turn 7, then we have 2 crews that can lay a road in 2 turns, or 3 crews that can do a road in 3, and they can do so just 1-2 turns behind our armies, which is excellent. If this extra worker arrives a little early, then the northern hill can be roaded 1 turn sooner.

Battlemap/dotmap for the north. I'm not so sure about the south eastern settlements. Tabriz will stay in hands of Mongols, so we cannot settle that (and need a new road, then).
Smurkz_GOTM9_MongolBattlemap_and_Do.jpg
 
Methos said:
Sorry guys, I've forgotten how much preparation it takes to get ready to leave for a week. My wife and I very seldom leave our house for more than a day or more so a week is a lot.

Please go ahead and skip me. We don't leave until Saturday afternoon but I'm extremely busy. Try not to finish before I get back please.:D

Enjoy! We'll try to play slowly, shouldn't be too hard :D.
 
CommandoBob said:
Minor question, not a dissent
If we attack the Mongols, which makes us the aggressor, what happens to the War Happiness?

Adding to what CF said: while in Despotism, we can benefit from War Happiness, but we cannot suffer negative consequences from War Weariness. It is true that we might lose the War Weariness Effect when we fight the Mongols.
 
Actually, seeing the dotmap in its full glory, I think CF's idea regarding Tabriz and Almarik is good. The only place where we can't settle either ring 5 or 10 is in the SE corner. The yellow dot marked there will make the perfect prison! Two plains, one lambs, three deserts, two mountains, and a bunch of coastal tiles, if we can out-culture that town in the nearby pink and purple dots. Until we can set that up, we can leave them Almarik since that won't disturb our RCP any. :)
 
Hey everyone, just letting you all know that from December 4th until December 11th my wife and I will be taking a Carnival cruise in the Caribbean. I will not be able to play my turns during that timeframe. There is internet on the ship so I might check up on the games once or twice but nothing more.

Note: Please skip me as of this post and all days up until December 12th. Our returning flight lands around 10:30 pm on the 11th and we are not expecting to get home until 2 or 3 am on the 12th. So anytime from the 12th on I will be able to resume play. Thanks!

:wavey:
 
Niklas said:
Actually, seeing the dotmap in its full glory, I think CF's idea regarding Tabriz and Almarik is good. The only place where we can't settle either ring 5 or 10 is in the SE corner. The yellow dot marked there will make the perfect prison! Two plains, one lambs, three deserts, two mountains, and a bunch of coastal tiles, if we can out-culture that town in the nearby pink and purple dots. Until we can set that up, we can leave them Almarik since that won't disturb our RCP any. :)

Both options are ok I think. Main drawback of letting Mongols keep Almarik is that it's a town with potential right now, whereas Tabriz needs a lot of improvement. Main drawback of letting them keep Tabriz is that it cuts our road (in 1 tile) and has iron.
Both towns have coastal access (but Tabriz cannot grow enough for settlers until jungle is cleared or harbor is built).

------------------

Something different: do we want to settle the red square/pink dot S-S-SE of Karakorum?
And do we want to settle in the south anywhere, or shall I send all settlers north?
 
zyxy said:
Main drawback of letting Mongols keep Almarik is that it's a town with potential right now, whereas Tabriz needs a lot of improvement. Main drawback of letting them keep Tabriz is that it cuts our road (in 1 tile) and has iron.
Both towns have coastal access (but Tabriz cannot grow enough for settlers until jungle is cleared or harbor is built).

Almarik would be easier to develop; no jungles to clear at 12 worker-turns per jungle tile. But is a distance of 8 from the capital. As I understand RCP, this would make the seven Ring 10 cities on the third distance rank, not the second.

I like Tabriz for three main reasons, all defensive.

One, if we take it now, we do not have to worry about the jungle road being attacked and pillaged by some drunk Mongol warrior.

Second, it would reinfoce Canal City if India ever got spunky enough to actually attack us. If we let Tabriz stay Mongol, I can see a time when India wants to move north. India and the Mogols somehow manage to pull off a coordinated attack against Canal City and it falls, being attacked from two sides. And now Atroid has problems. (Yes, it could happen. Spears do somtimes beat tanks.)

Third, if we take Tabriz, then the Mongol captial becomes Almarik. It will pushing its cultural boundaries against our new productive captial and the powerful Ring 5 cities. No contest; Purple beats Yellow. (We would need to settle the red square/pink dot to keep Almarik in its place.) If Tabriz were the capital, its culture would be putting pressure instead on two weak and underdevolped cities; Atroid and Canal City. Plus, cultural expansion could cut the jungle road (two expansions).

Tabriz takes a lot more work than Almarik, but the last Mongol city/captial is weakest and safest (for us) when closest to our capital and core.

Or have I missed something? :confused:
 
I think CommandoBob sums it up quite nicely. :)
In particular I find the third point important, we could not expect the weak towns like Canal City to maintain enough cultural pressure on Tabriz.

There is of course the matter of perspective. There's really no doubt that Tabriz is ill suited as a prison in the long run, by CB's (second and) third point. But Almarik is not really good as a long run prison either, it's simply too good and will in particular steal one of the lambs from New Karakorum. The good prison tile is the yellow dot, but obviously we couldn't build a prison at the yellow dot as long as Almarik is still there. So in the long run it might be best after all to let the Mongols hold Tabriz for the time being, build the YellowDot prison, gift it to them and then take Tabriz.

And thinking even further, why should it be the Mongols that are imprisoned there? We could found YellowDot and gift it to the Ottos just prior to attacking, then we could take them out completely in the north. And after doing that we could gift a tundra town like Uskudar to Carthage before going after Theveste. And finally we could settle the tip of the Theveste peninsula and gift that to the Mongols, then take Tabriz.
Benefits of this approach are that it will suit the timing better (we'd want to wait 20 turns before redeclaring in each case), and it will also reduce the odd flip chance since our towns with foreign nationals will then be far away from that nation's capitol.
The drawback is of course CB's point one, and the cutting of our road. If we leave Tabriz for the time being, it will be a problem for a while and we'd need to keep troops in the vicinity to guard from angry pillagers. Also we'd have to re-pull the road across two jungle tiles somewhere further west, but that is a minor problem in comparison.

All in all I think this chain of imprisonment is probably the best approach, so my vote is to leave Tabriz for the time being and take out (keep or raze) Almarik.

EDIT: zyxy, you shouldn't use ---- as a delimiter that late in your posts, I mistook your question for part of your sig. :crazyeye:
Anyway, the site in question would be really poor food-wise, except for the fp's that we probably want to save for New Karakorum. The only reason we would want to settle it is to push back the borders of YellowDot. But to what avail really? YellowDot would get an extra hills and an extra desert, nothing that will help them grow. And not settling that tile would put all the ring 10 towns at rank 9 instead of 10 for some extra fraction of production.
Hmm, perhaps we could then even move YellowDot one tile NW to keep them off the coast. That would mean giving them a few more desert tiles from New Karakorum, nothing we should worry about unless there are some precious resources there.
 
The QSC stats are up here!

And it's a really interesting reading I tell you, we're doing tremendously well! :goodjob:
 
It seems discussion has died down, so I'll start playing.

If I read it correctly, then CF and CB want to Mongol cage to be Almarik, WD didn't vote, Niklas wavers a bit but votes Tabriz in the end, zyxy votes Tabriz as well, and Methos is cruising.

There's little in it either way, because it's a temporary cage anyway. So I'll just see how it develops.

:king: :king: :king:

(How's that for a delimiter?) Those stats sure look nice! Of course all the C3C teams had the Republic Slingshot, so they are expected to have more techs than we. We have the highest unit count by far, because of our early war strat, and are (shared) no 1 in population size, but somewhat average in city count. Wacken and CDZ each have 3 granaries, so maybe 2 settler factories and 1 worker factory, explaining the higher city counts. Also, these guys have probably been in Republic for 20 turns now, so they can grow much faster. All in all, nice stats. Well done, all! :goodjob:

Now let's see if India can keep up with us :).
 
Niklas said:
And thinking even further, why should it be the Mongols that are imprisoned there? We could found YellowDot and gift it to the Ottos just prior to attacking, then we could take them out completely in the north. And after doing that we could gift a tundra town like Uskudar to Carthage before going after Theveste. And finally we could settle the tip of the Theveste peninsula and gift that to the Mongols, then take Tabriz.

So, we build the town someCivsNewCapitalToBe for SomeCiv in a desolate, remote location. Just before we engage in pointy-stick discussions, we gift someCivsNewCapitalToBe to SomeCiv. They claim someCivsNewCapitalToBe as their own. We then proceed to exterminate SomeCiv, leaving them with only one city, someCivsNewCapitalToBe, where there they will spend the rest of their turns, being quiet, peaceful and forever at size 1.

Oh, now that is sneaky, low down, underhanded and very, very effective. :woohoo:

I wish I had thought of that! :goodjob:
 
Ehum, zyxy, you forgot to post the low-down on strategy for this turnset before playing. :p

But really, I'm serious about this. You, CF and me in a row should be able to set a good standard for this. I'm sure you won't need it for your turns, we've discussed the invasion for quite some time, but it's good practice in any case. So even if you've started, before you post your turn log please post a note on strategy as well. :)
 
Niklas' QSC meta-game analysis
Aye, I just can't stay away from the meta-game, I find it highly stimulating. :)I tend not to compare with the C3C teams, other than for the fun of it, but in this case it will be interesting in a few places.

Expansion and production
Wacken and CDZ have clearly opted for farmers' gambits again, loads of towns and workers (and CDZ have 4 settlers as well :eek:) but only a handful of military units, certainly MPs.

It's nice to see that we are even with all the other PtW/Vanilla teams in city count, despite the smaller territory shown on the graph, I've been wondering about that. And remember we had a town razed in 1050 BC too. Throw in the fact that we have far more units as well, and the general picture is that we are outpacing them so far. Xteam does have three libraries at 80 shields each though, and another questionmark is that both tao and Peanut have 350+ shields collected, more than 150 above us despite our FP build. Are they building a wonder I wonder?

The population numbers are interesting, only Xteam of the PtW/Vanilla teams can match our happy/content/unhappy ratio, suggesting that the rest have only the incense hooked up so far.

Research
Tech-wise, we're once again the top dogs of the PtW/Vanilla crowd. There's nothing to be done for the C3C teams of course with the slingshot so no need for a comparison there. Xteam has gone for early Literature and libraries, that explains their spiking culture graph. They'll clearly run ahead in tech for a while (not that we'll see it), but we should be able to catch up easily with a second core. We should probably go for Literature right after Republic, once we have the second core in place it's libraries we want.

None of the other teams had both Philosophy and Code of Laws at 1000 BC, so they can't have started on Republic by then. At that point we were 31 turns from getting it, suggesting that we might even be the first of the pack to get it. Xteam with their libraries are the only real contender.

Foreign Affairs
Now this is where the C3C comparison gets really interesting. All the PtW/Vanilla teams know only the 4 civs on the home continent, but three C3C teams have made it off to meet someone else. Most notably Jeffelammar who knows all the 3 remaining AIs. But what is really interesting is that they've managed this with Curraghs only! This suggest clearly that it will not be all that hard after all, possibly we won't even need suiciders with DNM in place.

Military
The numbers speak for themselves. We are by far the top dogs in this category, we have way more units than anyone else in sheer numbers, and they are generally stronger at that!
The situation could of course change one turn after 1000 BC as some other team gets iron hooked up - or? No, it couldn't! Because none of the other teams, with the notable exception of Jeffelammar who probably did some profitable trades, have the money to upgrade more than 5 warriors to swords! We're actually close to second place in money, and that after upgrading 10 warriors already! Not a chance that anyone will match our conquering of the northern lands (even after having lost those 5 turns ;)).

Summary
The picture is very clear to me. In all categories are we on par or above the rest of the PtW/Vanilla teams, and looking at the situation ahead things are even more in our favor. I can't help but get the feeling that we have caught some nice wind and will rush ahead for some time to come.

But then again, who cares how well we do, it's India that counts. :D
 
Niklas said:
Ehum, zyxy, you forgot to post the low-down on strategy for this turnset before playing. :p

But really, I'm serious about this. You, CF and me in a row should be able to set a good standard for this. I'm sure you won't need it for your turns, we've discussed the invasion for quite some time, but it's good practice in any case. So even if you've started, before you post your turn log please post a note on strategy as well. :)

You're right, I should have done that, sorry. Here goes:

Long term strategy

  • put Mongols, Carthaginians, Otto's in a cage.
  • further develop existing core
  • develop northern half of the continent as palace core, do a free palace jump
  • explore overseas to meet new targets :D
  • become a republic and research as fast as we can
  • really long term: shoot India to space :)

Objectives for this turnset

  • move army north, and start invading Mongolia. Detailed plan is here.
  • complete FP and improve terrain around FP.
  • continue building settlers, workers, boats and military units (a mix of swords, horses and cats), no buildings.
  • send settlers and some workers north, military as well, except for small homeguard. Workers should develop the area around the FP and continue the jungle road.
  • use boats to explore, possibly suicide runs.

MM

  • 'heim does settlers, Oy workers, the 4 rax towns military, Beard FP -> cats and possibly rax, other towns a mix of boats, cats, workers and settlers.
  • delay settler in heim, so that production of new settler starts at size 3 with 15 food in the box.
  • Beard can do 10 shields after FP is done.
  • scientist can move to a town that cannot grow (Atroid).

And then of course I should have waited for comments :p
 
EDIT: partial turnlog - read to the end and you'll see why. Feedback needed.

Turn 0, 750BC: Objective is to launch an attack on Mongols asap, and prepare for a (hot) war on Carthage right after that. We have enough forces to take out Mongolia, but Carthage is larger and has strong defense, so we would like some more units, a mix of swords, horses and catapults preferably. We also need settlers and workers to establish the northern core, and ships to explore. So 'heim will do settlers, Oy workers, Beard FP -> cats, the 4 rax towns swords and horses, and all other towns ships and cats.
I wake all swords and send the ones that can still move to the north. Mongolia, here we come!

We research at min, and the scientist should go where we cannot grow: Atroid. Canal City gets a taxman because it can also not grow until we chop some jungle. Kalmurkz can use a grass tile and grow, besides it will become a decent town once the FP finishes in Beard.

I am thoroughly amazed that CF can figure out how to MM 'heim just from reading a log. Anyway, he's right: I slow down production, and give the good tiles to 'grad and 'adelphia, who will finish their builds a turn earlier this way.

Oy deer is MM to do worker in 1 at 3 fpt. Beard loses a wasted shield and gains a food by using the grass tile that will be mined this IT. 'food gives the irrigated fp to Albu. Ol' Smurkz switches to the FP that will be irrigated this IT. Atroid switches to galley. I will MM every turn, but I will not write it down.

lux tax can go to 0%, saving 4 gpt. Checking with Hannibal shows that our WM is worth 55-60 gold pieces to him, so I will not sell it around for small change. Nobody except Hannibal has anything but small change :). Hannibal has Currency, unusual preference for an AI.

IT: Carth archer attacks and dies. Our sword loses a hp but promotes to elite. Good! settler pairs head back, not what I want. I want them near our core so that we can whack them when the time has come :evil:
Oy worker -> worker.

Turn 1, 730BC: our galley ventures out and spots
Smurkz_SGOTM9_730BC_Vinland.jpg

Vinland?
We'll pull back to the safety of the coast this turn, and use our "oceanic overdrive" to get across next turn.

Swords keep moving north. I see that CB has blocked the neck of the choke ( or how do you say that? he choked the neck? :crazy-eye: ) to stop the settler pairs. I open the choke again, to entice the settler pairs to come down again. We can always close it again later, and dance with the settlers :). Two warriors move to Beard as MP. One sword goes to the NW choke, just in case. I order some workers to improve the floodplains.

IT: 2 Ottoman settler pairs head our way, but the Mongol one does not reappear from Tabriz unfortunately.
Smurkz_SGOTM9_730BC_Walhalla.jpg

:dance:
We set production to catapult. Beard now produces a clean 10 shields per turn. We need to mine those Olives.

Turn 2, 710BC: Everyone now has MapMaking. India is only Philo, CoL and HBR behind. This means we can soon expect Indian landing parties, I'll keep some horse and swords in the core, in particular, I park a horse on the incense tile, and send our scouts back home. Upgrade one of the regular warriors just in case, better safe than sorry. Our galley crosses the ocean and finds what looks like a small island. Our cities have gained some productivity.

IT: The Mongol settler pair is heading NE from Tabriz? 'heim settl -> settl. Oy worker -> worker. Albu worker -> cat.

Turn 3, 690BC: reinstate the block at the choke. Galley sails along the island.

IT: Our galley fends off a barbarian. settler-pairs head back. Mongolian one keeps going NE. Will try to intercept. 'grad sword -> sword. Beard cat -> cat. Carthage has built the Oracle - we can only wonder why... The Ottomans switch to Pyramids (in Istanbul), would be nice.

Turn 4, 670BC: spot a barb camp near the western choke.

IT: Hannibal calls and offers a straight peace. Bad luck! Mongol settler pair heads N. Beard cat (aided by chop) -> cat. Nan horse -> horse. Mongols also switch to Pyramids (in Karakorum).

Turn 5, 650BC: our archer disperses a barb camp. Our galley crew decides to head into the unknown and finds itself surrounded by endless water...

IT: a third Ottoman settler pair shows up. 'adelphia horse -> horse. Oy worker -> worker. 'food cat -> settler. Our galley is unfortunately lost.

Turn 6, 630BC: Our armies move to the border of the oblivious Mongols. Our horses scout the terrain, but see no sign of the Mongol settler pair. Hiding behind Almarik, or on a boat perhaps? We'll have to be a bit careful that the Ottomans do not steal our land when we autoraze Carthaginian cities.

Pause for dinner and such, and reload a few hrs later.

IT: Another Mongol settler pair appears from Karakorum and lands next to our attack stack :cool:. A barb warrior approaches Albu. 'heim settl -> settl. Beard cat -> cat.

Turn 7, 610BC: Tabriz has gone from size 2 to size 1 - a whip? I dispatch a horse to deal with the barb threat.
For some reason the Khan is happy to see me. He's not so happy after I tell him the reason for my visit. Our elite archer whacks the regular spear of the Mongolian settler pair, and we have a decision to make:
Smurkz_SGOTM9_610BC_GL1.jpg

:dance: :band:

Pyramids in Atroid? It's a city we'll want to keep. Our science city Hippo is still another 20 turns or so in the hands of evil Hannibal. I'll wait for your comments before continuing. Our frontline armies have not been moved, except for the archer. GL has not moved either.
Btw, the name of our hero is Healfdene (Helper of the Danes?).

The save for your information. Oops, should have attached it.

NOTE to SGOTM police: this is 2 reloads in short succession. I usually pause before starting a war, and in a team game also when getting an early GL.
 
zyxy said:
Pyramids in Atroid?
The only other choice would be the great Lighthouse. With it we could go visit our new neighbors more safely. But, it has an expiration date and the Pyramids do not.

And why use a leader to save on a few galleys? That is false economy.

Having the Pyramids in the new capital would be better than in Atroid, but that is too far in the future. And we might miss other leaders.

So, I guess give the mayor of Atroid an early Christmas present: the Pyramids.
 
The Pyramids would be great to have, it would tremendously speed up establishing the second core. But what point of holding them after we've done that, and all the towns are up there at size 12? Nah, better build them somewhere so that we can benefit from them while building up, and then when that time comes "hand them over" to Gandhi. That would help him rebuild what he will clumsily raze while taking over our lands. :)

If we do rush the Pyramids, we should be aware that we can probably kiss the Colossus goodbye, due to the cascades. We can hope it ends up in a nice location off shore so that we can capture it later and make it the center of our third core.
Or we could gamble that Istanbul gets those weird pointed structures (not likely) and save the leader for a possible Colossus. We probably wouldn't get it anyway though, unless none of the offshore civs have a nice coastal town to build it in, and we can head for Istanbul fast.

Nah, too many ifs. I say build the Pyramids, somewhere in our old core where the border expansion counts. Delphia for the fish, or Olive for the Deer? We'll get the latter soon enough when we settle a town right N of it, I'd probably go for Delphia. Don't forget to sell off our old granaries first (if that's doable without disturbing the rhythm). :)
 
I'd never have thought of giving away the pyramids, but Niklas is right. The AI needs helps to emphasize growth and would never build granarys unless there was nothing else to build. India will need to surge to catch up from the late start we're giving them.

However, I'm not willing to part with it that early. I would put it in HotB or in the town west of 'Food, for the culture expansion. After all, India is going to take possession of Hiem to move our palace, right. Don't the rules say it has to be lost to an enemy to jump the palace?
EDIT:
AlanH said:
As a special concession in view of the unusual challenge of this variant, we've decided to allow the Classic teams to jump their palace with no constraint if the jump occurs because their current capital is captured by the Indians. This is not to be construed as any kind of clue to an appropriate strategic direction. Your guess is undoubtedly better than mine on how to play this game. It simply allows the Classic teams the same freedom in considering their options as the C3C teams.

I like the rotating prison strategy too. No one will end up where they are now, so leave them whichever city you want for the time being.
 
No, we don't have to part with our capitol quite that early. We are allowed to jump our palace through the normal abandonment, the quote above only says we're allowed to jump with no constraint, meaning that if we use the normal means we must take care not to abuse the rank corruption bug. This in turn means we may not jump the palace until we've built or captured a fair number of towns around GreenDot.


I thought of a possible different use for the GL, perhaps we should go for New Ta-Tu as our science town after all? Then we could found it fairly fast and immediately rush the Colossus. Not sure though, as zyxy noted earlier the building capacity at that site is really bad, and in particular it would require us to work a lot of commerce-low tiles. Chances are we'd just shoot ourselves in the foot, we can't rely on leaders for Copernicus and Newton as well. No, my vote still goes to Pyramids in Delphia.
 
ControlFreak said:
I'd never have thought of giving away the pyramids, but Niklas is right. The AI needs helps to emphasize growth and would never build granarys unless there was nothing else to build. India will need to surge to catch up from the late start we're giving them.

Indeed. Good thinking, Niklas! I think a granary in every town easily helps as much as the Colossus. And who knows, we might get another GL.
I would prefer Olive over 'adelphia though: the Deer will be useful now, the fish is just a 2 food, 2 gold tile and will probably not be used until we are a republic (and it becomes 3 food, 4 gold). We'll eventually build a temple and a lib here anyway, probably soon after going republic.

Question: does the AI never raze a city with a wonder?

Notes:
- Pyramids do not work across continents, so won't help us setting up a new FP core overseas. Meaning India can have them when we're done growing and settler building on this continent.
- Of the two towns prebuilding on our continent, Karakorum is not at the coast and so cannot switch to GLight or Colossus. Istanbul can, and I do not know wht the AI usually choses. If we want, I can open an embassy with Otto's to see how far they are, but it would probably not affect my decision unless perhaps if they have Pyramids nearly done - which is very unlikely, they couldn't build Oracle a few turns back.

However, I'm not willing to part with it that early. I would put it in HotB or in the town west of 'Food, for the culture expansion. After all, India is going to take possession of Hiem to move our palace, right. Don't the rules say it has to be lost to an enemy to jump the palace?

No. The rules allow two ways of free palace jump: the normal one, where you need to jump to an established core, and a jump by letting India capture your capital, in which case the palace is apparently allowed to jump to the middle of nowhere.
Let's not build the Pyramids in 'heim or Beard, as we may have to abandon those towns.
 
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