The towns we are discussing lack the following non-cultural improvements (disregarding SAM, coastal fort, barracks/civil defense, power plant, airport, SE), listed in order of importance (IMO):
- Ville: bank, docks
- Kastle: harbor, bank, docks
- Oe-hah: aque, market, factory, court, bank, docks
- Mo: aque, market, factory, court, bank, docks
- Kristiansund: market, factory, bank, docks
- Oy Deer: None
- Nan: Bank
My feeling is that any town we hand off should contain at least aqueduct (and be size 7+), factory and market. It would take India 3 turns to reach Ville, another two to Kastle, minimum 6 to Oe-hah and more to the others. The crucial town in the reckoning is thus Oe-hah, but that shouldn't be a problem either.
We could short-rush a colloseum in Ville next turn to get the bank in 2, then release it to India on the turn thereafter. Kastle will finish harbor this turn, we can build three turns on bank and then rush it and release it to India.
Oe-hah should probably rush an aqueduct, then a market, then a court and finally a factory. It would be nice to have something to disband for at least two of those to avoid rushing with an empty bin (yeah I know, it will only cost us 40 gp to rush a worker, but still).
I'm not afraid of India's research capacity (famous last words). They won't get another town within three turns and there's no way they will beeline for Education. Feudalism is way more worth in the eyes of the AI than either of Mono, Theo or Edu, so they
will go for Feudalism before at least one of them. I think we can start the gifting right away.