Strategic Naming: Rename all galleys as follows:
Vet galley: FWS Christine; FWS Laura; FWS Brenda; FWS Patricia; FWS Julie
Reg Galley in or near Khazad Dum: FWS Lexington; FWS Boston; FWS Cambridge; FWS Concord; FWS Victorious
Northern Galley (watching west coast) FWS Plymouth Rock
Galley in Duck Pond: FWS Springfield
Galley in Unlucky Harbor: FWS Worcester
Move the Springfield to Charnel
Load the JT and the Swordsman in Khazad Dum onto the Christine
Load the MI Edward onto the Laura
Send the Christine and Laura east 1 and NE 2 from Khazad Dum
Leave all the rest of the KD galleys in KD for now. Load AC's and MI's onto ships. Load the injured JT onto a ship.
If my calculations are correct, we will have one MI that will not be able to load (ran out of movement). We have one AC (currently near capital) that will reach KD next turn. NEXT turn, load them onto the last ship. The main body will launch next turn, with the Christine and the Laura running blockade duty. The Laura will pick up the last JT (assuming that she is still afloat).
Take the 4 horsemen in Khazad Dum and move them north to the hills. If you want, I would like them named Conquest, War, Famine and Death, this would sort of add flavor to them...
Move Reg. Warrior in Thunder Falls to Charnel.
Move one AC in Charnel and the AC in Or towards Khazad Dum.
Savannah horse towards KD
Cities:
1. Emp: coastal laborer to plains; 2. Or: mined plains to coast? not sure if it really helps but the extras shields are unnecessary--so this is not critical; 3. Charnel: trees to grass (more food and still get unit at same rate); 4. Savannah: hills to mined grass--unit comes in same time and get food that way; 5. Kamina: plains to coast--unit comes at same rate and get more cash and food; 6. Klixus: shield grass to other grass; 7. Duck Pond: coastal laborers to shielded grass (from Klixus) and roaded desert (unit comes next turn!); 8. Magnopolii: coast to scientist or taxman; 9. Zoi: barracks? 10. Ryttyla: build galley
General Notes: The plan is to launch the main assault group next turn (with the two earlier galleys running screening duty). The AC's and horsemen not on the ships are to move north at a predetermined time to get the C3B army interested in a SW assault. They will not actually attack unless they have overwhelming superiority. The reason that AC's need to be included is that C3B knows that we have them, so they will be expecting them in the main assault. I figure to have 3 AC's in the feint (which will be come real if/when the C3B army is pulled back to deal with the main assault).
The primary objective for the main assault group is Fortaleeza, but I am not ruling out the possibility of heading for the Great Lighthouse if the bad guys are waiting for us at Fortaleeza. If we land at Fortaleeza, then we will head for Rio de Janeiro via the CoG plan. We have one settler amonst the invasion force to facilitate the latter attack.
I am not sure what Rik has in mind for our workers, but I did not bother with them as that is not in my job description and I don't really want to spend what little energy I have left figuring out something that Rik is perfectly capable of doing.
I did not go through all of the cities exhaustively, but do not think much more than the above will matter too much.
When I finished moving around laborers, we were scheduled to get Monotheism in 3 turns.
Edit: forgot two orders:
1. Move the FWS Worcester NE 3 spaces
2. Move the JT out on the east coastal region north 1 space (see if the C3B galley went that way)...note: if the Christine or Laura spots the galley, don't bother moving the JT.