I did some test battles in world builder.
War: I plan to DoW asap. With a chop and working plain forest or a 2-pop I could get a spear in 2. (I would chop him.) Then start the march straight for cap. I intend to bombard. I usually always bombard when using siege stacks, only attack without bomb with mounted, is that something you often do Sampsa?
Otso, good testing, but there are some things I didn't perfectly understand.
Vs a walled city, a cat bombards only -4% per turn, so 6 cats bombard -24% per turn. Timbuktu has 60% so it's 2,5 turns of bombardment. In that time he will reinforce the city with some units. Only one extra skirmisher might be a bit optimistic? He might be able to move in more troops from other cities too. Or are we talking about one turn of bombardment (=attack against 36% defenses)?
Bombardment feels wasteful to me every time it takes more than one turn and attacking directly would win the city (but surely take some more losses). However, according to Otso's tests the losses would be too severe in this case.
Reinforcements will go for Djenne so we need actually two spears.
I am starting to see the good side in the original suggestion of attacking Djenne first. It would cut off his horse (right? check it if possible). The main point however would be that we wouldn't be in such a hurry to take Timbuktu so we could afford to bombard and move main attackers across river etc. Heal after Timbuktu of course, don't waste time healing in Djenne unless mandatory. Those two cities are critical for this war, others are small and won't contribute a lot for his troop production.
I'm ok either way, Djenne first or Timbuktu first.
Main stack might go for kumbi saleh after capitol (and when it's mostly healed). vults shall e promoted mostly to cr, but I'd like to get a medic so one should get combat and medic promo from battle. I might fight some battles unpromoted for promotion healing if they're +95%.
I like the medic-idea and I'm afraid the GG will come too late for this war to be used as a super-medic.
Builds: all cities build army, we need more cats, so main focus on them. Lag whip the gran, then vult. btw isn't the ideal gran whipping time when the bin is already half-full? Eridu: spear, finish vult, cat... Uruk: spear, cat...
Maybe just one spear if Djenne first, doesn't matter much though. Possibly try to get medic promo for the spear? Fish-gold city (Kish?) should work plains hill and stagnate at size 3 for now (or well, grow really slow with 1

surplus). Later the city will get a granary and a lighthouse of course and then the 4

tile is actually weaker than 2

1

or 2

2

. With no granary 4

win.
On granary:
Please read this even if you think you understand granary perfectly, as it's easy to misunderstand some detail.
Whip when

bar half full is a good rule. Whip before

bar is half full is even better, but it's not perfect. It also depends on your food surplus.
Granary stores the food starting from the turn granary is built (not from the turn it is whipped

). The max size of granary is half of the current food bar size. Thus, we whip it, will be at size 1, food bar = 22

-> granary can store 11

. So the get max benefit from it, we need to finish it so that we put at least 11

into the granary before hitting size 2.
Whipping it now would produce the following:
T91 9/22

+5
between the turns granary done and will store food starting from next turn!
T92 14/22 +5 (gran has 5)
T93 19/22 +5 (gran has 10) Growth! Overflow 2

and granary's 10

dumped into next food bar.
T94 12/24 +5 (gran has 5)
T95 17/24 +5 (gran has 10)
Whipping it next turn would produce the following:
T91 9/24

+5

(wins 1

from worked tile but might lose 1

as maintenance is higher!)
T92 14/22 +5 (gran whipped this turn)
T93 19/22 +5 (gran has 5) Growth! Overflow 2

and granary's 5

dumped into next food bar.
T94 7/24 +5 (gran has 5)
T95 12/24 +5 (gran has 10)
So in this case, whipping this turn wins 5

compared to whipping next turn. Whipping last turn (immediately after growing to size 2!) would have been 1

better even. I didn't use the game when generating these calculations, so apologies if there is a mistake somewhere.
Workers: chop like fiend. Though elephant camp shall be finished.
Since you are whipping a vulture at size 2, camp is unnecessary right now and chops/road 1NE of Lagash might be more beneficial.
Tech: option tradewhore and music beeline.
About future techpath: what about optics beeline after music? That way we would get earlier intercontinental tech trade and intel about ai progress.
I just realize that I made a mistake in this post:
How to get astro quickly? GS lightbulbs. How to bulb it? Avoid CoL

and the bulb path is calendar-IW-compass-MC-machinery-
optics-
astro
It's not avoid CoL. It's avoid Civil Service! While it's a good tech unlocking a great civic, that civic is not that useful for us right now (no academy, only 2 cottages in capital) so I think going for optics-astro bulbs is very good. Philosophy will be added for that GS bulb-path I mentioned, but it's a good tech for us anyway.
So what I think we should do is to get some (at least 3) GS's for bulbing philo and 2xastro. Optics and machinery are ok to bulb too, though they cost only around 1000

. If we use GS's for bulbing and not golden ages, MoM goes down in value. After music we can go calendar/compass/MC depending on the circumstances.
This brings me to the next question: what is our preferred victory condition? If domination/conquest/diplo I like astro beeline. If space, MoM might be too good to pass. I have never tried space in BtS btw.
Edit: Oh btw, if we try to get an early astronomy, the Great Lighthouse would be awesome. I guess we will be too late for it though.
@sinimusta: capturing workers during the war would do us much good. Use Sandels wisely.
