
One quick thing: does our southern galley have to pillage? If we move it over the crab and then move it away won't the city be forced to work a different coastal tile? I think pillaging costs 1 movement point so that could help us out if we wanted to use that second galley eventually.
Teddy, I went in the game and did some obvious moves. All ambiguous ones I'll bring up in chat in roughly an hour.
Edit: I ran 5 sims with our projected military force, assuming we drop 2 catapults in to bombard before the remaining 5 show up (which I think we should do). EDIT: No, we should get all 4 catapults to bombard.
Results of sims is that we lost all 7 catapults every time, and lost 1, 3, 3, 4, an 3 axes. I think it's safe to say that we'll have an estimated loss of 7 catapults and 3 axemen, but that still leaves about 15 units that can still guard the city the following turn, not including Yossarian's quechua. And furthermore, I gave all of Rome's units the full 25% fortify bonus. He lost 1 axe from Ravenna so it looks like that axe won't get fortify bonus. This also assumes we promote 2 axes to combat 1 when we put the stack on the hill this turn, to protect it from an attack if Barteq decides to attack us on the silver tile. And also assumes all catapults get city raider 1 and they all attack. The 2 catapults unloaded by the galley can bombard the city down to 24%. By the way, I suggest our chariot in Rome's land move to the hill south of marble. The next turn he goes 3-9 and should be safe from anything except chariots. We also need to remember to pillage that silver tile with the 1 chariot we have in the 'major' stack before it moves. (Just in case it causes them to lose a citizen that could let them grow another size).
To recap the military moves: (Since my previous paragraph was pretty awkward)
1. Unload 2 catapults with a galley on turn 130. On turn 131 they bombard, bringing Antium down to 24% culture bonus.
2. On turn 132, we have all units in place: 2 spears, 2 chariots, 7 catapults (all city raider I) and 14 axes (2 are combat I, and 9 are city raider 1).
3. Attack with all 7 catapults, probably losing all battles.
4. Attack with city raider axes, followed by combat 1 axes, followed by other random stuff.
5. I'd keep at least one (hopefully both) chariot behind so that it can pillage any incoming road.
6. Our chariot in Rome's land will need to do some maneuvering to avoid Rome's 2 chariots. We want those chariots in cities, not out in the open.
7. When our stack is on the silver tile and about to move, pillage the silver tile with its chariot before moving that chariot, since that might prevent Rome from getting some extra food they needed.
8. Related to that, let's move our galley near the crabs and pillage it. Might as well get rid of the annoyance right away.
Domestic moves:
1. I move the Missionary to Berkeley, next turn he spreads.
2. I moved Princeton's catapult down near Illinois and will transfer some more military so long as it doesn't hurt happiness.
To consider:
1. Classical_hero has 2 furs. We have an extra spices because we don't have trade with DT anymore. We can give it to him. Alternatively, find someone to sell it to, but I don't see any good options other than Yuufo/Bisons. Aivo doesn't have the gold now.
2. Capital: build wealth?
3. Extend NAP with ARki to turn 180
Worker actions:
1. I'll chop worker who's on stanford forest, is that okay?
2. How about both workers near michigan come near the battleground and help road? (Bring one worker who just finished the dyes down to Michigan's area.) Michigan can whip a courthouse for 2 anyway.
3. Workers at Wisconsin: just chop the forests?
4. Workers at Georgia Tech: I'm assuming we're going to found UC San Diego (15th city) on turn 130. So what do the worker on the sheep, on the forest, and on the deer do?
5. I suggest moving our settler near Illinois towards the marble location since my sims show that we can definitely raze the city if we want.
EDIT
Here is Yossarian's excellent image of Rome, based on last turn.