All right, turn 93 is in!
Here's what I drew up for logistics:
I figure the blue star is our staging goal. It's out of sight of Fierce, and 2-movers on that tile can reach the hill with a road on the hill SSW of HappyAnniv. They can also reach a lesser tile 2SW of HappyAnniv without any roads - this tile will also be able to fork both cities but does not get the hill defense or sight bonus.
Everything inside the red line can reach the blue star in one-turn of movement. For water tiles, this means units that started the turn on galleys can either unload on the tile, or in the east they can unload inside Long Goodbye and then move to the staging tile.
Everything inside the purple line can reach the staging tile in two turns. Hercules makes it inside this line because we are going to have two roads complete between Hercules & The Villian this turn. Gets a little tricky in the south, but if a galley is waiting 1N of Pumping Iron, then the unit can board on T1, and the galley moves 2N. Then on T2, the galley moves into Long Goodbye and unloads the unit; the unit then can make it to the staging tile. If we unload the troops on shore instead of in LG then it becomes 3 turns to reach the blue star.
Everything inside the blue line can reach the tile in three turns. If we had another galley in the south then units by ConanDestroyer could actually reach it in two - like Pumping Iron they would board a waiting galley on T1, and then unload in Long Goodbye on T2. The southeast corner is also where roads would help the most: if ConanDestroyer & T3 were roaded to Raw Deal then they would be able to reach the staging tile in 2 turns. Whether we choose to do this depends on when we plan to attack; if we attack soon it won't make a difference.
Cities outside the blue line will take 4 turns to reach the staging tile. The only city producing troops that falls in this area is Cactus Jack in the far north. Roading more tiles will not speed up the travel time from Cactus Jack, nor will getting Construction.
So right now we can get our entire army in place in 3 turns. Right now that is:
13 HA
3 Impi (including our medic)
3 Chariot (including our scout)
I'm not counting troops being used as garrisons, nor am I counting the 4 axes & 3 impi currently inside HappyAnniv.
Those three turns give us more time to produce and move units in closer cities, so in total I think we can have the following in position and ready to attack on t96:
HappyAnniv - 2 HA
LG - 1 HA (& 1 Impi with "clever" micro)
Raw Deal - 1 Chariot (or 1 HA if we switch & whip at penalty this turn, but I wouldn't do this)
Hercules - 1 Impi or 1 Chariot (must swap to this on t93)
Pumping Iron - 1 HA
Conan Barbarian - 1 Chariot
That would get us 17 HA, 6 chariots, and 4 (or 5) impi ready to invade on t96.
If we choose to wait another turn and attack on t97, then I think we can get:
HappyAnniv - 3 HA w/ some micro
LG - 2 HA w/ some micro
Raw Deal - 1 HA
Hercules - 1 HA (swap on t93)
Pumping Iron - 1 HA
Conan Barbarian - 1 Chariot
Conan Destroyer - 1 HA
T3 - 1 Impi
Luddicator - 1 Impi / Chariot if we whip this t93 with penalty.
Stay Hungry - 1 HA
This would leave us with 23 HA, 4 Impi, & 4 chariot ready to attack on t97. Plus another Impi or Chariot if we whip Luddicator at penalty.
So what do you think? Do we aim for the earlier attack, or wait another turn and get 4 more units. I'm leaning towards going with the t96 attack. Or do we go for t98 and even more units?
We should decide before playing the turn, as the micro choices are different depending on which turn we want to invade.