Micro plan part 2:
T59:
Ok here, becomes the stuff that I hope you solve for me! City C is about to grow into size 3 and unhappiness so in this run-through I'm whipping a bowman on T60. Due to low happy cap that won't really solve the problems and happiness will be a limiting factor for the city for couple of turns. Now in hindsight, I believe that after whipping the granary, City C should start a warrior on T57. 1 hammer over flow + 1 hpt on T57 & T58 and 4hpt (mine) on T59,T60 & T61 will finish the warrior on EOT61 exactly when the city grows to size 3. We will lose couple of cottage turns (but gain hammers) and currently I believe that's the best possible option. However, I won't have time to do a new run and in other aspects the sim will remain unchanged.
Otherwise this turn is quiet. One worker starts moving towards gold duties and puts in one cottage turn NE of city C.
![[Image: T59a0000.JPG]](https://dl.dropbox.com/s/isismrw5a73g5x6/T59a0000.JPG)
T60:
City B whips our 4th worker. Capital grows to size 4 using 2x fish + corn. Worker near the city C puts a roading turn towards gold and City C itself is probably still working a warrior 1-food away from growing to size 3. (as described previously)
Workers in the east finish farming the rice.
![[Image: T60aa0000.JPG]](https://dl.dropbox.com/s/40e8vd1te3prsm9/T60aa0000.JPG)
T61:
3 workers move, 1 completes a road. Our cities probably complete 3 warriors this turn bringing the total count into 5... We'll see if we can pull this off..
This the reason I think we need Archery. If we are suprised, at least we can whip a defender and don't die to a lonely axe..
![[Image: T61aa0000.JPG]](https://dl.dropbox.com/s/4fhxz9fdwtgpk47/T61aa0000.JPG)
T62:
Gold is getting roaded, copper mined, forest chopped, and cottage pre-built. Our capital starts a new settler and City B starts a granary. City C has to limit its growth, here I'm doing it with avoid growth and a worker build. With warrior build this should work better, but probably we have to put 1/2 turns worth of production into worker. Not too bad though..
![[Image: T62aa0000.JPG]](https://dl.dropbox.com/s/a7bv5ulpr46jbjh/T62aa0000.JPG)
I'm getting tired so I probably have to continue later. Here are however, couple of later saves if you want to take a look:
T66 and T69
City C will look better in our final game, as mentioned already ten times. Otherwise I'm quite happy how everything worked out.
T59:
Ok here, becomes the stuff that I hope you solve for me! City C is about to grow into size 3 and unhappiness so in this run-through I'm whipping a bowman on T60. Due to low happy cap that won't really solve the problems and happiness will be a limiting factor for the city for couple of turns. Now in hindsight, I believe that after whipping the granary, City C should start a warrior on T57. 1 hammer over flow + 1 hpt on T57 & T58 and 4hpt (mine) on T59,T60 & T61 will finish the warrior on EOT61 exactly when the city grows to size 3. We will lose couple of cottage turns (but gain hammers) and currently I believe that's the best possible option. However, I won't have time to do a new run and in other aspects the sim will remain unchanged.
Otherwise this turn is quiet. One worker starts moving towards gold duties and puts in one cottage turn NE of city C.
T60:
City B whips our 4th worker. Capital grows to size 4 using 2x fish + corn. Worker near the city C puts a roading turn towards gold and City C itself is probably still working a warrior 1-food away from growing to size 3. (as described previously)
Workers in the east finish farming the rice.
T61:
3 workers move, 1 completes a road. Our cities probably complete 3 warriors this turn bringing the total count into 5... We'll see if we can pull this off..

T62:
Gold is getting roaded, copper mined, forest chopped, and cottage pre-built. Our capital starts a new settler and City B starts a granary. City C has to limit its growth, here I'm doing it with avoid growth and a worker build. With warrior build this should work better, but probably we have to put 1/2 turns worth of production into worker. Not too bad though..
I'm getting tired so I probably have to continue later. Here are however, couple of later saves if you want to take a look:
T66 and T69
City C will look better in our final game, as mentioned already ten times. Otherwise I'm quite happy how everything worked out.
