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[SPOILERS]Novice, Spacemanmf and Athlete4life10 are HUYANA CAPAC OF CHINA

I had every confidence that you would confirm the reason behind the apparent mystery. :-)
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I checked the save, TT did indeed found his third city.

NFD should whip the axe next turn, then work sheep and mined gold. Workers should mine gold, then finish the chop. Then whip the granary. Workers then cottage the grassland NE of cows, then pasture cows and continue original micro plan. So we don't finish the grassland hill mine, but with all the whipping NFD won't need that tile for a long time.

The above sounds a bit curt, that's coz I'm posting from my phone.
I have to run.
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I don't think it can whip the axe until T63, i.e. when it gets to size 3 or 6 hammers.
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spacemanmf Wrote:I don't think it can whip the axe until T63, i.e. when it gets to size 3 or 6 hammers.

Right. You should always do what I mean, not what I say. smile

I've updated the micro plan.
I have to run.
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Got it.
I have to run.
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TT's newest city is guarded by a worker. Ruff says his border cities are 1N of the corn and 1N of the ivory. Whacked a barb warrior in the west, our axe ended up next to an injured Vulture.
I have to run.
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novice Wrote:TT's newest city is guarded by a worker.

Textbook.

novice Wrote:Whacked a barb warrior in the west, our axe ended up next to an injured Vulture.

See how useful axes are?
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Had a quick peek at the save and a bit of scoring action from our rivals.

Ruff cities move to size 5 & 2, getting a 3 point increase.

ad hoc founds his second city (finally!), now with cities of size 2 & 1. He also discovered AH as he promised, hence a 9k score increase and a 2k power boost.

One of TT's cities grew to size 4 (forgot to check in the top 5 cities screen if that was the capital or not), so up to 4 & 3 & 1 (or 3 & 4 & 1). Score went up by 3 and power went up by 1k as a result.

Finally, Pegasus got a 9 point jump, partly from discovering a tech (researched in just 4 turns, so one of the cheaper techs no doubt), and partly from his second city growing to size 5 (giving sizez 5 & 5 & 2), which also got him a 1k power boost.
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https://spreadsheets.google.com/pub?hl=e...utput=html

I modified the micro plan for big slick. Some hammer counts were wrong, so a planned two-pop whip of a worker wasn't possible, and I had to make some adjustments.

The poor city will be whipped three times in 7 turns, so it's a good thing we're hooking up the gems soonish.
I have to run.
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Got it.

Dropbox having a big old think about things, as well it might, so no piccies just yet. But not too much happened with the turn.

I whipped an axe in NFD and decided to promote Jack to Combat I and move him to the south of NFD to head over to try to protect Barry and Daniel. The new axe can head east to scout for barbs.

Working the gold mine reduced the time to Maths to 5 turns.
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