@magnusmarcus
Thanks for addressing each of my points specifically in your post. It's good when the player that is up does this so that things don't have to be repeated or fall through the cracks.
I havent had a problem with it not autoworking that tile but I will update the plan to verify
Sometimes, the city governor can get you into trouble. In general, it's better to leave it off and check each city manually every turn. I check each city multiple times because I'm paranoid...
Ok and then move him back or wander around? Does anyone else have input?
I would keep the warrior posted on that hill at Gold-E Locks-E+NE at least until its borders pop. That warrior is actually spawn busting the tiles along the peak range.
Im not trying to impose my will after my turn set. I'm quite sure I'll only get a few turns in before something else occurs and my turn becomes fini
I know you're not trying to impose your will. I'm just making the point that it's better to make as few irreversible moves at the end of your turnset as possible (i.e. move units, change civics, whip units, etc.). Who know, we may change gears and do a 180° based on some obscure demographic digging by LC and the more flexibility we have the better.
I wouldnt have cow/deer settled during the next 15 / 16 turns or a granary completed in Gems City. How far beyond my turnset should I test before we can compare plans apples to apples?
Well, if Delhi is at 5 pops, you should be able to quickly whip a settler if that's what we decided to do. My only concern is that it's hard to look at a static point in time (i.e. the turn we get all of the hammers into the Oracle on T64) and tell which test run is better. One may look good in the short term but fall behind as we move forward. As an extreme example, one test may 5-pop whip a wonder and on the surface it may look good from a total hammer output compared to other tests but in the long run a test that doesn't sacrifice those 5 pops could come out ahead several turns in the future.
In the case of comparing the 1-pop whip vs. the 2-pop whip options we have on the table right now, personally I don't think there is one that is clearly better than the other. However, if we play them out a bit, we may find that one outperforms the other due to any number of reasons (i.e. city growth, REX, research, etc.).
Regarding the 2-pop whip test I ran, I was using the second worker from Zlatorog to help around Marble for 2 reasons:
1. I couldn't get the roads to work and I needed one more worker turn to do it.
2. Since the worker was down there for the road, he also allowed me to chop the forest under Marble City. This is a very minor reason as this only gave 6H if I remember correctly. But I did it because the worker was in the area.
If I build the roads like you did between Marble City and Gold-E Locks (i.e. not roading the deer but deer-1S), then I could use this worker around Delhi like you did to speed up the granary even more. That's the beauty of all of this testing. We can take the best points from all of our testing (most of mine originated from LC's plan, BTW) and combine them into one cohesive plan.
I'm away from my Civ computer right now so I can't comment on your updated PPP. Hopefully someone else can get around to it or I'll get to it tomorrow AM. Before commenting, I would ask that people play through both test options first. Playing through them gives you a better feel for how things come together. It also gives you a better idea of how to take bits and pieces from each test to come up with something even better.