PPP Turnset #3 Draft #2
UNITS
Blue Warrior: Follow the blue path immediately, then fortify.
Purple Warrior: Follow the path immediately (slightly favored over other paths for unfogging the hill and augmenting chances to spot unlucky barbs that had time to spawn meanwhile) then put in wait more, so to be redirected to that unit each turn (scouting any stack coming from the Persians).
Green Warrior: Will head back to the capital immediately for a perfectly timed MP against unhappiness.
SinoWorker: Continue the PH mine. Then, I think, given the lack of work, use it for temporary southern fogbusting 1

at a time. We know animals aren't there anymore.
Archer (T36): Will head south while taking the gold tile as first tile into the fog in case of a rogue barb archer to dislodge (that nice +25% for hilly archers!).
Settler (T39): Will settle Gold city 1W of the gold tile. Minimum maintenance and no point to push into icey lands.
CITIES
Capital: Archer ==> Settler* ==> Archer
Gold City:
Once the city is settled, a micro test will be perform at that moment if at least one turn can be shaved to get the GLH one turn earlier. Otherwise, the PH will be worked waiting the gold tile to be improved.
TECHS
100%

slider one turn before settling to tap the best of hidden modifiers when adding additional

out of the second city.
Sailing ==> TBA
*A small asterisk to present the thought process behind that.
From past experiences with K-mod included into a mod (I precise that, but I am almost certain that is irrelevant, because the modder just copy-paste the dll of K-mod with just a slight modification regarding trade route culture...), I see if the barb units will confront only one defender in a city, it will attack even having less than 2% to win. Because there are two worlds regarding barb courage. When on the field, the difference is major. If the field fogbusters are getting too much defense modifiers so that the barbs will have low odds to win, they will bypass them to beeline cities. Now, when it comes to cities, it seems barbs suicide themselves almost like the base game. I guess Karadoc thought process is even at 2%, it's 2% to raze the city, compared to just killing an irrelevant fogbuster.
Now, with the way the gold tile is placed, I think the barbs (tests needed?) will suicide themselves before thinking of pillaging the tile. Pillaging comes when crossing their path towards the city or if the city is too heavily defended, leading to pillage mode. My guess, for the sake of potential efficiency, that could be the best choice to go for a settler as the second build, so the gold mine to be improved asap, making the second city more benefitting. Otherwise, I could simply turn my worker back when one turn away from the mine completion and waiting the next archer. Barbs can't pillage unfinished improvements. Nevertheless, that raises the question, would it be faster to Masonry by waiting the second city if the tile isn't improved asap or not? That's the last question to answer to make the micro covered entirely I think.
I am around for the next 3 hours.