I think that I got them all, but it wouldn't hurt to look over the final version. It would, of course, be ideal if you played a test game with the final version, just to ensure that you understand all of the changes, before playing the real game.
I'm making you update each point individually so that you will have a chance to read each one and understand it.
Legend
Red text = old text
-> = "arrow" that says "this red text turns into that black text"
Black text = replaces the red text
The Changes (I can spoiler them later, once they've been added to the PPP)
T78 - Settle Riverdale, make sure it works the grassland river.
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T78 - In Delhi, switch the Grassland River Irrigation to the Grassland Copper square, even if it doesn't look like it has a Mine on it yet, as the Mine will be there before the end of this turn. Settle Riverdale, make sure it works the grassland river.
T80 - Civics: Hindu+OR, Delhi: Worker->Oracle, Silverado: Warrior->Worker
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T80 - Delhi: Worker->Oracle, Silverado: Warrior->Worker, Civics: Hindu+OR, Delhi: Switch PHRiv Mine to GRiv Irr, so that you are working: 2 Corn, GCopper, GRiv Irr
T82 - nothing much
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T 82 - Delhi should be SIZE 5. Ensure that you are working: 2 Corn, GCopper, GRiv Irr, PHRiv Mine
Delhi -
Work tiles - will work copper only once pop is 5. Till then work stays the same.
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Delhi -
Work tiles - Turn 76, 2100 BC: 2 Corn, GRiv Irr, PHRiv Mine (no change)
Turn 78, 2050 BC: Switch to GRiv Irr to GCopper, so that you are working: 2 Corn, GCopper, PHRiv Mine
Turn 80, 2000 BC: Switch PHRiv Mine to GRiv Irr, so that you are working: 2 Corn, GCopper, GRiv Irr
Turn 82, 1950 BC: Delhi should be SIZE 5. Ensure that you are working: 2 Corn, GCopper, GRiv Irr, PHRiv Mine
Important - once founded must work River Grass for extra +1 comm otherwise
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Important - once founded must work River Grass for extra +1 comm
Also Important - on the turn after Riverside is founded, on Turn 79, 2025 BC, the game may ask you: "Sire, the ciizens of Riverside are rightfully asking to join the Ethiopian Empire..."
Please choose the third option in the list, called "Wait, let me examine the city first." The pop-up message will be gone when you exit the City's screen
Warrior 6:
Turn 76, 2100 BC: NW GHFor
Turn 77, 2075 BC: Straight north from here onwards until you get on the Flood Plains square
Turn 81, 1975 BC:
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Warrior 6:
Turn 76, 2100 BC: NW GHFor
Turn 77, 2075 BC: Straight north from here onwards until you get on the Flood Plains square. Please feel free to Skip your turn as many times as you need to do so along the way. If Zara's Scout is nearby, you shouldn't need to Skip your turn at all.
Turn 81, 1975 BC (or on whatever turn you finally arrive here):
Warrior 4:
Turn 76, 2100 BC: Heal him up. If you keep an eye out for Barb units, then use the Heal command. If you don't want to keep an eye out for Barb units, Skip his turn (Spacebar) each turn
until he is fully healed
Turn 81, 1975 BC: The dude has healed up! Send him N PRiv (reduced chance of messing up Forests compared to gonig 1NW)
Turn 82, 1950 BC: Keep sending him NW from here, on those Forests
Turn 85, 1875 BC: Goes NW onto the GHills. Wake up Warrior 3 and bring him to the same square. Explore mostly on Forests with the two Warriors on top of each other. Stop play if have a
question about how to react to Barbs. Your "target square" is on the GFor to the W + W + W of the Oasis aka NW + W of he PCow. However, how you get to this square and how many turns you
want to "sneakily creep your way" in this direction.
->
Warrior 4:
Turn 76, 2100 BC: Heal him up. If you keep an eye out for Barb units, then use the Heal command. If you don't want to keep an eye out for Barb units, Skip his turn (Spacebar) each turn until he is fully healed
Turn 81, 1975 BC: The dude has healed up! Send him N PRiv (reduced chance of messing up Forests compared to gonig 1NW)
Turn 82, 1950 BC: Keep sending him NW from here, on those Forests
Turn 85, 1875 BC: Goes NW onto the GHills. Wake up Warrior 3 and bring him to the same square. Explore mostly on Forests with the two Warriors on top of each other. Stop play if have a question about how to react to Barbs. Your "target square" is on the
PHFor to the N + N of the PCow, aka to the NW of the Oasis. However, the details of how you get to this square and how many turns you want to "sneakily creep your way" in this direction are completely left up to you, based on where you last saw the Barb units in the area.
***EDIT:*** It seems that somehow we missed putting in a Worker action for Worker 1. Here's the missing line:
Turn 90, 1750 BC: SE GForRiv (1S of Delhi), Chop the Forest