Lakamha put overflow into settler as discussed, also moved units so they could assist.
I was rather unhappy with the barb moves next turn though. New barb archer appeared, making it more complicated.
The main problem here was that if it came down to it, Uxmal's survival depended on a ~90% fight (barb archer vs wounded axe in flatland) ... I wanted the Woodi 2 warrior in range for that. So I decided to go with this setup. Also queued an axe in Lakamha just in case.
If archer threatens Uxmal, it's possible to move Woodi 2 warrior there and have an extra defender... obvious problem with that is it exposed a jungle-hill for the other barb to move on. Or you know, he attacks, dies and solves our problems. Or not.
As discussed, double protection for Uxmal "needed" unless we want to gamble.
Makes the gem situation more complicated though... we have one (wounded) axe, one warrior and 4 workers in the area. Most importantly, we want the gems improved. Could discuss about how important that is, but I kind of gave it priority not to kill too many worker turns, so...
Improved gems as planned, defended by axe + warrior across a river. Lakamha hammers into axe and will whip 1 pop if archer threatens... also means the road building worker was interrupted though. Sadness.
Of course we could have delayed the gems, retreated to city etc... but I didn't like that. What if new barbs come and we end up delaying forever. Also Uxmal situation is not so stable... 3rd axe solves all problems. Not ideal though with anger stacking in Lakamha now. Maybe slow-building the settler could be an option? Hm.
Anyways, the axe in Uxmal won on defense but had to heal... woodi 2 warrior ventured into the jungle, I wanted to know if it even makes sense to start chopping for Uxmal or not. Found some goodies. Moved cautiously to make sure no barb sneaked past in the east... can check the coast next turn.
Not sure what that means for our settling plan... oh yeah, barb continued to threaten Lakamha, forced an axe whip

... and continued to be a major nuisance.
That's why defending sucks.. well, thought a bit about how to deal with that. Then just attacked at 66%, had another axe in position so "no problem". And of course....
Won

5 XP now. Not like the situation relaxed though, with new threats coming. That bastard actually has almost 10% >_> ... good that emergency axe is in place, would take some real bad luck to lose Uxmal.
Also made the questionable decision of finishing grass cottage and pasturing pigs one turn later. But it was nearly done because of wasted worker turns (barb) and CI will grow on filthy coast at this rate.
Main question for me is, how quickly do we expand to 6 cities now? Or just the new gems, pigs when closer to Monarchy?
Stick to whipping Settler + Library in Lakamha?
More workers?
6th settler from where?
What I think is basically... we give up on every idea of an academy right now. Delay libraries / GPP a bit in favor of expansion. 2 GS by Astro are enough. Mutal is not really the best capital anyway. And with 2x gems + FIN cottages we reach Monarchy in no time, 6 cities or not. I would still suggest running 3 x 2 scientists ... 2x Astro bulb and golden age when we push for Rifling + civic changes. But can discuss that later.
I urgently suggest using pig-mine in Mutal to build a worker in 5T right now and then grow with pigs for library/settler whip, what do you think? Has nothing to build except warriors and Lakamha needs the lake for growth.. reserve whip for settlers+libraries instead. No brilliant tiles to grow on right now and while whipping is probably more efficient than stagnating, we can't whip everything. Can justify slow-building a worker with EXP me thinks. CI takes a cottage while Mutal works pigs + mine (only needs pigs mine for three turns though... 14+14+14+9+9 hammers = worker). Something like that.