What is mimimum number of turns for 6 cities?

I will make a direct translation of the "Improved DaveMcW Algorithm”:

Assumption:

Plane hill city (or parking on elephant) (2P) plus grassland hill forest (1F2P) ==> 1F 4P .
Expansive boosts it to 1F 5P.
You get the first worker in 40/6 = 7 turns.

Plane hill city (or parking on elephant) (2P) plus grassland hill forest (1F2P) ==> 1F 4P.
Imp boosts it to 1F 6P.
You get the first settler in 65/7 = 10 turns.

Overflow speeds up the settler production to: 10, 9, 9.


City-1: produces sttler-2, settler-3, settler-4

city-2: produces worker, settler 5

City-3: produces settler 6

City-1 produces 3 settlers:

Turn 10: settler-1 produced, overflow = 7*10 – 65 = 5
Turn 12: city-2 up (10 + 2 = 12)
Turn 19: settler-2 produced, overflow = 5 + 7*9 – 65 = 3
Turn 21: city-3 up by (10 + 9 + 2 = 21)
Turn 28: settler-3 produced, overflow = 3 + 7*9 – 65 = 1
Turn 29: city 4: up (plain settlement)

City-2 produces a worker and a settler, Worker first.

Turn 12: city-2 up (10 + 2 = 12)
Turn 19: worker-1 done (7 turns), overflow = 6 * 7 – 40 = 2
Turn 23: worker-1 chopping done ===> 13 + 6 = 19P
Turn 26: settler-5 done in 7 turns, overflow = 2 (overflow) + 19 (chopping) + 7 * 7 – 65 = 5
turn 27: city-5 up.

City 3 produces settler 6.

Turn 21: city-3 up by (10 + 9 + 2 = 21)
Turn 24: worker-1 in position, start chopping
Turn 27: worker-1 chopping done ===> 13 + 6 = 19P
Turn 28: settler-6 in 7 turns, overflow = 19 + 7*7 – 65 = 3
Turn 29: city-6 up (plain settlement)


Direct translation of the "Improved DaveMcW Algorithm”: 29 turns for 6 cities. Please check my math.

My feeling is that this time, this is not the optimal algorithm.
 
I think you can get a settler from a hut on the settler difficulty. So theoretically you can get 6 cities in 4000 BC.

I don't think this theory holds up to the math - the problem being city spacing. To be popped, a hut needs to be in the inner ring of a city, do the settler needs to burn at least two moves to reach a new point where he can settle, which leaves no moves remaining to actually found a city.
 
There are some lurkers who are following the thread with interest, so keep it up.

RJM

Please keep on searching and reporting, as I don't have much time left to calculate it myself...
Since the birth of my daughter more than a year ago, I only play a few hours a week, so not much time left to finetune my playing abilities.:goodjob:

I'm certainly following the thread even if I haven't replied for a while :)

This makes me feel a lot better. :D I have a renewed purpose!

Seriously, though, I did need it. I've been working "real-life" simulations, and it's becoming a monster.

Just last night, I started a new branch of testing with these considerations:

  • "Normal" 2:food:1:hammers: city center
  • Build order #1: Worker, [grow to 2], Settler...
  • Build order #2: Worker, [grow to 3], Settler...
  • Build order #3: Worker, [grow to 4], Settler...
Well, the problem is this: better :food: resources to improve means growing faster and thus starting the Settler earlier.

So to account for this, I figured I'd use different starts. Then I ran into the difference between Mined Copper (great for Settler production but horrible for growth) and Farmed Corn.

Then I ran into the difference between Farming (8 turns) and Mining (7 turns) -- not to mention farming on Flood Plains (10 turns).

Then I realized the huge difference between seafood and land resources.

Then I realized the difference between resources next to the city vs. the edge of the BFC -- especially when impeded by a forest or hill.

Holy Crap!

If I factor in everything from above, each tile has 220 possibilities!

So calculating every possibility for a 4-pop city would be somewhere around 2.3 billion different combinations!

No wonder so many strategies have "what if" factors to them. If there are billions of combinations for such a small, single city, I don't even want to fathom how many combinations there are when multiple cities come into play.

At any rate ...

I think I'm going to take the best and worst cases to start then a few from the middle as well. I'll probably do 10 city simulations. I've expanded my research to include comparing chopping and tile improving -- especially where "bad starts" are concerned.


I'll probably have an update Saturday night.
 
There are two strategies for "25 turns, 6 cities, 2 workers". I will translate the first one here:

Considering Chopping is available at turn 8 - 10 in your simulation.


City-1: produces sttler-2, worker-1, settler-3, settler-4

City-1 produces settler, worker, settler, and settler:

Turn 10: settler-1 produced, overflow = 7*10 – 65 = 5
Turn 12: city-2 up (10 + 2 = 12)
Turn 16: worker-1 done in 6 turns. Overflow = 5 + 6 * 6 + 40 = 1
Turn 20: work 1 chopping done, generating 13 + 6 = 19P

Turn 23: settler-3 done in 7 turns, overflow = 1 + 49 (7 * 7) + 19 - 65 = 4
Turn 24: city-3 up

Turn 24: worker-1 chopping done, generating 13 + 6 = 19P
Turn 28: worker-1 chopping done, generating 13 + 6 = 19P

Turn 28: settler-4 done in 5 turns, overflow = 4 + 35 (5 * 7) + 19 (chop) + 19 9chop) - 65 = 77 - 65 = 12
Turn 29: city-4 up

10 turns for settler-2, 6 turns for worker-1, 7 turns for settler-3, 5 turns for settler-4. Settler-3 produced way too late.


City-2 produces a worker and a settler, Worker first.

Turn 12: city-2 up (10 + 2 = 12)
Turn 19: worker-2 done (7 turns), overflow = 6 * 7 – 40 = 2
Turn 23: worker-2 chopping done ===> 13 + 6 = 19P, go to city-3
Turn 26: settler-5 done in 7 turns, overflow = 2 (overflow) + 19 (chopping) + 7 * 7 – 65 = 5
turn 27: city-5 up.

City 3 produces settler 6.

Turn 24: city-3 up
Not enough time to get city-6 up on time.

This algorithm is out.
 
There are many leaders and many strategies involved..

One big difference is "Coastal + Seafood" vs. "Inland". Then we come to "starts with Fishing" vs. "does not start with Fishing". I believe coastal + seafood + fishing is a good combination while no fishing means coastal is bad.

Another is "starts with Mining" vs. does not. This is because BW is for chopping and Mining gets us that much closer.

Other big questions are leader traits Expansive and Imperialistic (Spiritual MAY apply here if whipping is a good choice - it then removes one turn of anarchy). I don't think other traits affect the result here.

And guess what? There's a leader with Exp + Imp leading a civ with Fishing + Mining: Joao of Portugal. This leads me to believe that Joao is the best rexer possible.
 
There are many leaders and many strategies involved..

One big difference is "Coastal + Seafood" vs. "Inland". Then we come to "starts with Fishing" vs. "does not start with Fishing". I believe coastal + seafood + fishing is a good combination while no fishing means coastal is bad.

Another is "starts with Mining" vs. does not. This is because BW is for chopping and Mining gets us that much closer.

Other big questions are leader traits Expansive and Imperialistic (Spiritual MAY apply here if whipping is a good choice - it then removes one turn of anarchy). I don't think other traits affect the result here.

And guess what? There's a leader with Exp + Imp leading a civ with Fishing + Mining: Joao of Portugal. This leads me to believe that Joao is the best rexer possible.

The key to DaveMcW Algorithm is its exponential growth. Exponential growth means 1 to 2, 2 to 4, and 4 to 8.

This is extremely powerful and very hard to top if we seek for the minimum number of turns.

Even a city without worker/improvement is not productive; the exponential growth, for the moment, is more than enough to compensate the bare cities.

This is why we have not been able to beat the “Improved DaveMcW Algorithm”.

24 turns for 6 cities with marble-hill and grass-deer; 29 turns for 6 cities without either; these are not large numbers to work with.

Fishing boat (20P) has no production multiplier so it takes 20/5 = 4 turns to produce; now 20 turns left for 5 more cities with marble-hill and grass-deer; 25 turns left for 5 more cities without either.

Here is results:

Assumption:

Capital: 2P
Work on plain Forest Hill: 3P
Total: 5P

City-1 produces boat, settler, settler, and settler:

Turn 4: fishing boat done, overflow = 4*5 – 20 = 0

Redirecting to fish 6F.
Plane hill city (or parking on elephant) (2P) plus Fisf (6F) ==> 6F 2P.
Imp boosts it to 6F 3P.
You get the first settler in 65/9 = 8 turns.


Turn 4: start settler-2, 8 turns
Turn 12: settler-2 done in 8 turns overflow = 72 - 65 = 7
Turn 14: city-2 up by turn 11 + 2 = 10
Turn 19: settler-2 done in 7 turns overflow = 7 + 63 - 65 = 5
Turn 21: city-3 up
Turn 26: settler-4 done in 7 turns, overflow = 5 + 63 - 65 = 3
Turn 27: city-3 up

City-2 produces a worker and a settler, Worker first.

Turn 14: city-2 up
Turn 21: worker-1 done (7 turns), overflow = 6 * 7 – 40 = 2
Turn 25: worker-1 chopping done ===> 13 + 6 = 19P
Turn 26: settler-5 done in 5 turns, overflow = 2 (overflow) + 19 (chopping) + 5 * 9 – 65 = 1
turn 27: city-5 up.

City 3 produces settler 6.

Turn 21: city-3 up
Turn 26: worker-1 in position, start chopping not done untill turn 29
Turn 29: settler-6 in 8 turns, overflow = 19 + 8*9 – 65 = 26
Turn 30: city-6 up (plain settlement)



Results: 30 turns, 6 cities, 1 worker, 1 fish.

Here is the bottleneck:
boat(4)+ settler-2(8)+settler-3(7)+ settler-3 settling(2) +settler-6 (8) + settler-6 settling(1) = 30.

Workers would be able more flexiable than a boat; and therefore, shorten this path somewhere.
 
There are two strategies for "25 turns, 6 cities, 2 workers". I will translate the second one here:

Assuming Chopping is available at turn 8.



City-1 produces worker, settler, settler, and settler:

Turn 7: worker-1 done, overflow = 6 * 7 – 40 = 2
Turn 7: start settler-2, 6 turns
Turn 11: chopping-1 done ==> 13 + 6 = 19 P.

Turn 14: settler-2 done in 7 turns overflow = 2 + 49 (7*7) + 19 - 65 = 5
Turn 14: start settler-3 (5 turns)
Turn 15: chopping-1 done ==> 13 + 6 = 19 P.
Turn 16: city-2 up by turn 11 + 2 = 10
Turn 19: chopping-2 done ==> 13 + 6 = 19 P.
Turn 19: settler-3 done, overflow = 5 + 35 (5*7) + 19 + 19 - 65 = 78 - 65 = 13

Turn 19: worker-1 in forest of city 2

Turn 19: start settler-4 (8 turns)
Turn 21: city-3 up
Turn 27: settler-4 done overflow = 13 + 56 (7 * 8) - 65 = 4
Turn 28: city-4 up




City-2 produces worker-2, settler-5:

Turn 16: city 2 up, worker-2 ( 6 turns)
Turn 19: worker-1 in forest of city 2, start chopping (3 turns)
Turn 22: worker-1 chopping done ==> 13 + 4 = 17 P (25%)
Turn 22: worker-2 completed: overflow = 17 + 36 ( 6 * 6) - 40 = 13
Turn 22: start settler-5 (5 turns)
Turn 23: worker-1 in forest of city 3, start chopping (3)
Turn 26: worker-2 chopping done ==> 13 + 6 = 19P (50%)
Turn 27: settler-5 done, overflow = 13 (overflow) + 35 (5*7) + 19 (chopping) - 65 = 2
Turn 28: city-5 up


City-3 produces settler-6:

Turn 21: city 3 up, settler-6 (7 turns)
Turn 23: worker-1 in forest of city 3, start chopping (3 turns)
Turn 27: worker-1 chopping completed + 19P
Turn 28: settler-6 done, overflow = 49 (7*7) + 19 - 65 = 3
Turn 29: city-6 up

Results: 29 turns, 6 cities, 2 workers.

If city-3 is on elephant instead of plain-hill, city-3 will be up 1 turn early, making 28 turns for 6 cities, 2 workers.

I suppose it is time to do some real test now for 28 turns for 6 cities, 2 workers.

This one is better than the "Improved DaveMcW Algorithm”, if we replace the plain-hill with elephant.
 
So confirmed!!!

Without marble-hill and grass-deer, 28 turns are enough to get 6 cities up.

I do need make one modification:

The chopping is not available until turn 11. This just gives me enough time to work on an elephant. The net result is exactly the same.

So the requirements are:

City-3 on elephant;
1 more elephant in capital.
 

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Modification based on the above simulation

28 turns, 6 cities, 2 workers.

Joao II, Exp, Imp

Research:
Mining (4 turns)
Bronze (7 turns)
Chopping available: Turn 11

Requirement:
City-3 parks on elephant;
1 elephant, 1 square away from capital;
Marble-hill not allowed;
Grass-deer not allowed.

City-1 produces worker, settler, settler, and settler:

Turn 7: worker-1 done, overflow = 6 * 7 – 40 = 2
Turn 7: start settler-2, 7 turns
Turn 11: Worker 1 finish elephant; travel to forest (0.5 + 3 + 0.5)

Turn 14: chopping-1 done ==> 13 + 6 = 19 P.
Turn 14: settler-2 done in 7
Turn 14: start settler-3 (5 turns)

Turn 16: city-2 up by turn 11 + 2 = 10
Turn 18: chopping-2 done ==> 13 + 6 = 19 P.
Turn 19: settler-3 done

Turn 19: worker-1 in forest of city 2

Turn 19: start settler-4 (8 turns)
Turn 20: city-3 up
Turn 27: settler-4 done
Turn 28: city-4 up

City-1's hammer calculation:

Settler-2:
First three turns = 2 (overflow) + 3 * 7 = 23
Last four turns = 4 * 8 + 19
Total = 74
Ovevrflow = 9
here:
city (2P) + elephant (1F3P) = 1F5P
Imp ==> 1F7P

Settler-3:
9 (overflow) + 5*8 + 19 = 68
Overflow = 3

Settler-4
3(overflow) + 8*8 = 67


City-2 produces worker-2, settler-5:

Turn 16: city 2 up, worker-2 ( 6 turns)
Turn 19: worker-1 in forest of city 2, start chopping (3 turns)
Turn 22: worker-1 chopping done ==> 13 + 4 = 17 P (25%)
Turn 22: worker-2 completed: overflow = 17 + 36 ( 6 * 6) - 40 = 13
Turn 22: start settler-5 (5 turns)
Turn 23: worker-1 in forest of city 3, start chopping (3)
Turn 26: worker-2 chopping done ==> 13 + 6 = 19P (50%)
Turn 27: settler-5 done, overflow = 13 (overflow) + 35 (5*7) + 19 (chopping) - 65 = 2
Turn 28: city-5 up


City-3 produces settler-6:

Turn 20: city 3 up, settler-6 (7 turns)
Turn 23: worker-1 in forest of city 3, start chopping (3 turns)
Turn 27: worker-1 chopping completed + 19P
Turn 27: settler-6 done, overflow = 49 (7*7) + 19 - 65 = 3
Turn 28: city-6 up

Can someone top this?
 
I'm assuming elephant is there just for the second hammer while not a hill - that is, a settler can move and build city on a single turn? It could be any such resource that adds a hammer to base tile, on normal plains? If requirement of move and settle is dropped, then plains hill works as well?
 
Yes, you are correct.

First Elephant:
When a settler is done, he can move 2 steps. If he settles on a hill, it will take a whole turn and he will settler a turn after. If he settles on elephant, he can move and settler on the same turn; therefore, saving one turn. Both cases will generate 2P for the city, which is the real requirement.

Second elephant:
The worker can't chop, and at this early stage, he almost can't do anything except a camp. The additional hammer is good enough to make the algorithm work.
 
28 turns, 6 cities, 2 workers.

Can someone top this?

Yes. 27 turns. 6 cities. 1 Worker.

Don't Camp the Ivory; it only yields +5 to Settlers. Mine a Plains Hill instead (Plains Hill Copper even better!!!), which yields +6 to Settlers. You can also ignore the 2nd Worker from City #2.​

Joao II (Exp, Imp)

(Starts with Mining)
Bronze Working (8)

City #1: Settled on Plains Hill. Riverside Plains Ivory in inner ring. Plains Hill in BFC.
City #2: Settled on Plains Ivory. Plains Forest in inner ring.
City #3: Settled on Plains Ivory. Plains Forest in inner ring. Shares Plains Hill with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(7).
Turn 07: Settler(10). Move Worker to Plains Hill & Mine(4).
Turn 10: Mine completed --> results in Settler(5).
Turn 11: Move Worker & Chop(4).
Turn 14: Chop completed --> Settler(1).
Turn 15: Settler #2 completed --> Settler(5). Move Worker & Chop(4).
Turn 16: City #2 founded --> Settler(10).
Turn 18: Chop completed --> Settler(1).
Turn 19: Settler #3 completed --> Settler(7). Move Worker & Chop(4) {outside City #3}.
Turn 20: City #3 founded --> Settler(10).
Turn 22: Chop completed {City #3} & take Plains Hill Mine from City #1 --> Settler (4).
Turn 26: Settlers #4, #5 & #6 completed. Move all Settlers two tiles.
Turn 27: Cities #4, #5 & #6 founded on flatland.​

Oh ... and while I'm at it:

22 Turns. 6 Cities. 1 Worker.

Spoiler :
Great Plains Map

Joao II (Exp, Imp)

(Starts with Mining)
Research Bronze Working (8)

City #1: Settled on Plains Hill Marble. Grassland Deer in inner ring. Plains Hill Copper in BFC.
City #2 & #3: Settled on Plains Hill Stone. Grassland Deer in inner ring. Shares Plains Hill Copper with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(5).
Turn 05: Worker completed --> Settler(8). Move Worker onto Hill and Mine(4).
Turn 08: Mine completed --> Settler(4).
Turn 09: Copper revealed! --> Settler(2). Move Worker onto City 1 Forest and Chop(4).
Turn 11: Settler #2 completed --> Settler(5).
Turn 12: Chop completed --> Settler(3). City #2 founded --> Settler(10).
Turn 13: Move Worker onto City 3 Forest and Chop(4).
Turn 15: Settler #3 completed --> Settler(5). City #2 take Copper --> Settler(4).
Turn 16: City #3 founded & Chop completed --> Settler(7).
Turn 18: City #3 take Copper --> Settler(3).
Turn 21: Settlers #4, #5 & #6 completed.
Turn 22: Cities #4, #5 & #6 founded on flatland.​
 
Summary:

Optimal cases (grassland-forest-deer, plain-marble-hill, floodplain-cow, plain-hill-forest-deer, …)

Improved MacDave Algorithm:
24 turns, 6 cities, 1 worker

cv431410 Algorithm:
25 turns, 6 cities, 2 workers


Standard cases (Not allowed: grassland-forest-deer, plain-marble-hill, floodplain-cow, plain-hill-forest-deer, …)

OTAKUjbski Algorithm
27 turns, 6 cities, 1 worker

cv431410 Algorithm
28 turns, 6 cities, 2 workers

Can anyone improve these limits?
 
Summary:

Optimal cases (grassland-forest-deer, plain-marble-hill, floodplain-cow, plain-hill-forest-deer, …)

Improved MacDave Algorithm:
24 turns, 6 cities, 1 worker

cv431410 Algorithm:
25 turns, 6 cities, 2 workers

Can anyone improve these limits?

EDIT: BTW, it's "DaveMcW". :)

What about me?

Optimal Cases:

OTAKUjbski algorithm:
22 turns. 6 cities. 1 Worker.​

22 Turns. 6 Cities. 1 Worker.

Spoiler :
Great Plains Map

Joao II (Exp, Imp)

(Starts with Mining)
Research Bronze Working (8)

City #1: Settled on Plains Hill Marble. Grassland Deer in inner ring. Plains Hill Copper in BFC.
City #2 & #3: Settled on Plains Hill Stone. Grassland Deer in inner ring. Shares Plains Hill Copper with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(5).
Turn 05: Worker completed --> Settler(8). Move Worker onto Hill and Mine(4).
Turn 08: Mine completed --> Settler(4).
Turn 09: Copper revealed! --> Settler(2). Move Worker onto City 1 Forest and Chop(4).
Turn 11: Settler #2 completed --> Settler(5).
Turn 12: Chop completed --> Settler(3). City #2 founded --> Settler(10).
Turn 13: Move Worker onto City 3 Forest and Chop(4).
Turn 15: Settler #3 completed --> Settler(5). City #2 take Copper --> Settler(4).
Turn 16: City #3 founded & Chop completed --> Settler(7).
Turn 18: City #3 take Copper --> Settler(3).
Turn 21: Settlers #4, #5 & #6 completed.
Turn 22: Cities #4, #5 & #6 founded on flatland.​
 
What about me?

Optimal Cases:

OTAKUjbski algorithm:
22 turns. 6 cities. 1 Worker.​

First of all, I do believe you can do it.

Secondly, you will have "OTAKUjbski algorithm" listed as soon as you complete the work.

Here is what you will need to do:

Park on plain-hill-marble ==> 3p

Work on plain-hill-forst-deer ==>3p1F

Total: 6p1F
Imp ==> 9P1F (10 hammers from start :lol:)
 
While you are working on 22-turns, this is an easy 23-turn algorithm:

Park on plain-hill-marble ==> 3p
Work on plain-hill-forst-deer ==>3p1F
Total: 6p1F
Imp ==> 9P1F

City-1

Turn 7: settler-2 done, overflow = 5
Turn 9: city-2 up
Turn 13: settler-3 done, overflow = 0
Turn 15: city-3 up
Turn 20: settler-4 done, overflow = 5
Turn 21: city-4 up

City-2
Turn 9: city-2 up
Turn 16: settler-5 done
Turn 17: city-5

City-3

Turn 15: city-3 up
Turn 22: settler-6 done
Turn 23: city-6 up.

A lot of room to improve.
 
First of all, I do believe you can do it.

Secondly, you will have "OTAKUjbski algorithm" listed as soon as you complete the work.

I'm confused. :confused: What do you mean "complete the work"?

I've already done it.

And I even posted the turn-by-turn of how I did it on Saturday @ 1631, which I'll quote here (EDIT: except without the spoiler tags):

22 Turns. 6 Cities. 1 Worker.

Great Plains Map

Joao II (Exp, Imp)

(Starts with Mining)
Research Bronze Working (8)

City #1: Settled on Plains Hill Marble. Grassland Deer in inner ring. Plains Hill Copper in BFC.
City #2 & #3: Settled on Plains Hill Stone. Grassland Deer in inner ring. Shares Plains Hill Copper with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(5).
Turn 05: Worker completed --> Settler(8). Move Worker onto Hill and Mine(4).
Turn 08: Mine completed --> Settler(4).
Turn 09: Copper revealed! --> Settler(2). Move Worker onto City 1 Forest and Chop(4).
Turn 11: Settler #2 completed --> Settler(5).
Turn 12: Chop completed --> Settler(3). City #2 founded --> Settler(10).
Turn 13: Move Worker onto City 3 Forest and Chop(4).
Turn 15: Settler #3 completed --> Settler(5). City #2 take Copper --> Settler(4).
Turn 16: City #3 founded & Chop completed --> Settler(7).
Turn 18: City #3 take Copper --> Settler(3).
Turn 21: Settlers #4, #5 & #6 completed.
Turn 22: Cities #4, #5 & #6 founded on flatland.​
Not sure what else you want me to do on this ...
 
You will get the full credit, don't worry.

Please post it step-by-step, like this:

Joao II (Exp, Imp)

(Starts with Mining)
Bronze Working (8)

City #1: Settled on Plains Hill. Riverside Plains Ivory in inner ring. Plains Hill in BFC.
City #2: Settled on Plains Ivory. Plains Forest in inner ring.
City #3: Settled on Plains Ivory. Plains Forest in inner ring. Shares Plains Hill with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(7).
Turn 07: Settler(10). Move Worker to Plains Hill & Mine(4).
Turn 10: Mine completed --> results in Settler(5).
Turn 11: Move Worker & Chop(4).
Turn 14: Chop completed --> Settler(1).
Turn 15: Settler #2 completed --> Settler(5). Move Worker & Chop(4).
Turn 16: City #2 founded --> Settler(10).
Turn 18: Chop completed --> Settler(1).
Turn 19: Settler #3 completed --> Settler(7). Move Worker & Chop(4) {outside City #3}.
Turn 20: City #3 founded --> Settler(10).
Turn 22: Chop completed {City #3} & take Plains Hill Mine from City #1 --> Settler (4).
Turn 26: Settlers #4, #5 & #6 completed. Move all Settlers two tiles.
Turn 27: Cities #4, #5 & #6 founded on flatland.
 
You will get the full credit, don't worry.

Please post it step-by-step, like this:

Haven't I already done that like three times? :confused:

I'm not so much worried about "credit" as much as I am just confused about how many times I'm supposed to post the procedure or perhaps how I'm supposed to post the procedure.

I guess you didn't want it in a spoiler tag .?.:crazyeye:

So for a fourth time:

22 Turns. 6 Cities. 1 Worker.

Great Plains Map

Joao II (Exp, Imp)

(Starts with Mining)
Research Bronze Working (8)

City #1: Settled on Plains Hill Marble. Grassland Deer in inner ring. Plains Hill Copper in BFC.
City #2 & #3: Settled on Plains Hill Stone. Grassland Deer in inner ring. Shares Plains Hill Copper with City #1.

Turn 00: Settler #1. City #1 founded --> Worker(5).
Turn 05: Worker completed --> Settler(8). Move Worker onto Hill and Mine(4).
Turn 08: Mine completed --> Settler(4).
Turn 09: Copper revealed! --> Settler(2). Move Worker onto City 1 Forest and Chop(4).
Turn 11: Settler #2 completed --> Settler(5).
Turn 12: Chop completed --> Settler(3). City #2 founded --> Settler(10).
Turn 13: Move Worker onto City 3 Forest and Chop(4).
Turn 15: Settler #3 completed --> Settler(5). City #2 take Copper --> Settler(4).
Turn 16: City #3 founded & Chop completed --> Settler(7).
Turn 18: City #3 take Copper --> Settler(3).
Turn 21: Settlers #4, #5 & #6 completed.
Turn 22: Cities #4, #5 & #6 founded on flatland.​
 
Standard cases (Not allowed: grassland-forest-deer, plain-marble-hill, floodplain-cow, plain-hill-forest-deer, …)

Deer is allowed normally on tundra except capitol - there it's allowed on plains. The plains tile may be hill or flat, and may be forested. Therefore, in standard case:

Allowed: plains-forest-deer in capitol, plains-hill-forest-deer in capitol
 
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