By the way, don't forget to edit the bullpen thread and your sig, S.
Done--thanks for the reminder.
To Farm or to Cottage the Capital:
Personally I'd farm, that's way too much extra food not to run a crapload of specialists in Moscow. Plus you have that little lake which makes a better ring of farms than cottages. For me one big advantage is the farms let you work more mines and slave things early in your capital. (And you want Pyramids, so lots of hammers and pop will be very useful pushing them).
A scientist under rep in the first half of the game is so much better at teching than a rivered Town could hope to be it's not even funny. '6 Beakers' vs. '5 Commerce * Tech Rate'. The scientist makes more research, and he makes GPP for scientists you'll want to use to bulb your way up the Liberalism path while researching your way up to Gunpowder and Nationalism. Of course this is where Peter's PHI trait will absolutely shine. You'll be simultaneously teching down 2 paths converging on Military Tradition at breakneck speed and no non-Phi can get to Cavs as fast as you will.
Also, chances are you'll find a city spot with gems/gold or some calendar stuff and rivers that will make a better commerce town (maybe even a coastal city to push ToA for some big trade route income too). You won't leverage the Commerce bonus of Bureaucracy but that's not really a big deal (especially if like me you prefer Vassalage to go warmongering anyway =P ).
Remember in the last game we moved the capital, and I think that can be a good strategy with the SE. The initial capital site tends to be good for either farms or cottages, whereas, like you say, a later site may show up that's ideal for commerce (like in the Cyrus game, where that barb city had several riverside grassland tiles, gems, and dye). You can time things so that by the time such a city is up to a decent size and you're about to research Civil Service, you can move the capital there to take full advantage of the Bureaucracy civic.
As for the current site, there's also the option to mix farming and cottages on both the grasslands and floodplains to get the best of both worlds. I often find in the early game that I just can't whip enough to keep below the happiness cap. So I often have to juggle tile assignments to throttle/accelerate growth. Having several tiles improved in different ways, with different levels of food, allows me the flexibility to grow or stagnate as needed.
If this question really needs to be asked for the millionth time, perhaps the ALC Bullpen thread would be a better place to ask it.
I agree. It's irrelevant now that the game has started, but certainly a good topic for the ALC Bullpen thread (link in my sig). Besides, this game is played against the BetterAI, which is
very similar to moving up a level, trust me.
I'll move the Scout onto the NE hill and post the results tonight. I'm very much inclined to accept the starting position, but I'll move the Scout anyway. As I said, few things short of a gold mine would convince me to move at this point.