donsig
Low level intermediary
OK, thanks for the clarification. 

Just to make sure... our current settler is heading for Brown Dot in the latest dotmap (see post 74). Everyone agree?
Hmm....looks nice.
One comment:
What about the cape of plains on the north east coast, don't we want a city out there on the tip?
Could that be done by moving the white dot one W and then the pink one NE and putting a new town on that cape?
I guess that means the blue dot is too close eh?
I am not that familiar with the ring placement deal, so bear with me. I was just thinking about using the land.
DavoddesJ said:Note: This strategy/exploit does not work in C3C v1.5 and later versions.
AlexMan said:If several cities have the same distance to the capital, they are ranked in order of founding, and if they also have the same date of founding, they are ranked by their order in the database.
3.5 - Chaining naval transports to move land units across water
Description: It is possible to wake a land unit at sea, and transfer it from one transport to another. Given enough ships, a chain can be created to instantaneously move units across bodies of water (by ending in port).
Verdict: This is allowed.
http://forums.civfanatics.com/showpost.php?p=2089010&postcount=2ElephantU said:24. SHIP CHAINS
It is possible to transport a unit via ship further than a single ship can move in one turn. The process is called "ship chaining" and allows units moved by sea to go as far as a continuous chain of transport ships can reach, as long as they are on station at the beginning of the turn. The trick is to move the first transporting ship into the same tile as the second ship, to "wake up" the unit that you want to continue moving (click the stack, then click the "sleeping" unit once), then to move out the second ship before moving the first ship any further. The "awake" unit will go "back to sleep" aboard the second transporting ship (as long as there is room aboard it - getting something "out of the way" on the second ship can be very tricky). As long as no movement points are expended you can transfer units this way any number of times in the same turn.
Ship chains work only one way; if you need to move things in both directions at once you should set up a second chain parallel to the first. Another trick when dealing with large numbers of islands is to keep the transports in cities that are close enough to make a transit in one turn. Connect cities at either end of the island via rail and the ship can sail into the port, the units move at no cost to the other side of the island and reload in the second city to continue their "chain" journey with no loss of movement points.