I decided to play a quick 10 on this in between my more involved SGOTM set.
Pre-flight:
MM a little. We don't need an MP in Emp's Club but we do need one in Mayflower. This move lets me lower lux to 10% and raise sci to 90%, writing now due in 16 turns
Change Emp's club Settler --> Warrior. It doesn't have enough pop/fpt to do a settler right now
Our capital can be an easy 6 turn axe/settler combo factory...
Hit enter...
Turn 1
Mayflower Settler --> Barracks
Emp Club Warrior --> Worker.
Turn lux temp to 0%. Writing in 14 at max sci.
Turn governor "emphasize production" on
Spend a couple minutes thinking about the capital combo factory. After crunching the numbers I find that if we build a chop-aided rax now, we'll keep the combo factory schedule perfectly. Hoping that the team will agree with me, I decide to go ahead with this plan because it seems like the best choice for our 4fpt capital. I choose the forest 1N of the capital for the chop because CivAssist tells me that a BG is under there.
Move settler toward BG site in 3SW of Mayflower.
Turn 2
Found Spitzer's Shack 3SW of Mayflower. Start work on a third scout.
One of our scouts discover that the "coast" next to Spitzer's Shack is actually a large inland lake. No curraghs but IMO not a bad break. Our scout does see dyes a few tiles to the SW. That means 4 luxes in the immediate vacinity.
Iroquois have Wheel but no Warrior Code. We don't have quite enough gold to trade though.
Writing in 11
Turn 3
zzz
Writing in 8 after a little microing.
Turn 4
zzz
Turn 5
Emp Club Worker --> Barracks
I'll chop another forest with a BG under it to hurry Emp's rax.
Writing in 6
Turn 7
Mayflower Barracks --> Settler
Lux to 10%. Writing still in 6.
Turn 8
Spitzer Scout --> Worker
Writing in 5
Turn 9
zzz
Turn 10
Bump luz temporarily to 20%. A settler will finish next turn in Mayflower. Writing due in 3.
If we do run Mayflower as a 6-turn combo factory--and I don't see why we wouldn't--here's how I worked out the sequence...
Combo Factory Sequence: (Starts with some food in the box and runs from size 3 to size 5)
1. Work mined BG, cow, mined grass (4f, 5s) Build
Warrior
2. Work mined BG, cow, mined grass (4f, 5s) Warrior finished on interturn (Mayflower grows to size 4. You can micro for more commerce since we will get growth shields)
3. Work mined BG, mined BG, cow, mined grass (4f, 7s) Build
Settler
4. Work mined BG, mined BG, cow, mined grass (4f, 7s)
5. Work mined BG, mined BG, cow, mined grass,
forest (4f, 9s) (Mayflower grows to size 5 and we get growth shields)
6. Work mined BG, mined BG, cow, mined grass, river grass (4f, 7s) Settler finished on interturn
With this sequence, there is some overflow of food and shields, so you can micro for more commerce at times