A new city ungarrisoned? Is that settler going it alone then (un escorted)? I'm not sure about that -- unless we have a warrior overlooking the route to make sure it would be barb free. To that end, I don't remember what was said earlier (2 or 3 cities up before barbs) but we'd be getting close to that point.
Where did you insert the third settler?
Where are we at on research?
How much longer till copper is connected?
From my perspective I will agree with you -- faster but maybe not better. I'd like to see if we can find some middle ground. We might be able to have 3 cities up, garrisoned, and be working on the road for copper already -- maybe have it all up ~T55?
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1. Do we need a road to the copper city? when the borders pop 5 turns after settling, so long as we found on the plains hill we will have the trade route via the river. (Thanks Sullla)
I suppose we don't need one ASAP, but I think having one up for units is important.
2. Does the copper city have enough tiles to work if we only give it one dedicated worker?
After we get the Farm and Mine up, I don't think it would have to grow that fast -- one worker might suffice...but I'd like to play with that idea a little bit.
3. Do we really want to cottage the capital or do we want to leave the capital as a pure hammer city in the early game?
I like putting up cottages ASAP IOT get them started toward full capacity early. Otherwise there are 2 plains hills there which will each produce 4
and 1
ea.
4. How many forests do we chop pre maths?
I like the minimum here (as many as we need to get the workers/settlers we want by 'due date'), unless we decide on a pre-math wonder...
5. How many explorers do we want, and would we prefer warriors, axes or chariots to explore for us?
I love chariots for scouting -- they're cheap and strong against early barbs (-archers) and have double movement in the open. By the time they're getting killed by swordsmen/archers we should have a good idea of the land between us and our rivals.
6. What about fogbusters? How many would we be willing to use, and what units would we like them to be?
As many as we need...we shouldn't need many though. Usually 2-3 long distance scouts are good for me; and I usually delete them if they get trapped or are obsolete by the time they've completed their mission(s).