@Bede: I'm 99.99% unconvinced that 1NE from the crosshairs will lose you the incense for 30+ turns. I believe that this position would place the incence tile with a border from the capitol and a border from the new town... creating a border around the incense tile.
The spot NE of the crosshairs (south of the wheat) is a powerful spot, IMO.
@Whomp: Didn't we have a discussion at some point about claiming tiles beyond the 9x without kulcha?
@greygamer:
On dotmaps: Use the <PrintScrn> key to dump the screenshots to the windows clipboard, then paste them into any image editor...I like to have the grids enabled in-game before taking my screenshots, as it makes it easier to sketch the lines in.
As for how to analyze them... there are different schools of thought on this. Some prefer to consider the full 21 tiles of a properly developed city... I like to look at the 9 tiles claimed by the initial settlement, plus any additional tiles claimed by filling in gaps...
"Cardinal Directions": North, South, East, and West. If you look at the orthagonal construction of CivIII map, you'll see that you will generally see more territory and make more contacts if you keep your scouting units headed in these directions...
A tactial consideration... the monarchy beeline is quite do-able without Iron. Trade possibilities will open up after the 2nd contact is made. I once played a game hosted by Denyd that was called "Master of the Bow" or something like that. We played as Germany, and we were allowed to build nothing but Archers, Longbows (upgraded to Guerillas) and Panzers. Amusing variant...
My tactical advice: Don't place all your eggs in the warriors-to-Gallic-Swords gambit. Build some archers and (Bede'll love this) an occasional spear. A spear and a pair of archers is nice for holding a spot of high ground.
Remember this: defending cities is only one use of defensive units... defending your offensive units is the higher calling of the defensive unit.
Edit: Wicked cross-post with TGOM...