I see a neat possiblity w/ the double cow. Two cities could share them yielding the following combo: 6,4;4,6;6,4;6,4;4,6 and 2,4,4;2,2,4,2;4,4,2 respectively for a 4-turn settler factory and a 5-turn settler factory. After getting Mon/Rep, you could have 2 4-turn settler factories here. Too bad we're on an island where this may not be worthwhile at all.
Thinking worker SE/SE/Irrigate/NW/Irrigate/SW/W/Irrigate/E/Mine to get to 4-turn growth. Still need 1 more mine if I move settler SW unless there is BG on other side of cows, in which case we got it after this sequence.
Thinking Granery(3050)/Settler(2800)/TBD OR Scout_or_Warrior(3700)/Granery(2950)/Settler(2710) start w/ the Settler starting a military 'factory' nearby. Lots o' warriors to explore (if needed), display land to prevent the evil raging barbarians, or defend against nearby civs I hope don't exist (well maybe one in the middle of jungle, preferably Germans for early trades & normal defesne).
Does ship chaining still work in this version? Agree w/ GOZPEL that ship-chaining should be eliminated. I also like the idea of being able to move a Palace with a great leader only (either type in C3C). Civs that lose their palace should treat corruption as if it hadn't been taken, but not get another capital unless they build one. I do think the AI should be programmed for resource denial and make it an important military concept like it is in the real world. Satellites should eliminate the fog of war except for units that can 'hide' from them, maybe even a percentage for all units. Maybe these are ideas for Civ4
