Ok, here's what I did:
1. Is the 3rd city 1S of Cow tile a good spot?
I'm more inclined to put 1E of wheat. You could just go on the desert as well for coastal - with lake, but 1E of wheat provides more cottage coverage. At this level, the choice does not matter much, but on higher levels it would.
2. Worker will be popping out in capital city - which tile should the worker improve? I'm planning to cottage either 1N or 1NE of city.
Mutal should focus growth after worker. PH hill mine fine for worker production, but city needs to grow now. There's two ways you could go here with Potter in very soon ..and you are EXP: Mutal should focus on growth after worker completes. PH mine fine for worker production but city needs to grow now. No specials to improve so chopping is now your focus. You could chop an expansive granary with plans to grow on whip settler, or just put chops into settler. I'm inclined to go for fast granary now.
3. After finishing improving the corn in second city, which tile should the worker improve? I'm confused now about FP, cottage or farm the FP 1S of corn?
Again, I'd go chopping here for a fast granary...both cities will rock with fast granaries.
Generally I'd say yes, but I think Hunt>AH>Writing is fine at this level since you will settle cows. It will give you Holkans - just in case - though barbs don't appear to be much issue here with such close AIs
5. What should I build after popping out warrior in second city?
Granary will likely come before warrior actually finishes...could 4>2 a settler there later into a worker...same for Mutal really
6. What should I build after popping out worker in first city?
Warrior as placeholder is fine, then granary at Pottery
Silly me, really silly of me. totally forgot about that.
Really you should have a unit near the spot where you plan to settle almost always unless the way is clear anyway. For example, settling 1E of wheat the setter would be inside your borders anyway before settling.
Yes, I think you guys have been hammering on that point alot. I'll be mindful to do that every time. Is there a way to check if the 1 turn tile improvement is successful because there is no user interface feedback to register that?
First, I'd just say that right now we are trying to get you to grasp the concept of making the most of those worker turns. The partial FP farm may or may not be relevant, but the action you took reinforces the concept. But soon you can see the relevance of this as you start putting partial turns into cottages and roads. You are squeezing out the most from that worker movement. (Note: Also, keep in mind "deadstops" when it comes to this concept. For example, say your target tile is 3 tiles away such as a forest or hill. A--->B--->C--->D where A is the tile worker is currently on and D is the deadstop target tile. Worker can do an action on tile B and then move to D)
BULL adds the Hover UI features. I thought I'd already pointed you to BULL. Maybe you did not install it or maybe you copied the files to Custom Assets but did not place the actual DLL in assets (renaming the vanilla DLL). BULL will not be active unless the DLL is active. (BULL also has the worker prechopping.)
On another note, seems like you are neglecting 0%/100% idea we have discussed before.
Cottages are not a priority but you might put down 1 in near future on an FP to get some commerce rocking. That cottage should only go on 1 of the shared FPs between Mutal and Lakama