I think it is a good plan. The worker is going to be busy for awhile. After chopping the two hills should he cottage StPete floodplain before mining?
Probably doesn't matter too much either way. Personally I might have mined one hill straight after chopping so Moscow keeps a reasonable number of ongoing hammers (in fact, I wouldn't tell the worker to chop at all, I'd directly tell it to mine on the forest, that way you don't lose any production due to turns between the forest going and the mine appearing).
Actually, scary thought has occurred to me. Every turn the we delay building a cottage = 1 commerce/turn for 105 (?? 70 on normal speed so I'm guessing 105 on epic) turns loss of income (until it's a town), even before allowing for library etc. Delay the cottage by 5 turns and over the next 105 turns you've lost 525 commerce. That's like, one complete early tech!
I Like Dynamic Spirits Location for Coppertownski because it picks up the fish. It does however leave copper outside cultural boarder necessitating library(writing) or obolisk(meditation)-about 15turns plus mining time. (Assuming we transport worker by galley)Can we delay that long to get metal or Settle Thrallia's original spot?
<g>. Yep, that's why I picked that spot. It's the only spot that lets you work the copper and grow at the same time. Any other spot and the town has a choice between production or (modest) growth: Can't do both.
I know this is thinking some way ahead, but some rough calculations. Assuming we have just got a settler and worker there.
Thrallia's spot:
5 turns to mine copper (I think that's right)
3 turns to build road
-> 8 turns for copper.
(At this point city is size 1. If we want to work copper, it'll be I think another 20-25 turns before it hits size 2)
My spot:
start working the plains (so 2 hammers/turn). Chop a forest, contributing 20 hammers (not 30 as it's outside our cultural borders). Obelisk in 13 turns.
As soon as obelisk complete, change from working plain to working fish (if we have a workboat ready)
15 turns for culture to expand.
No turns for road (would be 6 but can do that while waiting for culture).
5 turns for copper.
-> total 33 turns for copper. But at this point city is probably size 3, maybe even 4, and can continue to grow, even while working the copper.
So Thrallia's spot gets us the copper 25 turns faster and without needing to research mysticism, but at the cost of the city never being much of a viable city, in terms of being able to grow, (and also not being able to viably poprush in it).
I don't think mysticism is much of a deal, it's a very cheap tech. Which city spot is best depends on how urgently we need the axemen at that point.