Excellent trick in getting our settler out on turn 32,
I was thinking that was impossible to do if at size 3 and settling in place. It makes SIP even better to me.
I'm pretty sure this is the fastest way to get a settler out while having some resemblance of security and worker improvements. (We can do some quick playthroughs of Monarch-level games to gauge barbarian risk, but I'm convinced that having 1 warrior is fine as an escort, especially if we settle close to the capital and if our scout is still alive and can fogbust to the north.
Couple of things:
-I think you made the right call on roading that hill 4-4 of the capital after doing the deer, since it's likely that we'll eventually need fast transportation west and because we will be mining that tile anyway. Once that's done, we can pre-road the pigs for 1 turn, then the turn after that we get Animal Husbandry so we switch to making a pasture.
-Slight error in your reasoning: first warrior is out on turn 24, not 26, and we'll also have a worker finishing up that second road on that pasture that same turn, so the warrior can go 7-1 on that turn. That first warrior should go to the second city site; the capital will be fine.
-On turn 25, you pre-roaded the grass tile 4-4-4 of the capital, right? Then on turn 31 we can road that again, then turn 32 (same turn as settler produced) we mine that hill which already has a road on it.
-If you're worried about security, we can have the second city start on a warrior as its first build. I would highly advise starting a workboat immediately after we get fishing. Note that if the second city has a lake in the first ring we might consider working that, which speeds up bronze working by about 2 turns. Otherwise, I work the 1F 2H plains forest since we know that will be there if we settle the city (capital gets the 1F 3H mine as it builds a workboat).
-I've put a sign on the tile where we can position 1 warrior between the cities and play zone defense. Of course, once the capital is at size 5 we definitely need a warrior there at all times.
-By turn 45, we already get 2 workers for 2 cities, plus Bronze Working due next turn, plus 3 warriors assuming no bad luck (with 1 exploring and 2 acting as city garrisons, and we can always move the warrior in the size 1 city out if needed).
Plan after this would be to switch to slavery in 2 turns (after the settler is produced) and then settle the 3rd city wherever the copper is on turn 50. Tech would be Agriculture -> Pottery, so Pottery would arrive at the turn 60-65 range. It's slow but we do admittedly have terrible starting techs; let's hope the other awesome facts of Sury + Byzantium can make up for it. That is the trade-off I'm gambling at here.
Total tech path: (Myst/Wheel start) -> Hunting -> AH -> Fishing -> BW -> Agriculture -> Pottery, and then Writing after that (but possibly Sailing) to get our scientists running early.
I've included the turn 45 save (hope it works).
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Some images, at a smaller resolution and I resized the first of the four to be larger (if it doesn't look like it's resized then I think photobucket is lagging; if it never gets sized properly then I should probably stop using photobucket).
I'm going to take a look at the demographics now. Just to note: our GNP to start off will be 18. If we research a tech with 1 prerequisite, our GNP will be 20.
ALSO ... scouting move!!! Since we plan to settle close to our capital (usually best in my opinion) I think our scout should go south a little bit, then west, then loop around to our northwest and the direct north. Since we seem to have cold lands to the south, it makes sense for us to explore the north more.

I'm pretty sure this is the fastest way to get a settler out while having some resemblance of security and worker improvements. (We can do some quick playthroughs of Monarch-level games to gauge barbarian risk, but I'm convinced that having 1 warrior is fine as an escort, especially if we settle close to the capital and if our scout is still alive and can fogbust to the north.
Couple of things:
-I think you made the right call on roading that hill 4-4 of the capital after doing the deer, since it's likely that we'll eventually need fast transportation west and because we will be mining that tile anyway. Once that's done, we can pre-road the pigs for 1 turn, then the turn after that we get Animal Husbandry so we switch to making a pasture.
-Slight error in your reasoning: first warrior is out on turn 24, not 26, and we'll also have a worker finishing up that second road on that pasture that same turn, so the warrior can go 7-1 on that turn. That first warrior should go to the second city site; the capital will be fine.
-On turn 25, you pre-roaded the grass tile 4-4-4 of the capital, right? Then on turn 31 we can road that again, then turn 32 (same turn as settler produced) we mine that hill which already has a road on it.
-If you're worried about security, we can have the second city start on a warrior as its first build. I would highly advise starting a workboat immediately after we get fishing. Note that if the second city has a lake in the first ring we might consider working that, which speeds up bronze working by about 2 turns. Otherwise, I work the 1F 2H plains forest since we know that will be there if we settle the city (capital gets the 1F 3H mine as it builds a workboat).
-I've put a sign on the tile where we can position 1 warrior between the cities and play zone defense. Of course, once the capital is at size 5 we definitely need a warrior there at all times.
-By turn 45, we already get 2 workers for 2 cities, plus Bronze Working due next turn, plus 3 warriors assuming no bad luck (with 1 exploring and 2 acting as city garrisons, and we can always move the warrior in the size 1 city out if needed).
Plan after this would be to switch to slavery in 2 turns (after the settler is produced) and then settle the 3rd city wherever the copper is on turn 50. Tech would be Agriculture -> Pottery, so Pottery would arrive at the turn 60-65 range. It's slow but we do admittedly have terrible starting techs; let's hope the other awesome facts of Sury + Byzantium can make up for it. That is the trade-off I'm gambling at here.
Total tech path: (Myst/Wheel start) -> Hunting -> AH -> Fishing -> BW -> Agriculture -> Pottery, and then Writing after that (but possibly Sailing) to get our scientists running early.
I've included the turn 45 save (hope it works).
---
Some images, at a smaller resolution and I resized the first of the four to be larger (if it doesn't look like it's resized then I think photobucket is lagging; if it never gets sized properly then I should probably stop using photobucket).
I'm going to take a look at the demographics now. Just to note: our GNP to start off will be 18. If we research a tech with 1 prerequisite, our GNP will be 20.
ALSO ... scouting move!!! Since we plan to settle close to our capital (usually best in my opinion) I think our scout should go south a little bit, then west, then loop around to our northwest and the direct north. Since we seem to have cold lands to the south, it makes sense for us to explore the north more.