Crunched the numbers, yields first 25 turns:
1) As Pinned: 3 pop w/ 6 in the bank, 77 23.5 14.1 75 144. That's working diamonds first, stone second, plains hill SW of the diamonds third. Working the tea third after cultural acquisition is -8 +4
2) Settle diamonds: 3 pop w/ 10 in the bank, 67 27.5 14.1 75 84. Work stone first, purchase & work wheat second, plains forest for a turn and then tea for three. Only upside is connecting a luxury without a builder charge.
3) Settle plains hill SW of diamonds: 3 pop w/ 10 in the bank, 94 27.5 14.1 75 138. Work the diamonds first, wheat second, plains forest for a turn and then tea for three.
(1) provides coastal access and would be a little limited until the wheat was purchased (at third ring prices) or a lighthouse gets built. However, that's still a slow grower with no 3 tiles available.
(3) gives up coastal access for a gain in but also long term - farming the wheat gives a 3 tile, as does the coastal grassland. The two tiles south of the wheat could be farmed for both the Feudalism inspiration and as a farm triangle (more ). In this case I'd likely leave the Holy Site where it was (as a +3) and put the Campus on the forest SE of the Holy Site. That'd drop the HS to +2 but make the Campus +3. As an alternative I'd put the Holy Site 2E of the city center and the Campus would go on the woods between the two. The advantage there is that they could not be seen or pillaged from the coast. That configuration also means I can move the GP from the current pin to NE of the capital's HS. I'll pin out that version next turn.
1) As Pinned: 3 pop w/ 6 in the bank, 77 23.5 14.1 75 144. That's working diamonds first, stone second, plains hill SW of the diamonds third. Working the tea third after cultural acquisition is -8 +4
2) Settle diamonds: 3 pop w/ 10 in the bank, 67 27.5 14.1 75 84. Work stone first, purchase & work wheat second, plains forest for a turn and then tea for three. Only upside is connecting a luxury without a builder charge.
3) Settle plains hill SW of diamonds: 3 pop w/ 10 in the bank, 94 27.5 14.1 75 138. Work the diamonds first, wheat second, plains forest for a turn and then tea for three.
(1) provides coastal access and would be a little limited until the wheat was purchased (at third ring prices) or a lighthouse gets built. However, that's still a slow grower with no 3 tiles available.
(3) gives up coastal access for a gain in but also long term - farming the wheat gives a 3 tile, as does the coastal grassland. The two tiles south of the wheat could be farmed for both the Feudalism inspiration and as a farm triangle (more ). In this case I'd likely leave the Holy Site where it was (as a +3) and put the Campus on the forest SE of the Holy Site. That'd drop the HS to +2 but make the Campus +3. As an alternative I'd put the Holy Site 2E of the city center and the Campus would go on the woods between the two. The advantage there is that they could not be seen or pillaged from the coast. That configuration also means I can move the GP from the current pin to NE of the capital's HS. I'll pin out that version next turn.
Sending units to their death since 2017.
Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)