Keep in mind that a settler stops all city growth and we're 8 turns away from a population increase. Filling those 8 turns with either [(1 mohawk warrior/2 warriors/1 barracks)= 6 turns + (1scout)= 2 turns] = 8 turns. That would allow us to reap the benefits of a size 6 city while we queue up a settler for expansion and halt growth; plus the military units would be valuable in keeping it alive till we can place it somewhere.Doc Gnosis said:My recommendation: Build a settler. By the time your scouts have the west better mapped out, the timing would be great for finding the ideal spot for a new city.
That military could then be used to pop that ruin/barb camp and after we capitalize off the culture benefit from Geneva could be used as a force for an invasion that shouldn't be even moderately difficult.
8 turns and we can have a sizable military and what comes with that are the rewards of:
-Experience and gold from killing barbarians.
-Bonus from the ancient ruins.
-City-state bonus for finishing Geneva's mission for a ton extra culture over a few turns.
-Prospect for invading Geneva to not only gain another city with a source of incense, but fulfilling Genoa's mission and gaining their food bonus and making a trade route to the north east easier.
-Adequate protection from barbarian pillaging improvements.
-Sending a note to the AI that we have a sizable military so their programing makes them less likely to want to attack us.
-Protection of settler for expansion farther (west-north/south) plus supplemental scouting.
That far outweighs the benefits from having an extra settler 8 turns faster which would need protection anyways and might easily be murdered in the jungle by barbarians without protection. IMO.