I think the critical difference between the two plans is that bc is trying to get new cities out ASAP, whereas R1 wants to do so only with workboat support. Hence, the difference in FH of whipping a settler and a workboat (respectively) onto the Pyramids around T120.
As far as FH is concerned, it seems to make more sense to whip a settler or worker onto the Pyramids, because we make use of a whip opportunity,
and we get to whip more of our
into scarce
when using multiple population to get a settler or worker, and we get to convert overflow
into
on the wonder. This offsets the greater time we have to work the non-wonder to get into whipping position. Seemingly, a workboat 1-whip only has a limited conversion of
->
, and there is no advantage to the wonder from the overflow.
However, if the creation of a settler generates unresolvable pressure on workboat availability (as discussed in previous posts, we want five plantable workboats between about T110 and T130), it might be better to 1-whip a workboat in FH and focus the food onto CC to push another whip-cycle through there early. This delays settling (say) BF somewhat, but lets us get three workboats at about T124(FH), T126(SM), T135(SM) with the option of whipping one more in SM to arrive T137.
So, lets look at the value we get for that early WB out of FH.
First, we consider using FH to hurry to get one of the two WBs for PC
R1's spreadsheet suggests those first two WBs head off to PC. They arrive and plant ready for work on T127 and T130. We have to settle on T116 to have grown to 2 by the time both are available - but bc's plan settles it T117, and R1's plan settles it T120. So this second workboat is 1 or 2 turns early (respectively) if you crunch the numbers. It's then not until T137 or T138 (respectively) that we grow to size three to finally start working the Pmine - that's 20 or 18 turns after settling! The lighthouse still isn't finished until about T144, and it doesn't pay to whip off the population working the Pmine just to build a lighthouse, so we grow to size four at about T146 or T147 (respectively) before 2-whipping the granary to regrow to size 3 on about T151. (This is a whole population point better than R1 actually did in his game - he seemed to whip the granary three turns later than I think is best.)
Meanwhile, CC built a settler for MC, and then a settler for BF. BF settled T145 and got its fish improved T146 in R1's spreadsheet.
Second, we consider using FH to get another settler out earlier
Now let's take PC settled on T117 as in bc's plan, and have it receive the T126 WB from SM to be available T129 and have it build its own second WB. This means we start working the unimproved seafood, working the PM when built, and then the nets when improved. PC then completes its own WB on T134 and grows T135 to use it. It keeps growing through the lighthouse build (done T149), 2-whips the granary T150 and regrows to size 3 T155. This plan has ten fewer base
on whatever build comes next, so we'll say that PC is 10+4*5=30
behind under this plan.
Meanwhile, CC built a settler for MC, and
FH has been free to build a settler for BF, which plants T130. SM took its own second WB from T135, and chose whether to whip out another WB for BF to use on T138 (about 8 turns after it settled), or to slow-build it for BF to use on T145 (about 15 turns after it settled).
In the second run, BF got settled a bunch earlier, so even if it gets its WB only on T145, it's still got 15 turns on the unimproved fish to show for itself, i.e. (4-2)*15=30
15
75
less about 4*15=60
in increased city maintenance. It also busted some more fog, preventing barb city, galley and unit spawn chances, and providing more warning of a raid on SM's fish. An earlier WB for BF whipped from SM would show a bigger profit for BF, but would hack SM down somewhat.
So considering just PC and BF from the point of view of the empire, I think the second plan is slightly ahead. The fact that CC's next settler can go somewhere else to get the next city faster seems like a clincher.