Pretty accurate list but a few points I disagree with or would modify just a little bit.
1. Food: Bananas do not require Calender to become a food resource. Farmed bananas are 4 which is the same as deer, unirrigated corn, and unirrigated rice. Farmed Sugar is also 4. Post Biology any sugar resources i do not need for trade I farm. They are the same food as clams/crabs at that point. Do not be afraid to farm your calender resources before you have plantations.
If you are considering 4 deer as major food sources then any 4 resource is major. The same is true with cows, you class them as minor but grassland cows are 4 plus they add 2
2. remember that your capital will pop a second time fairly early in the game. That can be used to farm a tile in the 2nd ring od the BFC os your 2nd 3rd or 4th city. It is not always a MUST to have the food resource in the 1st 8 tiles of a city.
3. If playing a CE you do not have to have 3 cottages in your capital by 1500BC. You just need cottages. @1500b.c. I rarely have Civil Service so the capital does not get any bonuses for cottages compared to other cities. My capital is freuently my early game unit/settler/worker pump because of the high food and production. I have found a spot to cottage to infinity and may or may not be moving the capital there pre Beauracracy.
4. Coastal cities are not all that bad. The trade routes can be very lucrative with harbors and customs houses. Plus building naval units can be pretty handy if you ask me.
5. You mention a science city, a finacial city and a military city. A GP farm is also a good investment. Paired with either the national park or the Globe to become a drafting city under nationhood.
6. I would not pair the Ironworks with West point. West point really isn't as expensive as you make it out to be. With stone it costs less than Wall Street and it is being built in a hammer rich city to begin with as opposed to wall street in a typically hammer poor commerce city. My main issue with Iron works in my west point city is that late game wonders will be built there and that means my highest quality troops must be put on hold for a while. Though I will try and place a military instructor in Ironworks if I miss the Pentagon and usually even if I don't.
7. You said the Great Wall is only usefull if you are planning on running an EE. I play Marathon speed on huge maps at Emp/Imm. The barbarians are worse than raging on a smaller map at regular speed. The RNG does not scale the barb checks for slower speeds so you get triple the barbs from an enormous area. Fog busting becomes economy busting. I beeline Masonry unless I am playing Sitting Bull. Otherwise I end up building an endless supply or anti barb units instead of settlers and workers. I still build units if I get the Great Wall to keep my power numbers up. But since they don't die fighting barbs i spend fewer hammers.
The Oracle is better than Lib IMHO because I can grab an expensive tech when beakers are more scarce. CoL and Monarchy are the biggies for me. Either one can salvage my rexxed out economy.
8. Slavery is a powerful civic but it is definately not the only labor civic you will need until Emancipation. Once you have guilds, and definately when you have Chemistry, workshops under Caste System can provide just as many hammers as slavery. This also enables you to run a pile of Scientists or Merchants in your GP farm. And in an early SE with or without the Mids you want as many scientists running as possible. The real clincher for me is the slave revolt in my beauracracy capital that goes on for 10 turns. Even if i take the lost population and whip anger option, my capital has grown to a point where it takes a bit longer to regrow population points. Do the math for missing a single town in a Bureaucracy capital with an academy for 10 turns. then multiply that by the number of towns there.
And lastly, try to avoid using the terms always and never when giving tips.
1. Food: Bananas do not require Calender to become a food resource. Farmed bananas are 4 which is the same as deer, unirrigated corn, and unirrigated rice. Farmed Sugar is also 4. Post Biology any sugar resources i do not need for trade I farm. They are the same food as clams/crabs at that point. Do not be afraid to farm your calender resources before you have plantations.
If you are considering 4 deer as major food sources then any 4 resource is major. The same is true with cows, you class them as minor but grassland cows are 4 plus they add 2
2. remember that your capital will pop a second time fairly early in the game. That can be used to farm a tile in the 2nd ring od the BFC os your 2nd 3rd or 4th city. It is not always a MUST to have the food resource in the 1st 8 tiles of a city.
3. If playing a CE you do not have to have 3 cottages in your capital by 1500BC. You just need cottages. @1500b.c. I rarely have Civil Service so the capital does not get any bonuses for cottages compared to other cities. My capital is freuently my early game unit/settler/worker pump because of the high food and production. I have found a spot to cottage to infinity and may or may not be moving the capital there pre Beauracracy.
4. Coastal cities are not all that bad. The trade routes can be very lucrative with harbors and customs houses. Plus building naval units can be pretty handy if you ask me.
5. You mention a science city, a finacial city and a military city. A GP farm is also a good investment. Paired with either the national park or the Globe to become a drafting city under nationhood.
6. I would not pair the Ironworks with West point. West point really isn't as expensive as you make it out to be. With stone it costs less than Wall Street and it is being built in a hammer rich city to begin with as opposed to wall street in a typically hammer poor commerce city. My main issue with Iron works in my west point city is that late game wonders will be built there and that means my highest quality troops must be put on hold for a while. Though I will try and place a military instructor in Ironworks if I miss the Pentagon and usually even if I don't.
7. You said the Great Wall is only usefull if you are planning on running an EE. I play Marathon speed on huge maps at Emp/Imm. The barbarians are worse than raging on a smaller map at regular speed. The RNG does not scale the barb checks for slower speeds so you get triple the barbs from an enormous area. Fog busting becomes economy busting. I beeline Masonry unless I am playing Sitting Bull. Otherwise I end up building an endless supply or anti barb units instead of settlers and workers. I still build units if I get the Great Wall to keep my power numbers up. But since they don't die fighting barbs i spend fewer hammers.
The Oracle is better than Lib IMHO because I can grab an expensive tech when beakers are more scarce. CoL and Monarchy are the biggies for me. Either one can salvage my rexxed out economy.
8. Slavery is a powerful civic but it is definately not the only labor civic you will need until Emancipation. Once you have guilds, and definately when you have Chemistry, workshops under Caste System can provide just as many hammers as slavery. This also enables you to run a pile of Scientists or Merchants in your GP farm. And in an early SE with or without the Mids you want as many scientists running as possible. The real clincher for me is the slave revolt in my beauracracy capital that goes on for 10 turns. Even if i take the lost population and whip anger option, my capital has grown to a point where it takes a bit longer to regrow population points. Do the math for missing a single town in a Bureaucracy capital with an academy for 10 turns. then multiply that by the number of towns there.
And lastly, try to avoid using the terms always and never when giving tips.