Blkbird said:
That's way too extreme in my opinion. Food might be that important in the early stage, but it cannot seriously be like 3:2:1 any more after, say, 1 AD.
Yes, it can. One way of looking at it is that 2 food often gets you 1 specialist (maybe 3 food, if unhealthy), and the 1 specialist can generate up to 6 commerce (in Representation) plus 3 GPP (and 1 GPP is often worth at least as much as 1 commerce).
Another way of looking at it is that 1 extra food lets you replace a farm with a cottage, which gets you 3-5 commerce once the cottage grows a bit.
I think 3:1 for food:commerce is actually pretty conservative.
Blkbird said:
Also, if you're playing a non-aggressive game, then commerce could be equally or even more important than production since your research depends on money.
Sure, and you're going to control that by choosing commerce-oriented improvements vs production-oriented improvements. And those tend to trade off in approximately the 2:1 ratio (i.e., with the same number of citizens working improved tiles, you can typically generate either X hammers or 2X commerce, although this does fluctuate over the course of the game). No planning tool can tell you which of these to emphasize in a particular game.
(This is why the Kremlin is so overpowered, because, with it, it's much more efficient to do everything via cash-rush rather than via production, and you get more flexibility too. And that, in turn, tends to reward cottage-heavy strategies, because you're aiming for Universal Suffrage and so you want lots of towns. But that's a whole separate thread.)