I did some serious analysis on this opening on normal speed. (I usually play marathon).
I got to say I find the theorycrafting on normal abit more interesting, workerturns and turns in general are more important...
I got the idea from the thread:
Vocum Sineratio: The Whip (
http://forums.civfanatics.com/showthread.php?t=193659)
Under the headline "Worker" you can read: about the optimization.
"if you start with Mining there is an interesting optimization available when there is a 3F tile inside the inner ring of your initial city..."
I applied it in a slightly different way in this opening however.
The idea is to go BW -> Agri, and then probably sailing but the analysis doesn't go that far.
Buildorder is Workboat -> Worker.
Kind of interesting, since most people recomended worker first in this opening.
The crux comes in with Mr Hanibals traits, financial.
I utilized the extra commerce from the clams, to get both BW and agri quicker.
Ending up at turn 27, with population 2, a clam improved and the corn improved (or possibly the wheat, haven't tried).
And you are halfway to completing sailing.
The setting is normal/immortal
The buildorder goes like this:
Build Tech Work Tile(s) Comment
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T0: wb bw corn
T1: wb bw corn
T2: wb bw corn
T3: wb bw corn
T4: wb bw corn
T5: wb bw corn
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T6: wb bw clam In essence, these two turns trade
T7: wb bw clam 2 food in the "bar" for 4 commerce.
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(We have now grown to population 2, 0/24 in the food bar, workboat 8/30)
T8: worker bw clam+clam
T9: worker bw clam+clam
T10: worker bw clam+clam
T11: worker bw clam+clam
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Now we have one turn to bw, however we are so close to bw, that we can afford to
work something other than the clams, we put some extra hemmers into the worker...
T12: worker bw corn+wheat
T13: Revolt to slavery!
T14: Whip the workboat, finish building the wb, tech agri, work silk one turn.
--------------------------------------------------
Workboat finishes, improve clams.
T15: worker, agri, claim
T16: worker, agri, claim
T17: worker, agri, claim
T18: worker, agri, claim
T19: worker, agri, claim
T20: worker, agri, claim
T21: worker, agri, claim
--------------------------------------------------
Worker now finishes at the same time as agriculture. Go improve that corn!
Build a warrior/workboat/barraks to grow.
T22: warrior, sailing, clams
T23: warrior, sailing, clams
T24: warrior, sailing, clams
T25: warrior, sailing, clams
T26 Corn now finishes, and if you work that one, you will grow next turn!
T27: You have now grown to pop2, work corn+clams.
End of analysis.
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One can tweak around abit at t6, t7, t12 and t14, to better steer the final result into either commerce, extra food in the bar, or toward tech. Any changes are marginal, however.
From the position that arises when the analysis is done, I think that it is good to build a settler, and to run and improve the wheat.
Comment about working dual clams: