For production, you want maximum hammers. This means you want maximum FP-total with F=[pop*2] exactly when possible.
Pre-biology farms are FP=3 (grass F3, plains F2P1). Post-bio farms are FP=4.
Watermills are FP=3 when introduced, FP=4 post rep-parts, FP=5 post-SP.
Workshops are FP=2 when introduced, FP=3 post-guilds, FP=4 post-chemistry, FP=5 post-SP.
Mines are FP=4, FP=5 post-railroad.
So what you want is: enough food to work tiles, then maximum number of hammers out of those tiles. Pre-biology farms aren't as good as post-repparts watermills or post-chem workshops, and are never as good as post-SP watermills/workshops. However, you may need them to provide food required to work eg. mines, workshops, or plains watermills (pre-SP - post-SP grassland workshops and plains watermills are food-neutral, grassland watermills food-positive).
Basically non-resource (non-floodplain) farm is useful only in case you need food to support working food-negative tile or a specialist. Other than that, it's probably the worst tile you can be working.
Pre-biology farms are FP=3 (grass F3, plains F2P1). Post-bio farms are FP=4.
Watermills are FP=3 when introduced, FP=4 post rep-parts, FP=5 post-SP.
Workshops are FP=2 when introduced, FP=3 post-guilds, FP=4 post-chemistry, FP=5 post-SP.
Mines are FP=4, FP=5 post-railroad.
So what you want is: enough food to work tiles, then maximum number of hammers out of those tiles. Pre-biology farms aren't as good as post-repparts watermills or post-chem workshops, and are never as good as post-SP watermills/workshops. However, you may need them to provide food required to work eg. mines, workshops, or plains watermills (pre-SP - post-SP grassland workshops and plains watermills are food-neutral, grassland watermills food-positive).
Basically non-resource (non-floodplain) farm is useful only in case you need food to support working food-negative tile or a specialist. Other than that, it's probably the worst tile you can be working.