oh - is this marathon? That probably changes the equation, with the unit vs. building hammers being different on marathon.
Huge marathon is probably not an easy map for learning on - the tips on that speed & size won't necessarily translate to most other sizes/speeds.
In particular, techs are more expensive, while units are cheaper, including workers and workboats (but not settlers).
This makes starting with workboats much better than starting with a worker, since you
really need the extra commerce, and your worker may be unemployed for about 45
turns after farming the corn.
with a start of
workboat #1 (using plains hill forest)
workboat #2 (using fish, plains hill forest at size 2)
warrior until size 3 (using 2xfish + corn)
worker, whipped for 1 pop after 5 turns production and 2 turns anarchy
warrior finished
workboat #3
warrior (needed to garrision)
start on workboat #4
Agriculture will be done in 7 turns, the worker has chopped 1 forest and will be done
with the first mine in 8 turns. Rome will grow to size 4 in 5 turns, and a settler could
be whipped in 8 turns, if you want one very quickly.
By turn 69 you can have 3 workboats, 2 warriors and a worker, instead of
1 workboat, 1 archer and 1 warrior.