Okay here are a few test runs. First off, if anyone disagrees with the parameters of any particular game, tell me what you prefer, and I'll run a test using those parameters.
The 2nd col is the # of turns remaining to research Computers. That's the tech that VoU set up in the initial file, which is fine. For our purposes, all that matters is that a lower number is better. It means we have generated more research.
The 3rd col is # of hammers produced. That is, the leftover hammers. A higher number is better.
Important: I ran the test up until 1AD. The reason I did this is because it allowed all cottages to mature to Towns for all test cases. Thus, the end state is identical in all cases. This allows us to compare apples-to-apples for research and hammers.
A 142 86 FC auto (Food & Commerce), whip library when 1 unhappy and about to get 2nd and costs 2 pop, then stay on FC until max pop (happens immediately), then manually work all grass cottages, when whip unhappy goes away work a 5th cottage.
B 144 90 FC auto, whip granary when costs 1pop size 4 and about to get size 5, whip Library when 1 unhappy and about to get 2nd and costs 2 pop, then stay on FC until max pop (happens immediately), then manually work all grass cottages, when whip unhappy goes work a 5th cottage.
C 141 88 FPC auto until unhappy, then switch to working 1 mine 1 farm and 3 cottages (only need 1 turn at this state to build Library but would have stayed longer if needed), then all grass cottages.
D 145 57 Work all grass cottages. Whip when size5 and about to get 1 unhappy.
E 146 155 Work 3 grass then 2 hill cottages. No whip.
F 135 215 FC auto until max pop, then 3 grass and 2 hill cottages. No whip.
Note: Selecting FC auto works rice and farms first, and then cottages when size 4 and above.
Note: Working all cottages is not possible with citizen automation and must be done manually.
Note: FPC auto works rice and farms, then 2 mines, then grass cottage with 6th pop