bluejay said:
What do you mean, "chop a warrior"?
Have a forest chop timed so that 10 shields go in the bin the turn after the previous warrior was built, giving you two warriors in two turns.
I don't have a single strategy-it depends upon what type of VC I'm playing for. If I'm playing for fast research, I'll try my best to ensure that all the tiles being worked are roaded and I'll try to ensure that military is kept to a minimum to ensure that the switch to Republic does not lead to a massive unit cost increase. If I'm playing a military game, then production is more important to me and so I'll be making sure that high production tiles are mined. However sometimes it is more important to me that I have a strategic road to my next victim extended than to road and mine a bg (if I cannot do both). In short I do not have any hard and fast rules but I do try to prioritise science or production as appropriate.
High volume settler production is important and so I do like to have at least one settler factory up and running. On the highest levels this is all I can get but at lower levels it is possible to get a couple and swamp the surrounding territory before the AI can get going. A worker factory is nice to have too but failing that I just get the towns creaming off a pop point every so often to keep my worker numbers up. These factories take first priority for development and get all the worker help whilst the satellite towns manage by themselves at first.
If I am fortunate to get a town with a couple of cows and three bgs, then a settler/warrior factory is possible. On a military game this enables the other towns to develop more quickly as settler escorts are taken care of. For military games this means barracks as a first build in all other towns; for fast research games, I build additional workers, settlers, granaries (and sometimes even temples if luxes are rare!!!) with library and market prebuilds when I'm getting close to Lit and Curr.
As killercane says, it is difficult to do the same thing every time because the game is never the same. For example, if I can afford to get a couple of workers early on, I will. (The extra cash could come from huts or an early trade or I may have zero/min research.) However if it is going to be a drain on research, I won't bother until I've got my first settler out to help with unit support. worker actions depend upon whether the cows are plains or grass, if there are luxes in the capital radius for higher levels, how many spare forests I have, etc. Use of lux slider is normal but I will often use a scientist or two in high food starts as long as I can maintain production and food supply in my settler factories if it means that science is improved.
I'll stop there as I'm going on a bit

but I can supply turn by turn production on my recent games as I've archived the civassist saves. Let me know if there is a particular game of my that you're interested in if it would help you.