So what are the most important things to do in the first 50 turns?
What starting build orders?
How many cities?
What techs?
What am I not thinking of?
Civilization is such a complex game with so many variable that virtually every game will greatly vary based on the map and your leader. However, for some extremely generic answers:
- How many cities? I play Immortal/Deity and as a rule of thumb I like to have 5 cities before 1000 BC and up to 6-9 by 1AD (peaceful expand). If you play on lower levels maintenance/research is cheaper so you can probably do more.
- build orders: The following build will usually get you around 5 cities/5-6 workers before 1300 BC with most leaders on non-coastal starts. This is for normal speed btw.
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Capital: Worker > Warrior to size 3 > Settler (size 3) > Worker (size 3) > Settler (size 3) > Worker (size 3). Timings work out like; You're initial Worker will have time to improve 2 tiles by which time you'll already be at size 3 and your 1st Settler starting. I prefer farms/mines as improvements for max hammers and quicker production. You can save cottages for after the initial que above (although FP cottages
and additional high yield food tiles are ok). You're first worker then finishes a 3rd improvement and then chops 1 forest (I prioritize BW when possible) to get you're 2nd worker out fast (Settler just left).
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1st settled city: 2 Initial workers build roads to your new city (usually takes 1-3 turns) and then makes 2 improvements (usually 6-7 turns). This coincides nicely with your 2nd Settler finishing in your Capital. I like to bring those 2 initial Workers back to the Capital and chop 1 forest to speed up the Worker now in que. Those 2 initial Workers now make roads to your 3rd city while your new Worker in the Capital begins improvements there.
You're 1st settled cities initial building que will be Warrior to size 2 > Worker (size 2) > either another military unit or que up a Granary as you grow to size 4 (making 2 more improvements) > Settler (size 4). At this point I prefer to 2 pop whip my Settler as close to 69/100

as possible to get max overflow into either a Granary or another worker. The worker you've made at size 2, after making 2 improvements, normally has time to go back to the Capital and help out there for a few turns (depending on distance
and timing of your new cities 1st Settler).
However, if you are able to work 4 strong tiles and have some nice commerce (or cottage sharing for Capital) it can be perfectly fine to avoid the whip and work max tiles and chop instead.
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2nd settled city: Does the same build/improvements as your 1st settled city with the exception of making a Worker at size 2. Do not make a worker at size 2. Simply focus on max improvements and max growth to size 4 and then continue on as normal (well, as above anyways lol).
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what techs: I like to emphasize Food > Strategic > Roads > Pottery and in most cases I like to grab BW early for chops/whipping. After that I like to go Writing (open borders with everyone plus they can share religion and give you free border pops) and then pick up Alpha (sometimes via trade).
Here are a few random examples. Hatty starts with The Wheel and Agriculture. Let's say she has corn, hills, and some trees. I'd start off Min > BW > Pottery.
With Roosevelt, who starts with Fishing and Agriculture you might open Mining, BW, The Wheel, Pottery. So initial tech choices really do depend on your Leader and Land, more so than anything else.