jray
King
i'd rather wait till i have mathematics before i start chopping anyway.
Eek! That's like saying "I'd rather wait til I have Rifling before I start making military units. Why make weak ones before that?"

i'd rather wait till i have mathematics before i start chopping anyway.
I play on Emperor, and I start with a Worker 90% of the time. You don't realize what a huge advantage it is to have an early Worker out there. Improving a Cow or a Corn tile DOUBLES its output. Mining early Gold or improving an Ivory tile provides a necessary happiness benefit (for these higher levels, at least).
If you haven't tried an early Worker, give it a shot for a game or two. A couple of things to consider: You have to prioritize the Workers techs (Mining, BW, Agriculture, AH, Wheel, maybe Pottery). You have to make sure your Worker is constantly going.
Assuming I have cows, corn, pigs, deer, sheep, rice, or wheat in my first city's fat cross (which is almost always), and assuming it is safe to do so (not playing multiplayer), the worker first build is a no brainer for me. Most initial cities start with a net food/hammer yield of 4 (2 food, 1 hammer in city, 1 more food or hammer on worked tile). Letting your city grow to size 2 is only going to increase your net yield to 5, since the extra population will need 2 food to support it. 1 extra yield doesn't get that first worker out much faster. Improving an animal or grain resource increases the yield of that tile by 2 or 3. A size 1 city working an improved resource is just as productive as a size 3 or 4 city working unimproved resources, and a size 2 city working 2 improved resources is as productive as a size 5 to 7 city working unimproved resources.
Early chopping (and whipping) is pretty necessary on higher levels. I never limit myself to chopping only after Mathematics. 20 hammers on turn 30 is probably worth a lot more than 30 hammers on turn 150. However, I almost always improve resources before chopping.
Not to bash anyone here, but I think the early barracks build is a pretty weak strategy.[...snipped]
Assuming I have cows, corn, pigs, deer, sheep, rice, or wheat in my first city's fat cross (which is almost always), and assuming it is safe to do so (not playing multiplayer), the worker first build is a no brainer for me. Most initial cities start with a net food/hammer yield of 4 (2 food, 1 hammer in city, 1 more food or hammer on worked tile). Letting your city grow to size 2 is only going to increase your net yield to 5, since the extra population will need 2 food to support it. 1 extra yield doesn't get that first worker out much faster. Improving an animal or grain resource increases the yield of that tile by 2 or 3. A size 1 city working an improved resource is just as productive as a size 3 or 4 city working unimproved resources, and a size 2 city working 2 improved resources is as productive as a size 5 to 7 city working unimproved resources.
Early chopping (and whipping) is pretty necessary on higher levels. I never limit myself to chopping only after Mathematics. 20 hammers on turn 30 is probably worth a lot more than 30 hammers on turn 150. However, I almost always improve resources before chopping.
Not to bash anyone here, but I think the early barracks build is a pretty weak strategy. The only time I would consider it is if I were playing an aggressive Civ (half price barracks) and was planning on archer rushing (or quecha, skirmisher, bowman, etc.) a close neighbor. Otherwise, you're spending 50 hammers (normal speed) on something that wont give you much early benefit. 1 upgrade isn't going to make your early scouts/warriors/archers much better at what they need to do early, which is to find huts, meet neighbors, bust fog, and kill barbs. I wouldn't even use barrracks as a placeholder build. I'd rather have more 0XP warriors in almost every situation, for busting more fog, defending cities better, and increasing my power rating.