The city that receives the trade route gets the bigger yield, so you should send trade from your capital to your satellites. I think this is what you're arguing here, so maybe you just have your directions messed up
Is it that direction? If so, I'm doing it that way and what MadDjinn is saying is obviously correct. It also follows that all early
should be thrown at the most efficient use: colonists.
What do you mean by leveraging pods for academies? Do you mean popping them and hoping to get the tech? Or do you mean the Gift From Home quest?
Pods give you 20% of the tech currently being researched. This is obviously much, much more valuable when used on a third-layer tech than a first layer one. So what we want to do is switch research to the third-layer tech before running over pods, then switch back to the cheap tech (Pioneering, Chemistry, etc.) you're actually researching.
It also follows that what we want to do is leave pods on the map for as long as possible. The value of the Gift from Home quest also increases as time passes, so in general the plan should be to pop three pods that are fairly distant from home to clear the first tech, then start abusing the way research pods work. It's also best to leave nearby pods laying around for a late Explorer to scoop up, unless an AI happens to spawn nearby early.
What I've been doing in recent starts is clearing Genetics first, then trying to land research pods on Cognition. Getting it for free/nearly free is going to happen in a distinct minority of games, but it
will happen given enough attempts since the late AI arrivals make it really bad at devouring all the pods, unlike in previous Civ installments. Delaying Chemistry kind of sucks since you can't sneak the Recycler in before the Trade Depot builds, but given expeditions it's probably the case that you get a better expected return on an Explorer build at that point anyway. One extra expedition has an expected return of something like 20 extra production in addition to the other possible bonuses, so I'd expect that on average you come out better off going that direction.
Another possible approach would be to push for Computing and go down to intrigue town early with the ARC. That would make them much more efficient at clearing the earlier techs than everyone else, although I'm not sure that the price of foregoing a free outer web tech will turn out to be worth it. I'll eventually get around to testing that.
Explorers are just stupid good right now and you should pretty much spam them (other than the OER build) until Trade Depots become an option. My basic reroll strategy is to spin the wheel a few times until I get a decent food/production/energy start, then throw the game back if an AI lands nearby early. I'm also running down the left side of Prosperity for Gift Economy (picking up more or less infinite Expeditions along the way) after getting the colonist. The expedition strategy is similar to the pod strategy: steal an expedition that's near each distant AI that it's possible to steal from, then work back inward toward my landing site.
Last note: the +2 colonists/city virtue in Prosperity is more or less rubbish because of trade routes. The early growth steps are easily cleared without it, and the value of that bonus very rapidly diminishes to well less than a single pop point. You want to hammer your way down the left side of Prosperity ASAP to break health with the obscene Joy from Variety.
He is referring to the point when units start to be auto-disbanded by the game, due to your running a persistent gpt (sorry, ept) deficit with 0 treasury.
That's irrelevant, though. It means that I can't run energy/turn right down to zero, but I can always turn any energy surplus above and beyond the margin for error into 25.5 energy right now. Which should always, always be done the moment you can make efficient use of it - ie: the moment you can safely rush the next colonist.