Huge post incoming!
Are there any world wonders that would help early on or is it something that is better to wait later for?
Well on these settings the GWall is pretty much always going to be the right choice, the Orace and GLibrary are usually good bets on value too.
I would usually suggest however looking to play a couple of games without building any wonders at all, then you can see what else you could invest the hammers in and would be more free to learn the game (particuarly Great Person Point management) without the crutches of wonders. If you do try this then you could always keep the GWall as a crutch to lessen the impact as it is a no brainer wonder on these settings.
Also, I usually do the biggest world. Not sure my reasoning for it, but I probably should be taking on smaller worlds for the learning process.
A lot of people play those kinds of settings, particulary when they are new/inexperienced, I know I did as I was looking for an 'epic' feeing game of civ.
There are a few issues with learning while playing it, marathon does skew the game heavily toward warfare and makes everything run much, much faster so bear that in mind.
I also built the Great Lighthouse hoping more gold would come in, but it didn't do that much from the results. Not exactly sure how competitive I am with the other civs at this point, but I should be doing better than I am.
Well you are miles behind in production, food and population but hopefully you can remedy that now by expanding, your GNP is not great, but its doing better than the others and will hopefully pick up quite quickly.
An important mechanic to recognise is that the commerce
commerce
you get from cottages and other tiles, and from the trade routes from GLighthouse, is not the same things as gold
gold
, and that excess gold really isn't that useful!
Commerce is split up by the slider into
,
and :gold depending on % its set at, as the only real purpose of gold is to fund maintenance at this point you want to be running the
slider as high as possible, even if it means running a defecit as getting lots of gold in the bank has no real value unless you intend on rushbuying.
The GLighthouse itself really isn't doing much for you, its function being to increase trade routes in coastal cities is only partly working in 2 cities as Seoul isn't connected to anything and theres only 2 potential routes for New York and Washington, and those routes are only worth 1
each as they are domestic for a paltry total of 2
.
The funny thing about this is that the GH is in fact one of the games strongest wonders, capable of winning games almost entirely by itself on the right map, but it relies on lots of coastline, and preferably other local empires to trade with, it wasn't really worth buiding in this case.
Though it can still be made use of, you do have a fewworth while city sites near the capital that are coastal, the unworkable grassland cottage west of the capital to grab the fish, the forested plainshill for crab further west and cams to north in particular.
The biggest issues in that save, and by a large margin are your lack of expansion and tiny cities, these are the root causes of your pitiful
and production capacities.
A major mistake that has inflamed this is using the 'avoid growth' automation button in all your cities, some of which still have
to spare. Even growing into unhappiness can be beneficial as you can whip unhappy population allowing you to turn excess food into production, avoid growth swaps to weak tiles and throws away any excess food.... its also easy to forget about, it will cause nothing but harm to your empire!
Workers are doing things badly, the automation is in fact made considerably worse by having avoid growth in cities as they are cottaging plains (weak tiles) before improving sheep (quite strong and even dry corn (very strong) along with their usual nonsense.
A quick rule of thumb for order of tile strength when using workers manually is;
Food resources->Other resources->Floodplains->Grassland->Plains,
all while favouring riverside if two of the same type for the extra commerce, and especially for grains as riverside/lakeside means an extra food.
Roads are something to be kept to a minimum, build them to connect cities, strategic resources you don't yet have connected, and happy resources you don't have but be particuarly careful about wasting worker turns roading to health resources as cities tend not to need any till later than they need other things done due to innate health, rivers, forests and seafoods connecting to coastal cities without needing a road.
If you don't already do it turn tile yields on by pressing cntrl+y to see what a tile does for you in its current state.
Boston really needs a bit of worker attention on its foods, and stop that worker from building the worthless road on that plains/hill/mine tile.
Cities can only work tiles in an area known as the Big Fat Cross (BFC), this makes a 5*5 tile area around the city with the corners cut out for a total of 21 tiles, theres no benefit to the city in building improvements outside of this area.This area can easily be seen ingame by the way by entering the city screen, the city can only work the tiles with
,
and/or
yields
So the cottage 1South, 3West of Washington, the one your building 3East and the two cottages 3South are completely useless
For now you've managed to hit a
bottleneck due to being so small and reaching fairly expensive techs, this has to be remedied ASAP. Research Monarchy to allow your cities to grow under the Hereditary Rule civic, if you don't alrady know it causes military units (not scouts) in cities to give +1
, the warriors you can still build are extremely useful for this due to their cost.
To get there I would suggest turning avoid growth off everywhere, allowing the capital and Boston to grow to work more tiles, New York can swap off food to cottages temporarily and Seoul can run 2 scientists instead of working the plains forest and cottage.
The scientists will not only help toward
, but also speed your next great person (probably a prophet) from 18 turns to 5. Seoul has monstrous amounts of food and will make a good GP farm for the rest of the game infact!
With that sorted simply grow and expand like mad, you have tons of room here with no obvious competition for it, should be easy from there just make sure to keep up enough workers to improve new cities in a timely manner and get Currency.
First two cities I would build from there would be 1SE of the sheep NE of the capital, then on the aformentioned unworkable cottage W of the capital. In the long run you want to have at least one food for every city, and at least one city for every food.