For those that haven't already read it, there is a detailed article (http://forums.civfanatics.com/showthread.php?t=154872) about the method for optimum early growth, where it is stated that the sequence Worker-Worker-Settler is the optimum one in conjuction with BW and chopping. I have some objections about the GENERAL validity of this statement in many cases, especially in epic or slower speeds and higher difficulty levels, which I would like to post as a source for discussion. Of course, a need for reading the above article is both necessary and extremely useful to ANY civ player - note that this article is stating that is focusing on Prince level; so in most cases I am not objecting it, but just discuss other levels and speeds.
1. Only 100% science please
There is a many times "hidden" precondition that you run science on 100% during all the time to BW. At the article it is stated that
"Epic BW=21, W=19 turns" (in epic you discover BW in 21 turns and produce a worker in 19 turns). This is false for the majority of civs in higher levels - the truth is that without an organised civ you need 28 turns (due to 80% science) or, with a binary tech search, 27 turns (if I didn't miscount - I get bored with this up-down thing).
So, the effects described can be achieved in lower levels and organised trait, but not necessarily in higher levels and other traits. When you have to lower your science slider the result is that you end up with a worker that has nothing to do except wait or mine. If at this moment you start a second worker, you can't use chopping (no BW yet) so the whole article loses its validity. If you switch in the meantime to anything else (like a warrior), then it would be probably better to have started first with the warrior and maybe (depending on the "lag") grow your city to size 2 first (usually the grow needs 11 turns in epic - well, 11 is not far from 9 and the increased city size will speed up the worker creation). So
#1. If you have to lower your science slider, then probably the "worker-worker-settler" sequence isn't optimum, because of the "delays" in techs.
2. Not hills/plains please
The article is based on an assumption about the city tile, that:
"A size one city has 3 free production"
if you "translate it to civ", that excludes a city which is built on a hills/plains AND has into the radius any 3 food tile (like corn, floods, etc.) or even a forest tile, because in this case the city has a different base production, according to the article terminology. This case is not at all rare (note that many players tend to build always on a hills plains tile) - and creates again similar problems with the case #1 - very fast production of a worker that will have nothing to do. To "ease" a bit the numbers, I will now allow even 100% science, and we have:
Epic: BW 22 turns, W 15 turns (7 turns lag).
Again, what is clear is that the proposed strategy cannot be applied "fully" and the numbers given in the article cannot be trusted for this case. So
#2. A hills/plains city tile may change much the strategy that you will follow, especially if you have also to lower the science slider.
3. Starting techs
Of course, the proposed strategy has obviously no meaning for the (not few) civs that don't start with Mining (longer way to BW). But we have already seen that there are many cases where you end up with a worker that hasn't the right to chop - so if he is to do something constructive, he must MINE a hill (if there is a hill available, that also doesn't have a tree on it). Still, this is the "somewhat worse" case D of the article (unless you happen to mine the "correct tile" that will happen to have bronze - if there is such a tile in the first city). There is only ONE civ in this game that starts with the two "best" techs for the proposed strategy (Agriculture+mining), so as to be able also to improve a +3 tile: the Chinese. So:
#3. To get to the "equally good" case C of the article (improve a +3 resource), you must either be Chinese, or be quite lucky with the huts.
4. Commerce
This article states specifically that it doesn't deal with commerce: the proposed strategy is obviously giving worse commerce results than any "growing city" strategy, since the additional tile would give additional commerce (and thus beakers). But how much? Of course, this depends on the tiles you have in the city radius, but with a hills plains city and TWO "3 food" tiles (floods/corn/wheat, etc) (not the most unusual in the world for the capital) you can easily verify that the sequence "warrior+grow city+worker+worker+settler" (and to make it easier in 100% science!) is ONE turn later than the proposed strategy in production but can be at least TWO turns ahead in commerce (if the tiles have also commerce), plus with an increased city size at the end (more profit to come in the next turns). If we are forced to lower the science slider, this strategy could be the winner by far. So
#4. If you have a city with potential commerce+food tiles, then even with 100% science there may be alternative tracks that loses a bit of production in favor of science.
5. Overkill of trees
This is, IMO, a strategical disadvantage of the proposed method: it counts only the "current" production achieved but doesn't count what you have lost. Any tree can be chopped at any time: but timing is crucial to get the maximum effect. If we have in the one side of the equation the "assets" (trees) and in the other the "achievements" (produced units), we see that we just transposed our assets - well, that's not a production boost, since it can be done at any time in the future. As correctly is stated in the article:
"You can already see from the above that starting a second city adds much more production than growing the first city, and that the best improvements are almost as valuable in the short run as founding a second city. Normal improvements increase total production modestly, but only on certain tiles."
If we take this thought one step further, using an old chess thinking method about "necessary moves in a plan" we see that the second worker just speeds up a little the conversion of an asset (tree) to a settler - well, how necessary is this? Of course the first worker is crucial, but the ideal would be to have a city that helps - through the improved tiles - and not wait everything from chops. I have the feeling that the second worker is just an overkill of trees - most probably because I never had a problem with waiting a bit before his production, in order to minimize the "chops without a contributing city". To see the difference that a contributing city may make, see #6.
Plus, the missing trees could be used in many ways, and since the first city is usually a "rich" one I generally prefer to chop the second worker from the SECOND city - that way it will leave me some trees for a possible needed wonder (or even an extra axeman). So
#5 How necessary is really to chop IMMEDIATELY a second worker? Can't it wait a bit until city grows in size and/or have some nice improved tiles, so as to preserve some trees (assets) for other uses?
6. The "special cases" - welcome to the fishermen and goldminers club
This is where my quest really started - I happened to have a city in hills/plains with corn into its radius and also a fish resource - and the best of all, I was playing a civ that started with Fishing! Out of curiosity I started to count (I gave myself also mining, to be "a fair battle"). It wasn't even close: starting with a work boat and then worker+worker+settles was equally good in production (I had a "contributing city") but was FAR better in science - PLUS at the end of the count I had a city with size 2 instead of a city with size 1 (more commerce and production to be won in the future). Of course this is a special case, so I counted again with a clam resource: now the proposed method was a bit faster (2 turns) in production but FAR worse in commerse, science, and future prospects. Another advantage of the work boat: it eliminated all "lags".
One more "exception" i have found is the "gold" tiles: of course, they provide SO MUCH gold that even with other things equal it's useful to deviate a bit and mine them first - even if you didn't have to, due to the level "lags". So
#6 There are also some special cases where the proposed strategy is clearly inferior. One such case is the sea resources for the fishing civs, and another is the gold tiles, due to the commerce you lose by not mining them ASAP.
7. Marathon
In most of this I focused on Epic, but Marathon shows even bigger problems: as stated in the article about the turns needed for a worker/BW
"Marathon BW=49, W=30 turns. At Marathon/Deity, it takes 67 turns to get bronzeworking"
You can imagine yourself that 37 turns without something to do is clearly NOT optimal. Again, only Chinese would be able to farm anything - so the problem is just aggravated. I think that in Marathon and higher levels this strategy doesn't have a chance at all (after all, the numbers can't even be applied due to the "best case" 19 turns lag for BW). Note that, for a city with +3 food, it takes 22 turns to grow in size - so now a good alternative is to grow first the city (build a warrior) and then build a worker (due to the increased city size, it will need less than 30 turns, so it will come approximately at the time of BW). So
#7. In Marathon, the proposed strategy can't be applied.
1. Only 100% science please
There is a many times "hidden" precondition that you run science on 100% during all the time to BW. At the article it is stated that
"Epic BW=21, W=19 turns" (in epic you discover BW in 21 turns and produce a worker in 19 turns). This is false for the majority of civs in higher levels - the truth is that without an organised civ you need 28 turns (due to 80% science) or, with a binary tech search, 27 turns (if I didn't miscount - I get bored with this up-down thing).
So, the effects described can be achieved in lower levels and organised trait, but not necessarily in higher levels and other traits. When you have to lower your science slider the result is that you end up with a worker that has nothing to do except wait or mine. If at this moment you start a second worker, you can't use chopping (no BW yet) so the whole article loses its validity. If you switch in the meantime to anything else (like a warrior), then it would be probably better to have started first with the warrior and maybe (depending on the "lag") grow your city to size 2 first (usually the grow needs 11 turns in epic - well, 11 is not far from 9 and the increased city size will speed up the worker creation). So
#1. If you have to lower your science slider, then probably the "worker-worker-settler" sequence isn't optimum, because of the "delays" in techs.
2. Not hills/plains please
The article is based on an assumption about the city tile, that:
"A size one city has 3 free production"
if you "translate it to civ", that excludes a city which is built on a hills/plains AND has into the radius any 3 food tile (like corn, floods, etc.) or even a forest tile, because in this case the city has a different base production, according to the article terminology. This case is not at all rare (note that many players tend to build always on a hills plains tile) - and creates again similar problems with the case #1 - very fast production of a worker that will have nothing to do. To "ease" a bit the numbers, I will now allow even 100% science, and we have:
Epic: BW 22 turns, W 15 turns (7 turns lag).
Again, what is clear is that the proposed strategy cannot be applied "fully" and the numbers given in the article cannot be trusted for this case. So
#2. A hills/plains city tile may change much the strategy that you will follow, especially if you have also to lower the science slider.
3. Starting techs
Of course, the proposed strategy has obviously no meaning for the (not few) civs that don't start with Mining (longer way to BW). But we have already seen that there are many cases where you end up with a worker that hasn't the right to chop - so if he is to do something constructive, he must MINE a hill (if there is a hill available, that also doesn't have a tree on it). Still, this is the "somewhat worse" case D of the article (unless you happen to mine the "correct tile" that will happen to have bronze - if there is such a tile in the first city). There is only ONE civ in this game that starts with the two "best" techs for the proposed strategy (Agriculture+mining), so as to be able also to improve a +3 tile: the Chinese. So:
#3. To get to the "equally good" case C of the article (improve a +3 resource), you must either be Chinese, or be quite lucky with the huts.
4. Commerce
This article states specifically that it doesn't deal with commerce: the proposed strategy is obviously giving worse commerce results than any "growing city" strategy, since the additional tile would give additional commerce (and thus beakers). But how much? Of course, this depends on the tiles you have in the city radius, but with a hills plains city and TWO "3 food" tiles (floods/corn/wheat, etc) (not the most unusual in the world for the capital) you can easily verify that the sequence "warrior+grow city+worker+worker+settler" (and to make it easier in 100% science!) is ONE turn later than the proposed strategy in production but can be at least TWO turns ahead in commerce (if the tiles have also commerce), plus with an increased city size at the end (more profit to come in the next turns). If we are forced to lower the science slider, this strategy could be the winner by far. So
#4. If you have a city with potential commerce+food tiles, then even with 100% science there may be alternative tracks that loses a bit of production in favor of science.
5. Overkill of trees
This is, IMO, a strategical disadvantage of the proposed method: it counts only the "current" production achieved but doesn't count what you have lost. Any tree can be chopped at any time: but timing is crucial to get the maximum effect. If we have in the one side of the equation the "assets" (trees) and in the other the "achievements" (produced units), we see that we just transposed our assets - well, that's not a production boost, since it can be done at any time in the future. As correctly is stated in the article:
"You can already see from the above that starting a second city adds much more production than growing the first city, and that the best improvements are almost as valuable in the short run as founding a second city. Normal improvements increase total production modestly, but only on certain tiles."
If we take this thought one step further, using an old chess thinking method about "necessary moves in a plan" we see that the second worker just speeds up a little the conversion of an asset (tree) to a settler - well, how necessary is this? Of course the first worker is crucial, but the ideal would be to have a city that helps - through the improved tiles - and not wait everything from chops. I have the feeling that the second worker is just an overkill of trees - most probably because I never had a problem with waiting a bit before his production, in order to minimize the "chops without a contributing city". To see the difference that a contributing city may make, see #6.
Plus, the missing trees could be used in many ways, and since the first city is usually a "rich" one I generally prefer to chop the second worker from the SECOND city - that way it will leave me some trees for a possible needed wonder (or even an extra axeman). So
#5 How necessary is really to chop IMMEDIATELY a second worker? Can't it wait a bit until city grows in size and/or have some nice improved tiles, so as to preserve some trees (assets) for other uses?
6. The "special cases" - welcome to the fishermen and goldminers club
This is where my quest really started - I happened to have a city in hills/plains with corn into its radius and also a fish resource - and the best of all, I was playing a civ that started with Fishing! Out of curiosity I started to count (I gave myself also mining, to be "a fair battle"). It wasn't even close: starting with a work boat and then worker+worker+settles was equally good in production (I had a "contributing city") but was FAR better in science - PLUS at the end of the count I had a city with size 2 instead of a city with size 1 (more commerce and production to be won in the future). Of course this is a special case, so I counted again with a clam resource: now the proposed method was a bit faster (2 turns) in production but FAR worse in commerse, science, and future prospects. Another advantage of the work boat: it eliminated all "lags".
One more "exception" i have found is the "gold" tiles: of course, they provide SO MUCH gold that even with other things equal it's useful to deviate a bit and mine them first - even if you didn't have to, due to the level "lags". So
#6 There are also some special cases where the proposed strategy is clearly inferior. One such case is the sea resources for the fishing civs, and another is the gold tiles, due to the commerce you lose by not mining them ASAP.
7. Marathon
In most of this I focused on Epic, but Marathon shows even bigger problems: as stated in the article about the turns needed for a worker/BW
"Marathon BW=49, W=30 turns. At Marathon/Deity, it takes 67 turns to get bronzeworking"
You can imagine yourself that 37 turns without something to do is clearly NOT optimal. Again, only Chinese would be able to farm anything - so the problem is just aggravated. I think that in Marathon and higher levels this strategy doesn't have a chance at all (after all, the numbers can't even be applied due to the "best case" 19 turns lag for BW). Note that, for a city with +3 food, it takes 22 turns to grow in size - so now a good alternative is to grow first the city (build a warrior) and then build a worker (due to the increased city size, it will need less than 30 turns, so it will come approximately at the time of BW). So
#7. In Marathon, the proposed strategy can't be applied.