The other thread I posted my "Four one pop cities" imperialistic strat -- a good strategy, but sometimes you want to be more flexible and build wonders! That's OK! Imperialistic also helps for early wonder strats!
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In this example game, the goal is to get the oracle ASAP and use alphabet to backfill techs, without sacrificing development time or production capacity!
Also, I'M PLAYING CHARLEMAGNE, SINCE EVERYONE IRRATIONALLY HATES HIM AND THINKS HE SUCKS
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Do your starting techs suck? Does your worker have nothing to do? Do you think mysticism is useless? Have no fear! With Imperialistic, you don't need to build a worker, or have any economy techs at all to develop quickly! Just build a settler and oracle the alphabet! And once you get the alphabet, your bad starting techs cease to matter! No gold mine needed.
Fact: With non-imperialistic civs, worker first is almost always the best play, because it is more cost effective than a settler (You probably already know this)
Fact2: With imperialistic civs, your settler will come out almost as fast as a worker would! its easy to get a 15 turn pop 1 settler, all you need is a plains hill city spot and a plains forest. Settler first on imperialistic gives comparable development speed to worker first, which makes for some interesting development options! (You probably didn't know this!)
Can this be used to your advantage? Yes, it can!
In this example game:
Playing Charlemagne I built a settler first in cap, while teching towards meditation and priesthood, then mining, then writing. The second city begins growing and building the oracle as soon as priesthood comes in. The first city follows up with a worker to build mines, then grows on flood plains, then builds a settler.
By turn 47, I have a two pop cap, a three pop 2nd city with the oracle, an unused settler that's ready to build a 3rd city somewhere, and i've traded with the AI's for every early game tech I need, including bronze working, archery, and animal husbandry! Once I get some cottages, a library and and a few more cities, i'll be well on track for a pre-1000 bc horse archer rush, despite not having a gold mine!
Log of production times for this strategy:
CAP:
turn 1: founded on plains hill
turn 16: settler completes
turn 28: worker completes. Moves to second city to construct mines.
turn 36: Cap grown to size 2, while building warrior, overflowing into a settler.
turn 47: completes a settler. City #3 will be up and running soon.
2nd city:
Turn 18: City is founded.
Turn 26: grow to size 2.
Turn 32: grow to size 3. Switch to max production.
Turn 47: oracle is complete.
____________________________________
In this example game, the goal is to get the oracle ASAP and use alphabet to backfill techs, without sacrificing development time or production capacity!
Also, I'M PLAYING CHARLEMAGNE, SINCE EVERYONE IRRATIONALLY HATES HIM AND THINKS HE SUCKS

...
Do your starting techs suck? Does your worker have nothing to do? Do you think mysticism is useless? Have no fear! With Imperialistic, you don't need to build a worker, or have any economy techs at all to develop quickly! Just build a settler and oracle the alphabet! And once you get the alphabet, your bad starting techs cease to matter! No gold mine needed.
Fact: With non-imperialistic civs, worker first is almost always the best play, because it is more cost effective than a settler (You probably already know this)
Fact2: With imperialistic civs, your settler will come out almost as fast as a worker would! its easy to get a 15 turn pop 1 settler, all you need is a plains hill city spot and a plains forest. Settler first on imperialistic gives comparable development speed to worker first, which makes for some interesting development options! (You probably didn't know this!)
Can this be used to your advantage? Yes, it can!
In this example game:
Spoiler :

Playing Charlemagne I built a settler first in cap, while teching towards meditation and priesthood, then mining, then writing. The second city begins growing and building the oracle as soon as priesthood comes in. The first city follows up with a worker to build mines, then grows on flood plains, then builds a settler.
By turn 47, I have a two pop cap, a three pop 2nd city with the oracle, an unused settler that's ready to build a 3rd city somewhere, and i've traded with the AI's for every early game tech I need, including bronze working, archery, and animal husbandry! Once I get some cottages, a library and and a few more cities, i'll be well on track for a pre-1000 bc horse archer rush, despite not having a gold mine!
Log of production times for this strategy:
CAP:
turn 1: founded on plains hill
turn 16: settler completes
turn 28: worker completes. Moves to second city to construct mines.
turn 36: Cap grown to size 2, while building warrior, overflowing into a settler.
turn 47: completes a settler. City #3 will be up and running soon.
2nd city:
Turn 18: City is founded.
Turn 26: grow to size 2.
Turn 32: grow to size 3. Switch to max production.
Turn 47: oracle is complete.