dragomaster
Warlord
Costal capitals are often good. without seafod is disepointing but ok.
So, I guess the lesson I learned is that maybe coastal starts aren't the best for rushing (???) and that I should go back more to peaceful expansion and attack a bit later, maybe post-construction (especially if ivory is around)?
One nice thing I've found is that the GM you get from GLH can bulb metal casting--a fairly pricy tech--that lets you get the colossus unless an AI takes mc off the oracle and really prioritizes it. These two wonders can obviously help a lot and I agree that pre-1000AD is FAR more important than post-1000AD and a lot of that has to do with economic/expansion issues.
It's certainly not a given, but a coastal start tends to give me a fair amount more commerce in the early game than a land bound start.
I often find myself regenerating if I get a coastal start. Here is why I hate them:
1) Often you have a pile of crap water tiles that really do nothing for a capital, especially a bureaucracy capital.
2) #1 means you often have to either pretty much sacrifice bureaucracy (which is expensive so you want to get max benefit) or else move your capital spending hammers on a pricy palace during a time when hammers are critical.
3) Even if you choose to move your capital, you may have tundra/desert/mountains/etc. or in other words you may not have a good bureaucracy-capital location in the center of your empire to help cut maintenance.
4) If you keep your capital on the coast, that means that as you spread out your empire, maintenance costs are going to add up much faster because you are limited in terms of the directions you can expand.
5) Often these cities are low-production meaning it can be difficult to churn out everything you need early-game.