Abit distracted now, sorry if rambling or touching points multiple times.
Tech giving bonuses to other techs, it's just to look at the research tree and follow the arrows. Some techs have no arrows leading to them (hunting, the wheel, astronomy + many others).
Some have only one arrow to them mining -> BW.
Some have multiple arrows to them, pottery has two (from fishing and agriculture), writing has 3, from pottery, AH and priesthood.
Each of the starting ones give you +20% beakers when researching the next tech, so if you are doing 10bpt researching the weel, you get 10 beakers per turn (or 11 perhaps, only @sampsa knows).
If you research pottery with only knowing Agri, you get 10*1.2 = 12 beakers per turn. If you have fishing too, you get 10*1.4=14 beakers per turn.
It matters here and there, and it's also an explanation for why it's so good to bulb astro, and why you really really want to trade for flight.
Lakes are a pretty awful tile past turn 100 or so, but in the very early game, they are quite nice. Especially when you want to grow and you don't care much about hammers anymore, working a 2F1H tile when you have no use for the hammers isn't that exciting, much better to get some coins in that case.
Roading toward new cities, or at least making sure cities have some connection is usually an easy way to get some commerce early on. But if it's the right thing to do depends alot on the circumstances.
What you need to be doing is to try and figure out what your empires current needs are, and how your micro-choices can best satisfy those needs.
You said second city should start a worker...? No, thats wrong I think. Let it grow on the corn instead, at least to pop2 so that it can help out and hold the food-hungry but still very good copper tile.
Copper tile doesn't need to be improved until city2 is at pop2 and ready to build a settler or worker, or perhaps until capital is at size4 ready to do the same.
The copper tile is sort of awesome, sort of awful. It has the charakteristics of a plains hill mine.
It's a 6yield tile, which is super, but it's also at -2F, making it very hard for a city to grow while working it.
So ideally that tile should be swung back and forth between capital and second city, and used each turn by a city that is currently not growing.
When building settlers/workers, that copper is as good as a pig or wet corn.
Tech giving bonuses to other techs, it's just to look at the research tree and follow the arrows. Some techs have no arrows leading to them (hunting, the wheel, astronomy + many others).
Some have only one arrow to them mining -> BW.
Some have multiple arrows to them, pottery has two (from fishing and agriculture), writing has 3, from pottery, AH and priesthood.
Each of the starting ones give you +20% beakers when researching the next tech, so if you are doing 10bpt researching the weel, you get 10 beakers per turn (or 11 perhaps, only @sampsa knows).
If you research pottery with only knowing Agri, you get 10*1.2 = 12 beakers per turn. If you have fishing too, you get 10*1.4=14 beakers per turn.
It matters here and there, and it's also an explanation for why it's so good to bulb astro, and why you really really want to trade for flight.
Lakes are a pretty awful tile past turn 100 or so, but in the very early game, they are quite nice. Especially when you want to grow and you don't care much about hammers anymore, working a 2F1H tile when you have no use for the hammers isn't that exciting, much better to get some coins in that case.
Roading toward new cities, or at least making sure cities have some connection is usually an easy way to get some commerce early on. But if it's the right thing to do depends alot on the circumstances.
What you need to be doing is to try and figure out what your empires current needs are, and how your micro-choices can best satisfy those needs.
You said second city should start a worker...? No, thats wrong I think. Let it grow on the corn instead, at least to pop2 so that it can help out and hold the food-hungry but still very good copper tile.
Copper tile doesn't need to be improved until city2 is at pop2 and ready to build a settler or worker, or perhaps until capital is at size4 ready to do the same.
The copper tile is sort of awesome, sort of awful. It has the charakteristics of a plains hill mine.
It's a 6yield tile, which is super, but it's also at -2F, making it very hard for a city to grow while working it.
So ideally that tile should be swung back and forth between capital and second city, and used each turn by a city that is currently not growing.
When building settlers/workers, that copper is as good as a pig or wet corn.