Maybe the site itself is not bad, but the handling could be improved. I probably shouldn't make harsh comments without actually playing the start myself.Thanks for the direct links, saved me a lot of trouble. Thanks for the advice too. And the critiques are no problem, it really got me thinking. Now that I ponder upon a bit more...city #2 did consume an ungodly amount of worker turns. But isn't fin coastal seafood and an extremely start to GP generation worth it? Don't virtually all other viable 2nd city sites require a WB too? And AFAIK, @Swordnboard settled the same way I did for the first 3-4 cities, and got away with it just fine?

Granaries are very expensive, costing 60% of a settler. While whipping with granaries is very lucrative, setting things up is slow. So often slow-building settlers IS faster, especially if we have forests, talking mostly about settling cities 2-4. Cities 5-7 might come so late that one city is set up for 3-pop whips.The other thing I have doubts about is - slow-building settlers??? Really? I thought the rationale was to get cities up as fast as possible, and the benefits of that trump even working fin riverside cottages for a bit more in the early turns, only potentially being surpassed if you're really working a bunch of power tiles like gold, wet corn, or mined copper? And no granary? But food is king and granaries basically double it...
There are many factors that should be taken into account when deciding on how to build those settlers. What is the quality of tiles we work if slow-building? What is the quality of cities 5,6,7? What is the difficulty level? On emperor we can certainly afford to settle them earlier than on deity. Traits? At least EXP, IMP, SPI alter things.
On to the actual game. For me, the first spot that requires thinking arrived on T23
Spoiler :
BW is in, worker is not on forest yet. I see three alternatives:
Of these alternatives, without deep analysis I think the best is number
- Start a settler, get one chop in in time, settler out T29 assuming we don't work lake all the time. Cap at size 4, can switch to slavery now to whip 2nd worker.
- Start a settler, planning to 2-pop whip it. Chop is not in in time, reach 40
T26, lose a turn switching to slavery, whip T27, settler out T28. Cap at size 2, but the chop is in now towards 2nd worker.
- Keep growing, planning to 3-pop whip settler. Need 56
to reach size 6, so short 1
of growing in 5T. Will put chop towards settler, meaning growing to size6 T29, then switch to slavery, whip T30, settler out T31. Cap at size 3.
Spoiler :
1
Sorry to hear that. 7 turns is a lot, but stronger early play might snowball enough to make a big impact and if your play was perfect post-1AD, you know where to look at least.Anyways...t256 science victory. Only 7 turns off my goal! That makes me sooo irrationally angry; there was nothing I could've done to shave off so much and yet so little time (still remain skeptical that even a better early game would've put me over 10k beakers and hammers ahead, and besides AFAIK I did everything perfectly after 1AD). If only I had MoM and was able to pop another golden age...but, ah well. Did all I could. Guess it still wasn't enough, though.