Hello All.
Here are my priorities in order for opening game:
1. Find a city spot.
2. Get at least 1 scout picking up village and ruins treasures, and scouting trading partners.
3. Be an arms dealer. Trade with indians is pwnage. sell them guns, horses, tools, and trade goods. Finished goods (cigars, rum etc) aren't profitable.
4. Get Peter Minuit. He makes every recruit in Europe cost 25% less. Almost, but not quite making your gold 25% more valuable in mid-late game.
After that its building an economy. I like to get a galleon as soon as feasible. This has two huge effects: 1. Lets me transport treasures for free, 2. Lets me devote my initial ship to indian trade while the galleon does Europe runs. One galleon can handle all your european exports (especially when upgraded w/ +1 movement and 1 turn europe bonuses) unless you go for crazy big economies.
The value of indian trade can't be overstated (especially for players in the original game, in which it sucked). For goods demanded, you get between 2x and 3x what you pay in europe for them, and you can judiciously buy indian produce for a 20% to 2x profit in europe.
I've seen many people talk about using blacksmiths and gunsmiths and ranchers to produce tools, guns, and horses. Given the stability of the economy in europe (vs the old game) why would you ever build a tool. Ore pays 2 or 3 (sometimes more) in europe, and tools cost 2 or 3. Just buy them. Horses are the same. they cost 2 or 3 gold each. A rancher should (IMHO) ALWAYS be made a free colonist and made to do ANYTHING other than ranching. Turning food (price 1 in europe, or price 3 when you turn 200 of them into a 600 gold new unit) into a price 2 horse, and using labor to do it is just as insane as making tools.
An argument might be made for gunsmiths, turning price 2 or 3 tools into price 6 or 7 guns, but this seems like too much effort for the infrastructure. Many other jobs offer the opportunity to make 3-4 gold/unit produced.
Cheers,
Tradewind