North2 said:
I thought I made it clear that cottage spamming is still the way to go in the very beginning. I mentioned several times that commerce is king and production is worthless early game. It still makes no difference at diety/immortal difficulty, it just takes longer to get size 10 cities.
Hammers are anything but worthless. Absent forests, there are only three ways to build settlers, workers, or even military; bonus resources, mines, and pop-rushing. Both mines and pop-rushing require food. If anything, food (behing bonus resources) is king in the early game, not commerce. Food is king specifically because it leads to both more commerce and more hammers. Ignoring the effects of food supply on the early-game is folly.
Population growth in the early game can serve two purposes. It can be used to directly produce hammers in the case of workers, settlers, or pop-rushing. Or it can be used to fuel growth, indirectly producing hammers and commerce. If you're using it for the former, you want as much of it as you can get. If you're using it for the latter, you need a moderate amount; too much is a waste.
To be clear, if you choose to work a farm instead of a cottage or mine in the beginning, assuming the other tiles available to the city are useful (grassland or hills), you will come out with a net gain in either hammers or commerce, in most cases. The amount gained will depend upon the change in surplus food garnered by working the farm (or food resource), the larger the relative change, the more you stand to gain. Moving from 1 to 2 food surplus is nearly always beneficial. Moving from 2 to 3 is slightly more questionable, but likely to be useful. Moving from 3 to 4 has a decent chance of not being worthwhile, depending on how many units of population you need to grow.
There are a handful of reasons not to work an extra farm in a particular city. If you have a high time-preference for output now vs. output later, farming is not useful (unless you're pop-rushing). If there are sufficient food resources to fuel growth, then adding an extra farm is often not useful. If you're only growing one or maybe two additional population, there's a reasonable chance farming isn't useful, especially in a commerce city.
The unique thing about the early game is that you tend to have a higher time preference than any other period in the game. You need to get your empire up and running and you need to do it now. That is why chopping is so appealing in the early game. However, in this same period, because the terrain is not well-developed and cottages haven't grown, there is a much smaller short term sacrifice in letting the first or second citizen work a farm; making that 3rd, 4th, and 5th citizen appear much sooner. This sacrifice is felt more acutely, as you have fewer cities, but in the end you often come out ahead because of it.
If you have forests, maybe farms aren't nearly as important to you. You have an easily available source of hammers that are specifically design to quell short-term desires. But, what are you going to do when your starting city has only 1 or 2 forests nearby? Reload, build farms, or wait until well after 2000 BC to really get your empire started? In Civ4, land is power; all things in the game derive directly from the tiles contained within your empire. But, without sufficient population, that land is worthless. Farms, and food in general, allow you to more quickly utilize the land at your disposal.