The clam city is not a commercial dead end. It starts at 3 gpt, and another +2 gpt for each pop. We cannot afford the copper city.
I
love hate to disagree. Clam City starts at +2

(3

- 1

(maint)). Then at pop 2 you get +1

(+2

- 1:commerce (dist cost)). furthermore, w/o the lh, which we can't build for an eon, the pop grows slower...and slower...and.......slower.
The only

argument in favor that I can see is
kl's discussion on the 15

pottery bonus, because at pop1, Copper City has to choose between getting that bonus (working the grass) or not (working the copper mine). Correct me if I'm wrong,
klarius. Furthermore, I'm not sure how Copper City responds to the distance cost at pop2.
Btw, instead of wkr2, Copper City can build settler3 on roughly T23 with 2 chops.
In short, there are a few combinations here that bear looking into, if you ask me, because I haven't even looked at what we might be doing in MW during this time...
EDIT: Also bear in mind that there's only so much effective work the wkr can do right now. The MW chops will be more or less equally useful during this 20 turns or the next. The gains from the copper mine are cumulative.
EDIT2: May I take just a moment to LOL,
Erkon: Weren't you the one who want to explore so much...
