For faster growth we improve wheat first, for earlier warrior we improve deer first.
Things to keep in mind:
The G Riv Wheat is equivalent to a G Riv Corn, so it gives us 7 inputs ( 6 F + 1 C ).
The G Riv Deer For doesn't give us a Commerce due to its Forest blocking the River's Commerce, so it gives us 6 inputs ( 5 F + 1 H ). Note that Camping the Deer does not add additional Hammers.
The G Cow isn't on a River, so it gives us 6 inputs ( 4 F + 2 H). It also can't be improved first.
Trying to maximize Hammers by improving Deer -> Cow, I get 22 Hammers by the time that we hit Size 3, meaning that we get Warrior 2 on turn 20 and have 7 Hammers that we have to dump into a Barracks.
If we then grow to Size 4, we can get Warrior 3 out, but at the cost of delaying our Settler three turns until Turn 33. That price is pretty steep to pay, as it is our first self-built Settler. We also are late on getting our squares improved, only getting the 3rd Resource completed on Turn 27 or Turn 28, so we won't be working an improved Resource with that 4th citizen.
If we improve the Wheat first, although it takes us an extra turn to improve it relative to improving the Deer:
Wheat = partial Farm for 1 turn + 5 turns Farming the Wheat = 6 turns
Deer = move to the Forest for 1 turn + 4 turns of Camping the Deer = 5 turns
we end up with more inputs overall if we improve the Wheat first, as shown by the math in
Message 285, as the Wheat is a 7-input square.
By improving the Wheat first, we have the option to get our Warrior 2 on Turn 21 and put 2 Hammers into a Barracks or get our Warrior 2 on Turn 22 and put 0 Hammers into a Barracks. I don't see a delay of 2 turns for Warrior 2 as being a significant delay.
A delayed Settler is a big deal. A delayed Warrior can be compensated by wise unit movements, and the advantage from an earlier Warrior can be negligible if the Warrior's role is to protect the area for City 2.
I'd like to check the mountains between Germany and Greece to check if they have easy access to each other so its likely to be T6 SW T7 SE T8 SE.
I'd much prefer if we hugged the Cultural Borders of the grey-coloured AI, being ready for any Worker-stealing opportunity and trying to meet as few of the AIs as possible.
This map is loaded with AIs; before we learn Alphabet, enough AIs will come to seek us out with Scouts, Work Boats, or Archers. In all likelihood, too many AIs will come to meet us. Let's try to get a strategic advantage over other teams right from the start by AVOIDING meeting as many AIs as we can, to increase our medium-term tech-trading potential.
This game is all about teching the fastest possible to Railroad. Does anyone disagree with this claim? So, we want to maximize any opportunity possible to increase our tech pace, and meeting as few AIs intentionally as possible in the turns up to Alphabet plus about 3 turns after Alphabet, while we do some rounds of trading, is an approach that has the potential to put us ahead of teams who rush out to meet other AIs.
Strategically, it is in our best interests to stop meeting AIs.
Hopefully, the following thread (linked on the first page of our team's thread) will help to enlighten you how we should fear the AIs telling us that they would not trade techs with us (telling us WFYABTA too soon in the game) if we were to rush out to meet them early on in the game:
Tech Trading: We Fear You Are Becoming Too Advanced Game Mechanics and Leader Listing
As for whether those 2 AIs (Germany plus the light-blue-coloured Greece?) will meet, we can expect their Cultural Borders to expand to the third ring after 34 turns (3 Culture per Turn) + 1 turn of Religious Anarchy + 1 turn of Slavery Anarchy, meaning that they are almost certain to meet each other after 36 turns.
Germany starts with Hunting, as does Greece. Even if Greece is on an island, the odds of them not having met within the first 10 turns of the game is quite low, due to only one of them being required to send out a Scout and spot the other AI's Cultural Borders.
So, if we fear angering another AI (such as Greece) by declaring war on Germany, then let us keep in mind that the longer that we delay to steal a Worker, the more AIs that Germany will meet, and thus the greater the chance of us angering more AIs, as every turn that it takes until we can steal our first Worker, Germany is busy sending its Scout out to meet other AIs. AIs don't trade enough to have to worry about receiving DENIAL_TECH_WHORE messages, and they play at a lower difficulty level than us, and often get Friendly with other AIs, so they'll still be able to trade by meeting other AIs, while we will have less trading opportunities in the post-Mathematics era for every AI that we meet out pre-Alphabet. AIs don't declare war to steal Workers and they don't generally trade a ton of techs (Mansa Musa being one exception for the tech-trading point), so it doesn't hurt them to meet other players and thus the AIs will try to meet each other; counter-intuitively, it is against our best interests to do the same thing as the AIs. But, we know that the AIs do dumb things (Roading to a Wheat before Farming it), so let's be wiser than the AIs in more ways than one.
The fact is that we will anger multiple AIs for any war declaration on a map with this many AIs. Is getting a Worker early worth that price? In my opinion, yes. We can get Settler 2 out several turns sooner if we capture Worker 2 instead of self-building Worker 2 before Settler 2. That's a significant boost to our empire and we should have all of our energy focused on trying to steal a Worker now.
I suggest that we stop play until we have alignment on our goals, as I am hearing conflicting thoughts on how we'd like to play.
Let's make sure that we're in agreement and then let's make our decided-upon goals part of the PPP, so that we are all clear on what we're trying to accomplish with a given turnset.
My suggestion for our goals:
1. Meet as few AIs as possible
2. Put all of Warrior 2's efforts into stealing a Worker
EDIT: 3. Spawn-bust with our Missionary and our Scout
EDIT: 4. Build a Worker while working the Deer
Other people may have different opinions on our current goals. Discuss them, then decide, and then play only when we have agreement on our goals.
If we were to go ahead with these goals, I would suggest:
1. Scout moves 1 NE G > 1 N G For (1 SE of the G Riv Wheat and 1 W of the G Fur For) and spawn-busts from there, without moving further for the foreseeable future. Doing so means the chance to avoid meeting that green-coloured AI and the light-blue-coloured AI for as long as possible.
2. Warrior 1 does not stand in place. Warrior 1 hugs Germany's Culture in search of a Worker-stealing opportunity. It looks as though there are Peaks to the south-east, so we must go north and then north-east and then east and then south-east and then south around Germany's Cultural Borders, in search of a Resource on the edge of Germany's Cultural Borders that an AI can improve early on, such as a Corn, a Wheat, a Rice, a Gold, a Gems, a Silver, a Fur, a Deer, possibly a Pig, possibly a Cow, or possibly a Sheep.
If we were to decide as a team upon different goals, we might do different things. But, let's first decide on our goals and then be sure to document our goals in our PPPs so that we know that we're all in alignment on what we're trying to accomplish with a given turnset.