Swedishguy
Deity
Warrior is good for getting a second population point. But if you get a warrior faster than a population point, start with worker. (Especially if there's farm or camp resources nearby)
6 - 14 Quechua's. Depending on on the distance to the two Civs I'm going to exterminate...
there are very few times you shouldn't start out immedietely with a worker. You certainly shouldn't be just building warriors to grow your city, the extra unimproved tile with give you 1 extra production (3 Food/Production - 2 Food to feed the pop point = 1 production)
Building a worker first and allowing him to improve a tile can give you up to 3 extra Food/Production (Cows, Pigs, Wheat/Corn (next to fresh water), etc.) It also will allow you to rush your second build if you went for the ever popular bronze working as your first tech.
There are times when you should build other things first, but waiting to grow your city 'just because' isn't one of them.
what do you build first?
Always depends on the start location and civ. Although most of the time I'll start building a warrior (or workboat) before I start my first worker.
* Worker
This is a good first choice, and one that's widely used by the participants in the discussion forum. Its main strength is that, when the worker completes, you can begin to improve the land around your Capitol (especially the specials and flood plains) right away, ramping up your founding city's food, hammer, and coin production quite early on. Of course, a worker first approach implies that you have techs in hand that will give the worker something to DO. If you do not, or if your worker actions are quite limited, then this build is probably not the strongest move you can make. Specifically, if your starting strategy revolves around founding an early religion, and you start with Mysticism and some other non-worker related tech (Fishing), or if your worker-related tech does nothing to improve the outputs of the land (Wheel), or if it is not applicable to your starting terrain (Hunting, but no "campable" animals inside your cultural borders), then Worker first will actually HURT your game. In most other instances, it will help you, because if you're not racing for an early religion, then the techs you research before the Worker is finished will probably give him plenty to do.
* Warrior
For the safety minded player, one or more Warriors cranked out to guard the Hearth and Home does much to further that sense of security. Under no circumstances can a Warrior-first opening be described as "bad," because it provides key defense for your starting city, and it allows your city an opportunity to grow. It does, however, slow you down in other ways. From a raw turn perspective, you'll have your first worker out roughly 6 turns slower than a player who opts for a worker first. Figuring 4 turns to improve one piece of terrain, that's four turns "extra" that the worker first player is getting more resources than you (and those extra resources can be anywhere from 1-4 extra). This concept of getting more resources, more quickly is called "Turn Advantage," and is a crucial concept to 4x games. Creating Turn Advantage is the means by which you create a "lead" over the rest of the players in the game, and ultimately, win.
* Scout
For this to be an option to build, you must select a Civ that begins with the tech "Hunting." An extra early Scout can do wonders for your game. At a speedy two moves (and an average construction time of 8 turns), you can double your natural exploration speed, or quadruple your exploring speed in relation to those poor folks who start with a Warrior. That, plus the fact that Scouts (almost?--I've never personally had a bad hut result using a Scout, but perhaps others have) never get bad results from huts make it a compelling reason indeed to go with a Scout first, in your build queue. My personal best, as far as the goody hut gambit goes is three techs, a scout, a warrior and ~300g. If that's not enough to convince you it can be a good idea, then you prolly can't be convinced.
Works best on larger maps, free tech is more powerful in Epic games, where techs are relatively more expensive, and of course, Pangaea maps provide an extra bit of incentive to go with Scout first.
* Settler
The Settler first option raised some eyebrows when it was first proposed, and there are still some who naysay it as a valid approach, but no matter. It's a strong start, though for different reasons than some of the other options that let the city grow a bit (anything other than a settler or worker first), or focus on improving the terrain around the Capitol first (worker). TOC
The main advantages of Settler first is that it improves your overall (empire wide) production more quickly, allows faster early game growth (cities can grow from size 1 to size 2 fairly quickly, even with NO improved terrain!), and it allows for a flexible blending of production (can build a warrior from one place, while the second city builds a worker). Very strong beginning if your starting terrain isn't as good as it could be, but there are hints at better land nearby. Also good if you don't feel threatened (don't want or need an early worker), can't build a scout, and your strategy calls for non-worker-oriented techs. In those cases, Settler first is what you're looking for!
* Barracks
Represents a pretty serious time commitment, but the good news is that your city will grow while the Barracks is building, meaning that the rather daunting starting build time will shrink, and when you get around to building garrisons and other troops, they'll gain the benefits of promotions. Good start if you plan on being aggressive, but want to capitalize on the natural terrain advantages your starting city has to offer (which can be compelling, even without worker-improvement!)
* Work Boat
Very specific start. You must have the "Fishing" technology as one of your starting techs, and you must be coastal. If both of those conditions apply, then a WorkBoat first opening play can be quite strong. If you have Seafood specials off the coast, the WorkBoat can dramatically improve them (won't net you any hammers, but you'll see a nice jump in food and coins), a health bonus for your Capitol (and all the other coastal cities you eventually found), and the best part....unlike going with a Worker first, your city continues to grow while you're building the boat!
WorkBoat first can also be used to create a nearly indestructible ancient era scouting unit. I say nearly indestructible because eventually Barbarians will begin appearing in ships, but this does not happen right away, and in the meantime, you can zip around the map in safety! Better yet, depending on the map, it might even be possible to get a "circumnavigation" bonus (+1 move for all your ships for the rest of the game) for being the first to circle the globe...now THAT is one hard-working WorkBoat!
So...as you can see, even deciding what to build first, while on the surface seems to be a fairly trivial decision to make, is actually a bit trickier than it initially appears to be. There are a lot of factors to consider, cos while you're working on one thing, you can't work on some other (well, you can always "switch" if you change your mind, but the hammers don't carry over...they are "stored" with your first choice, so if needs be, you can switch to something else, build it from scratch, and then go back to what you had initially selected, or...not, and eventually, you'll lose those accumulated hammers).
IThird is defense. ...
Fourth is two settlers. They go in opposite directions. (Hopefully one of them finds some Stone.)
I assume that you send them with one of your warriors/archers - sending a settler unescorted is ASKING them to get eaten by a bear.
(I mention this in case any newbies think that sending a settler out is safe...)