BornInCantaloup
Agent of Chaos
Sometimes, this is true, but work boat first as a competitive or optimal build is not uncommon. Take start #3 for example. By working the grassland/hill/forest and plains/hill/forest once the borders expand, you have the work boat complete in 9 turns, the fish improved on turn 10, and a worker built on turn 20 if you queue it next (normal speed). Your starting worker is delayed by five turns, but you already have a food bonus improved, five food stored up from working the grassland hill for 5 turns, and have one less workboat to build later on.
Ditto for start 13 and 20. Workboat first isn't as strong here (more so with 20), since your starting worker is delayed six turns, and clams produce less food, but it's still a strong build order, especially since the coastal tiles give a commerce boast to help research more worker techs.
Fair enough

I didn't calculate timings but blindly asserted my thoughts... Plus, I'm not a high level player.
Going "Worker, Worker, Workboat, grow to 2, Settler" looks strong to me when there's a lot of forests, though. It gets stronger with the Expansive or Imp. trait, and stronger again if you want early barracks. Also stronger with copper in the BFC, but that is unlikely with many forests.
In comparison, the workboat first start cannot get stronger, no matter your luck or the settings.
However, "Worker, Worker, Workboat, grow to 2, Settler" may not be safe on higher difficulties. Dunno.
Still, I wonder by what kind of margin workboat first is superior
