General request - PLEASE explain abbreviations the first time you use them so I'm not left guessing what you mean.
You can find a lot of the abbreviations here...
http://www.civfanatics.com/node/7
You'll still run into others, but that should help with a bunch of them.
@lymond:
#1 - I'm interpreting this to mean "Save the game right after you start, and post it. Also post a save game every time you post another report of progress." I don't have a starting save from this game, but I did save it at the point where I took the 3rd screenshot above.
The game saves an autosave when it generates a map. This will be in your autosaves folder. If you generate a new map it will overwrite the old 4000 BC autosave though.
#4 - Free techs? Elaborate, please.
Each civilization has two starting techs. However, difficulty levels can mean players/AIs automatically get given specific techs even if their civ doesn't normally start with those techs. For example, on Monarch or higher the AI starts with Archery. I
believe that on Warlord the human gets The Wheel for free at the start, although I'm not 100% sure about that.
#6 - My apparently flawed understanding of the game is that resources need to be connected by road or river to a city in order for the city to get the benefit of that resource. My workers are not automated; they're been given faulty instructions.
There are two benefits to any resource - one is improved tile yield, and one is making that resource available to your empire.
Improved tile yield is something like getting 6 food (6F, or 6:food) from a riverside-grass-corn with a farm, instead of just 3F without. These benefits are
very high priorities for workers to get going - each citizen eats 2F, so allowing the citizen to work a 6F tile instead of a 3F tile means you gain a net of 4F instead of 1F - that citizen is four times as productive.
Making that resource available to your empire gives other benefits, and requires connecting that resource via roads/rivers to your cities. E.g., gold will let you increase your happy cap (the maximum population your cities can be without having unproductive angry workers who just eat 2F and give nothing back); copper will let you start building axemen; any resource can be traded to a neighbor, and so forth. Generally speaking, you want to get at least
one strategic resource hooked relatively early (before your third city if possible), but hooking up other resources can wait until you have an immediate use for them. Don't waste time building roads to a gold mine if you aren't ready to grow your cities to a larger size; don't build roads to corn if your cities have plenty of health already, and so forth.
In short: improving resources is very important, so your citizens in your cities can start working them. Connecting improved resources via roads is less important, and can often wait.
@vandermerwe:
I chose balanced resources for my first game on this level as I figured that I have plenty of other things to learn.
Balanced resources is a fine choice for learning. It's a little easier on the human than without, and makes rushes noticeably more reliable, but I wouldn't worry about it for learning.
That's useful information about the huts. Do scouts also have a better chance of tech/settler/worker?
Being creative, as you say, I'm figuring that my city borders are going to pop quickly.
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It sounds like I may do better to start this over completely, and post more saves and screenshots.
Here's how goody huts work. There is a table of possible results for goody huts on each difficulty (e.g., on Warlord you have a 3/20 chance of a large gold pile, 3/20 chance of a small amount of gold, 2/20 of a map, 1/20 of a settler, 2/20 of a warrior, 1/20 of a scout, 1/20 of a worker, 1/20 of experience, 1/20 of healing, 3/20 of a tech, 1/20 of a strong barbarian force, and 1/20 of a weak barbarian force). The game rolls a random number by which it decides which of those results you get. But if it gets an "invalid" result, it re-rolls.
Here's how a result can be invalid:
If the game is less than 10 turns old, or the unit popping the hut does not have any promotions (e.g., a Great Prophet), an Experience result is rerolled.
If the unit is fully healed (or nearly fully healed), a Healing result is rerolled.
If there are no valid "goody" techs you can currently research - either from lacking prerequisites or from already knowing them all - a Technology result is rerolled. Generally the potential "goody" techs are Ancient/Classical/Medieval techs plus Astronomy.
If the unit popping the hut cannot pop barbarians, a strong or weak barbarian result will be rerolled. This applies to scouts and explorers, and also "null" units (cultural).
If it's less than 20 turns into the game, or later but in Multiplayer, you can't pop a warrior; that will be rerolled.
If you're playing a One City Challenge, a settler result will be rerolled.
If the game has No Barbarians, a barb result will be rerolled. Similarly, if you have no cities a barb result will be rerolled, or if you have only one city and that city is 7 or fewer spaces from the hut, a barb result will be rerolled.
When a goody hut is popped by culture, the unit popping the hut is null, which means every result dealing with units is thrown out. So on Warlord
if you pop a hut via culture, 4/20 results are thrown out - the relatively less valuable bonuses of experience, healing, strong barbarians, and weak barbarians. This means instead of a 3/20 chance of getting a tech, you effectively have a 3/16 chance.
As far as CRE border pops... CRE is a very powerful trait for early expansion, but it can become a crutch pretty easily. While I'd finish out this game as is, if you play another learning game I'd deliberately aim for a leader for whom border pops aren't so effortless.
I see no need to abandon this game and start over; you're getting good advice and learning from it. You don't have to get every setting right and master everything in one game (and, in fact, you'll probably run into vociferous disagreement about what constitutes the "right" settings if you let your thread get sidetracked into that argument).
Edit: x-post with Ghpstage; sorry for any duplicated info.