Further comment on city 6/city 7 double forest chop, barracks v galley, Sailing v Writing question, the second greatest question of our time (right after: when are players going to stop rushing wonders?)
We have worker turns that we can dump into forest chops just moving them to camp and road the furs. 7 worker turns in total (3 going up, 4 coming down). City 6 will put 18 hammers into a barracks growing to size 2 eot67. Double chop completes the barracks eot68, with the city at size 2 and only 1 improved tile to work, and no serious plans to increase the number of improved tiles until borders pop. One option is to chop 1 forest and whip the barracks T68 (worker micro can easily be adjusted to enable this), and dump the remaining worker turns into a grass farm to try and grow city 7 to size 2 so it can then stagnate on both furs. Given neither food resource will be in borders until T78 at the earliest, and not hooked before T80, over that timeline a farm and growth to size 2 would likely give the same commerce return as just sitting at size 1 for city 7, and also give city 6 a second tile to work (regrowth to size 2 not due until eot73, city 7 grows eot73 to size 4 so the farm is always worked and this is reasonably efficient). This saves one forest, gives the barracks ASAP to unlock the other food resources and over this time frame gives just as much commerce as stagnating at size 1 (and more commerce in the long run because if stagnated at size 1 would have to stop working the furs at some point to use a food resource).
This fits well enough with Masonry>Writing>Sailing that I feel comfortable delaying Sailing because we can use the saved chop and a 1 pop slave for the galley. It's still a delay but something is going to be delayed whatever we do.
We have worker turns that we can dump into forest chops just moving them to camp and road the furs. 7 worker turns in total (3 going up, 4 coming down). City 6 will put 18 hammers into a barracks growing to size 2 eot67. Double chop completes the barracks eot68, with the city at size 2 and only 1 improved tile to work, and no serious plans to increase the number of improved tiles until borders pop. One option is to chop 1 forest and whip the barracks T68 (worker micro can easily be adjusted to enable this), and dump the remaining worker turns into a grass farm to try and grow city 7 to size 2 so it can then stagnate on both furs. Given neither food resource will be in borders until T78 at the earliest, and not hooked before T80, over that timeline a farm and growth to size 2 would likely give the same commerce return as just sitting at size 1 for city 7, and also give city 6 a second tile to work (regrowth to size 2 not due until eot73, city 7 grows eot73 to size 4 so the farm is always worked and this is reasonably efficient). This saves one forest, gives the barracks ASAP to unlock the other food resources and over this time frame gives just as much commerce as stagnating at size 1 (and more commerce in the long run because if stagnated at size 1 would have to stop working the furs at some point to use a food resource).
This fits well enough with Masonry>Writing>Sailing that I feel comfortable delaying Sailing because we can use the saved chop and a 1 pop slave for the galley. It's still a delay but something is going to be delayed whatever we do.