There are scripts for starting locations and you will start with starting tech level resources barring a few unique map scripts. These could lead to resources on great plains that are animals, possibly on oasis that is different with resources then the usual, and possibly the balanced map where the sure resources will use up workable tiles (copper, iron, oil, uranium, and aluminum I think. maybe horses/elephants).
When looking for the best start in turn advantage starting the game with a plan for what you will do won't be ideal. If a civ has traits and a unique unit you think are worthless then you probably won't use that civ, you need to be aware of the starting techs as well. They will certainly affect your options and the total turn advantage you may be able to get with them.
If you start with mining a few chops are going to be vastly better in terms of total turn advantage, usually.
If you start with a resource for a starting tech you have a worker and will be faster for expansionist and non-expansionist strategies.
If you start with animal resources and mineables (no food bonuses and usually less total yield) you can research animal husbandry and be vastly better off than you would have been any other way in total turn advantage except to chops which you would be neck and neck with. Otherwise you can start with any tree'd tech and finish animal husbandry in less than 3,4 turns of having your worker out. This would be made up for in the 6! total yield those resources can provide. Plus, if you have roads you are still gaining those turns of worker use.
With roads or a starting resource tech you can have mining and bronze working after your workers has been out 3-5 turns and not lost anything in total worker turns and total turn advantage, regardless of your start location.
If you have one tech for a resource you have and sleep the worker after building it (and only going after religion techs) you are neck and neck with someone who built a settler first with still having 5 turns more growth but only equal total worker turns, in the earlier example.
If you have no techs for starting resources, do not have roads, and are going after 25ish turns of religion techs to start the game then, and only then, is settler first de facto faster. The benefits of a religious shrine at the cost of a great person being significantly better are a completely different animal. Six/seven religions compared to earlier and better defended cottages and still the capability to get four/five religions earlier than anyone else, because of your massive tech lead from the cottages could be far better. When 90% and 80% science rate leaves you with significantly more beakers and by far more money per turn than someone who went after all the religions it certainly isn't better. A shrine, managed well, can raise your science rate up higher while still having got the science/money infrastructure developed at only a marginal loss. Decreasing returns will hit you quickly with missionaries failing and it quickly becomes far less worthwhile costing that many great people. Decreasing returns of shrine income at the cost of seven great prohets will not compare to 8400 gold from merchants. More beakers at a lower science rate beat less beakers at a higher science rate. Efficiency does not help you win, more production does. That said you certainly can gain the religious benefits of a religion and then build the necessary tech for a resource after your worker is out 2/3 turns. Even two religions may still be worth it that way, but it may favor the other unit built initially for two or more.
Fishing and coastal starts are different as well.
Cottages are generally the best early game, anything, if you can defend them over the course of their lives and you start with roads. Without roads they may not be better than chops early, though you will have chops for other things later anyways. Early chops may be worth similar total turn advantage and can be better defended, with quick military or a waiting (down to 1 turn left) chop, but lack the early tech advantage of building early cottages and may not be significantly faster in the long run. That is a fair amount more effective with early mining.
Not defending settlers is not going to hurt you as long as you aren't sending him into the black unknown which you shouldn't do anyways. Not defending cities can be suicide in multiplayer. Stealing workers won't work except against really bad opponents like against the AI that has no idea what its doing sending a worker next to your warrior. Stealing workers from the AI is the same vein as reloading, early chopping is against the feel of the game, for me at least, and quick undefended cottages will beat the AI 90% of the time on what you find to be otherwise an average, or one step above, difficulty. Starting whatever way you enjoy is better for single player as even just ending 10 turns before building your first city won't make it so hard you have no chance to win, if you are competitive and want to win at your share of multiplayer games you will want to do the best thing you can across a certain spectrum to eliminate losing to dagger strategies for example while getting yourself into position to have a good shot to win later.
None of this matters for singleplayer unless you are trying to beat a difficulty you normally can't win at without knowing what you're doing well enough to play at that level normally and instead leaning on any of this as a crutch. Against other players you benefit from the ability to use any early strategy having to do with worker first and then anything later. Losing early from a lone scouting warrior running you over is embarrasing and against a cardinal rule for civ games. Surviving, to where you have a chance to win late, is better than having significant chances to lose early or to be crippled to the point you don't have a legitimate chance to win late. However, for singleplayer that isn't a significant issue.
When looking for the best start in turn advantage starting the game with a plan for what you will do won't be ideal. If a civ has traits and a unique unit you think are worthless then you probably won't use that civ, you need to be aware of the starting techs as well. They will certainly affect your options and the total turn advantage you may be able to get with them.
If you start with mining a few chops are going to be vastly better in terms of total turn advantage, usually.
If you start with a resource for a starting tech you have a worker and will be faster for expansionist and non-expansionist strategies.
If you start with animal resources and mineables (no food bonuses and usually less total yield) you can research animal husbandry and be vastly better off than you would have been any other way in total turn advantage except to chops which you would be neck and neck with. Otherwise you can start with any tree'd tech and finish animal husbandry in less than 3,4 turns of having your worker out. This would be made up for in the 6! total yield those resources can provide. Plus, if you have roads you are still gaining those turns of worker use.
With roads or a starting resource tech you can have mining and bronze working after your workers has been out 3-5 turns and not lost anything in total worker turns and total turn advantage, regardless of your start location.
If you have one tech for a resource you have and sleep the worker after building it (and only going after religion techs) you are neck and neck with someone who built a settler first with still having 5 turns more growth but only equal total worker turns, in the earlier example.
If you have no techs for starting resources, do not have roads, and are going after 25ish turns of religion techs to start the game then, and only then, is settler first de facto faster. The benefits of a religious shrine at the cost of a great person being significantly better are a completely different animal. Six/seven religions compared to earlier and better defended cottages and still the capability to get four/five religions earlier than anyone else, because of your massive tech lead from the cottages could be far better. When 90% and 80% science rate leaves you with significantly more beakers and by far more money per turn than someone who went after all the religions it certainly isn't better. A shrine, managed well, can raise your science rate up higher while still having got the science/money infrastructure developed at only a marginal loss. Decreasing returns will hit you quickly with missionaries failing and it quickly becomes far less worthwhile costing that many great people. Decreasing returns of shrine income at the cost of seven great prohets will not compare to 8400 gold from merchants. More beakers at a lower science rate beat less beakers at a higher science rate. Efficiency does not help you win, more production does. That said you certainly can gain the religious benefits of a religion and then build the necessary tech for a resource after your worker is out 2/3 turns. Even two religions may still be worth it that way, but it may favor the other unit built initially for two or more.
Fishing and coastal starts are different as well.
Cottages are generally the best early game, anything, if you can defend them over the course of their lives and you start with roads. Without roads they may not be better than chops early, though you will have chops for other things later anyways. Early chops may be worth similar total turn advantage and can be better defended, with quick military or a waiting (down to 1 turn left) chop, but lack the early tech advantage of building early cottages and may not be significantly faster in the long run. That is a fair amount more effective with early mining.
Not defending settlers is not going to hurt you as long as you aren't sending him into the black unknown which you shouldn't do anyways. Not defending cities can be suicide in multiplayer. Stealing workers won't work except against really bad opponents like against the AI that has no idea what its doing sending a worker next to your warrior. Stealing workers from the AI is the same vein as reloading, early chopping is against the feel of the game, for me at least, and quick undefended cottages will beat the AI 90% of the time on what you find to be otherwise an average, or one step above, difficulty. Starting whatever way you enjoy is better for single player as even just ending 10 turns before building your first city won't make it so hard you have no chance to win, if you are competitive and want to win at your share of multiplayer games you will want to do the best thing you can across a certain spectrum to eliminate losing to dagger strategies for example while getting yourself into position to have a good shot to win later.
None of this matters for singleplayer unless you are trying to beat a difficulty you normally can't win at without knowing what you're doing well enough to play at that level normally and instead leaning on any of this as a crutch. Against other players you benefit from the ability to use any early strategy having to do with worker first and then anything later. Losing early from a lone scouting warrior running you over is embarrasing and against a cardinal rule for civ games. Surviving, to where you have a chance to win late, is better than having significant chances to lose early or to be crippled to the point you don't have a legitimate chance to win late. However, for singleplayer that isn't a significant issue.
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