That also brings us to the question how we want to develop our capital. As stated our capital seems food poor and will grow slowly.
Formula
The basic formula here is that each pop will eat 2

per turn, the remaining food will be accumulated until you reach a threshold for growing the next pop in your city. The threshold is 15 / 24 / 34 / 44. Important to remember is that your city always works its city tile for free without needing a population. Positive Amenities give a 10 % boost on food surplus.
Ed Mercer has a 2

city center and can currently work only a 2

tile as its best

tile so we get to:
Food Surplus at size 1
[2

+ 2

- 2 food consumption] * 1.1 = 2.2 surplus
To grow to 2 pop we need to store 15 surplus, fractions will be transferred
2.2 surplus * 7 turns = 15.4 total surplus
Ed Mercer situation
The bad news for Ed Mercer is that we do not really have better food tiles, the best we can achieve in the near future is farming the PWheat to be 3

(but only 1

) which would be a 4 yield tile.
That means we can work at size 2:
1 PHSheep and PHJCoffee for 2.2 surplus
1 PWheat and PHJCoffee for 3.3 surplus (loosing 1

, additionally 4 turns later 2

in comparison to the PHSheep (a 5 yield tile when improved)
2 PWheat for 4.4 surplus (loosing 2

and 1

(PHJCoffee), additionally 4 turns later 3

in comparison to the PHSheep (a 5 yield tile when improved)
This gets a bit more attractive when at 3 pop as we can then work the 5 yield tiles (PHSheep and PHJCoffeee) and PWheat for better growth rates.
At 4 pop we can work all of these tiles for that reason I compared the different options up to this point originally in my
spreadsheet, we also will loose the amenity bonus at 3 pop.
Calculation and Options
After thinking a lot about the results of
post 46 I continued the spreadsheet to turn 50. Growing slows down considerably after pop 3 due to the increasing thresholds and our even lower surplus income due to needing additional amenitites.
To keep/further increase our surplus we need to:
- connect the coffee at pop 3 and another amenity when we reach 5 pop/7pop.
- build a watermill in Ed Mercer (+1

+1

+1

for both PWheat) increases our surplus to 5.5 when working 1 PWheat and to 7.7 when working both bringing us back into an acceptable region for the range up to 4 - 7 pop (55 / 66 / 78 / 90).
- farm the Sphinx tile to create a triangle at Serfdom (first Sphinx and replace it later with a farm at Serfdom, no district)
- research Exploration for +1

on the pasture
- research Scientific Theory for +1

on the plantation
I believe we will need all these for our capital to develop to a mediocre population limit, the last two boni come in relatively late and are marginal and it would cap out at 10 surplus before amenities.
We definetively need to keep the PWheats and build a Watermill quickly if we do not find a high food tile to the South of Ed Mercer. Another option would be building a Granary for further 1

and the increased housing but buildings are a heavy investment as there are no multiplier cards so we have to see how quickly we can get one in.
The best case scenarios for us would be a flood on our river increasing the

yield of the the PWheat and the Sphinx tile, let us hope for a little luck here
Strategy suggestion:
In order to optimise our low food start, I am currently tending into the direction of building a quick 2nd Settler in order to reduce pop size and thus also reduce the surplus threshold necessary to reach for growth
We would reach turn 50 with 1 pop lower in Ed Mercer but have a 3rd city quicker and utilize the production tiles to good effect. Optimally we would doe this from 5 pop to 4 pop in Ed Mercer to be able to work all our 5 yield tiles as well as the 2 PWheat.
We can switch the Warrior in a bit earlier to be less gready lossing a bit due to neutral amenities but the build plan I prefer looks something like this:
Builder turn 9
Settler turn 17 -> 2nd city turn 21 / 22 can build a unit or Monument
Builder turn 23 (can be #4, I need to check if we arrive on time for the campus chop)
Warrior turn 26 (can be #3)
Slinger turn 28
Slinger turn 31
Campus turn 36 (chop without anything in queue to get it into the district)
Settler turn 43 -> 3rd city turn 47 / 48 or a bit longer depending where we want to settle
Warrior turn 45
Slinger turn 48
Watermill
We need to consider if we want to build the Government Plaza and Ancestral Hall in the capital or one of the other cities, especially as the latter needs a strong production site to come into play early enough.