well as nice as marble seems in 2, that is a coastal corner which could easily land us on a land sliver ala boffo1 ehe.
keep in mind we are phil, which wants food for gp farming.. wonders are nice and all but they need hammers, not food, so it's counter to our main focus... food!
Also keep in mind which wonders we even want... mids are a big one as we want rep post haste since we will be running specialists. pyramids also tie in well with spiritual as we can swap in and out of nationhood to draft even maces if I recall correctly. Mids are not marble hehe.
Also, we start off with mysticism so an early run for hinduism is an option as it would help our towns hold more specs with a higher happy cap. We want worthy tiles to work that add commerce if we go this route so think grassland rivers longer than a stub and flood plains/oasis.
so looking at the starts, the first is looking like a winner.
Settling in place allows us to shoot for early religion as we can work one of those 4! floodplains next to us. keep in mind one need not mindlessly cottage fp's, can farm them for even more food or use them as a food neutral workshop until water wheels come in. Add in a hefty river which terminates to the south but continues northwest, giving us fresh water, though irrigated rice only after civil service. Both are counters to the fps' unhealthiness.
For hammers, 6 easily visible grassland forests with more likely. Add to that what looks like 2 forested plains hills and a 3rd forested grasslands hill. There's at least two chops for mids right there.
Also, notice what's missing on start 1... no effing plains. plains sans fresh water are the least useful of all the "good" tiles as 1 food one hammer is just a bad mix. A start with no hint of tundra is always welcome as well.
there's a decent chance we'll have one or more desert tiles in our BFC like to the east, but with specs we will not likely use all our tiles anyway. Also, a patch of desert likes to hide oil and radiation for later so not all bad.
Another nice aspect of start one is that second city can nab those farmable grasslands and a visible gem peaking... a luxury we can hook up with ironworking to clear the jungle. Keep in mind gems never go obsolete like ivory does and IW is a core tech to research no matter what path we take. also, metal of some sort is likely just south of us... look at all those naked grasslands and hills down there!
So I vote start 1 from looking at the screens. Plop down in place, work a flood plain for the coin and free food, and blitz for hinduism. Start a warrior, move 2nd pop on one of those forested plains hills to finish the build... lot of scouting to do.
for techs after poly, I'd say agriculture to give our soon to be built worker something to do then bw to locate metal/start chops, archery if not. Masonry for mids after first settler pops out preferably with an archer/axe escort.
Or something like all that.
Cheers!
-Liq