In version 0.84 the starting government (Chiefdom) has the tile penalty. In order to lift the tile penalty you need to discover Dynasticism to get access to Despotism.
The tile penalty effectively removes the third food, shield and commerce that is produced by a square (beware, the editor help file has a different, incorrect, explanation). So, if a tile produces 2 or 3 food, it gives 2 under chiefdom. If it produces 4 food, it will give 3 food under chiefdom.
This has a number of new implications on the starting game.
The first and most important is that city growth is limited. the city tile itself is also subject to the tile penalty, and will only produce 2 food. Please remember that 3 food is needed per citizen beyond the one in the city tile itself. Thus most cities will stop at size 2 where they will have three tiles producing 2 food each. You need a bonus food resource or a floodplain to grow a larger city. Keep that in mind when selecting city locations. Use rightclick to check on the terrain yield before committing that settler unit.
Since the settler units (clan / shaman) only require one pop (until you discover Dynasticism), this does not slow growth too much. This also implies that you can start building a settler unit with a size 1 city if you time it with the growth to size 2. I sometimes shift a citizen from production to commerce to be able to produce a settler sooner, but I'm not sure if this is a wise decision in the grand scheme of tings as it leaves me with one less unit. You will be able to build a fair number of cities but they will be small while you stay in Chiefdom.
Grassland produces 3 food in 0.84 and plains produce 2 food and 1 shield. Thus, under chiefdom, grassland seems inferior. This is not quite true, however. Firstly, grassland will produce 3 food once the tile penalty is lifted. Secondly, bonus food resources apply fully when on grassland, while on plains their first bonus food is lost to the tile penalty. Thirdly, grassland with a shield bonus are obviously a better bargain than plains.
Floodplains produce 4 food (i.e. 3 under chiefdom) and are very good starting locations (they also provide commerce due to the river). The downside is the disease ofc.
Harbors are a bit tricky when you have the tile penalty. Since coastal squares produce 2 food, the extra food provided by a harbor is useless while the tile penalty is effect. Unless there is a food bonus in the water (fish, pearls). In that case, the harbor will increase the yield of these tiles.
Money should not be a problem, and you should be able to support a 60% science rate under chiefdom. The exception is right at start, where you may need to shift your single citizen from shield production to commerce to avoid a deficit, unless you have a commerce bonus (resource or river). This problem should go away once your city grows to size 2 or you build another.
There is no unit maintenance in chiefdom, so you can build as many units as you like. This government is actually reasonably well suited for initial conquest, but in order to get the military techs you'll need to divert your effort from getting Despotism. And beware that once you change to Despotism you will have to pay maintenane for your army.
As money is not so hot an issue (though it always has it's uses) you may consider getting Farming before The Wheel if you don't have any of them at start. Mining is not so important to get right from the start IMO (though you will need it to get to Dynasticism) unless you want to do a military campaign. Warrior code reveals Elephants, and the food from these can be useful.
Finally, remember that Writing no longer gives you embassies. Dynasticism does.