I believe that Poundmaker is from Rise and Fall, so I assume they have it. I'm not sure why they marked it as Vanilla, though.
Map types can help make a game easier or harder. If you're planning on going for a Domination or Religious (and to a lesser extent, Cultural) Victory, Pangaea makes it easier because everybody will be on one landmass. If you're playing as a naval Civ, you naturally want a water-focused map with plenty of islands. I believe that the Lakes map usually has more space between players - if you're looking for a peaceful sim-city game, you can settle lots of cities without fear of an early war from the AI.
As for a build order, I generally believe that going with a Scout first is the best choice unless you're playing with a map such as Archipelago (where there isn't much land to explore). Finding two Cultural City-States first is comparable to getting a free Monument, which means that an early Scout is extremely efficient production-wise. Astrology, Foreign Trade, Political Philosophy, and Writing can all be boosted via exploration and can give you a hefty bonus on science or culture. Afterwards, I usually build another Scout, but there can be arguments to be made for building a Builder, Slinger, or Warrior.
If you're planning on going with early aggression and conquering a neighbor's cities, you may want to consider opening with a Slinger or Warrior instead. Finally, if you're playing as Babylon, the Sabum Kibittum is much better than a Scout.
For Settlers, I try to build them whenever possible. After my first city grows to 2 population, I start building a Settler (unless I want a religion - I'll delay the Settler to get a Holy Site instead). From then on, I pretty much set my capital on Settler production until it either takes more than 20 turns, or I run out of decent places to settle. If you have a Government Plaza, the Ancestral Hall is extremely powerful and can speed up how fast you get settlers by a lot. The additional Builder can save you a good amount of production and allows you to get a city up and running much quicker.
In Civilization VI, districts are the main player. Every district can get you more buildings and more buildings can get you more yields. At the beginning of the game, you should try to aim for a certain victory you already have in mind. Try to build the related district in just about every single city you settle, e.g., Campuses for a Science Victory. Because the only limit to how many copies of a district you can get is how many cities you can settle, more cities is almost always better.
Finally, some important civics you might want to aim for include:
- Early Empire: The Colonization policy card makes it much easier to build settlers and claim land.
- Political Philosophy: This civic gets you your first Tier I government and allows you to build the first building in the Government Plaza.
- Drama and Poetry (Cultural Victory): Getting a Theater Square up earlier means you can get Great Writers sooner. While a Great Work of Writing is only 2 tourism, it adds up over the course of a game.
- Military Tradition (Naval Civilization): The Veterancy policy card makes building Harbors and its buildings faster. However, you'll need Gathering Storm for this to be useful - normally, it only boosts Encampments.
- Recorded History (Science Victory): Natural Philosophy doubles your Campus adjacencies, which can get you a hefty boost of science. If you're playing as Babylon, the Great Library is a wonder you want.
- Theology (Religious Victory, Diplomatic Victory): Scripture gets you more faith, allowing you to buy up more religious units. The Mahabodhi Temple gets you extra Diplomatic Victory Points and can make victory come a bit sooner.
- Naval Tradition (Naval Civilization): Doubles the Harbor adjacencies, which can get you more gold.
- Feudalism: Arguably the most important Civic of the Medieval Era, it makes farms and builders much more worthwhile and makes it easier to build an army.
- Mercenaries (Domination Victory): Upgrading units can be costly, so cutting the price in half can save you a lot of gold.
- Tier II Government: Like Political Philosophy, getting an upgraded government is extremely helpful. You can fit in more of the nice policy cards you recently unlocked.
- Humanism (Cultural Victory): The earlier you build up Art and Archaeological Museums, the faster you can general Great Artist points.
- Mercantilism: If you're surrounded by Rainforest, building Lumber Mills can make your cities much more productive. However, you'll need Gathering Storm.
- Civil Engineering (Diplomatic Victory): The Statue of Liberty gets you 4 entire Diplomatic Victory Points. That's about 1/5 of the way to victory!
- Nationalism (Domination Victory): Corps and Fleets can make your units hit a lot harder, making conquering much more easier. Grande Armée lets you build more advanced units faster. You also get the Colonial War Casus Belli, which lets you get fewer grievances.
- Natural History (Cultural Victory): Archaeologists can get you a lot of tourism - the sooner you get them, the better.
- Conservation (Cultural Victory): Likewise, National Parks are a good source of tourism.
- Mass Media (Cultural Victory): If you have a lot of flat coastline, Christo Redentor can make your Seaside Resorts pump out tourism. It's also an important wonder for Relic-based victories.
- Ideology and Tier III Government: Similar to the two governments before it, a Tier III government is a huge step up, and have some of the strongest bonuses, perfect for the final push for victory. The Tier III Government Plaza Building is also extremely powerful.
- Cold War (Cultural Victory): Rock Bands are useful for closing the final tourism gap. Requires Gathering Storm.
- Space Race (Science Victory): Faster Space Race projects mean you'll win faster.
- Environmentalism (Cultural Victory): Gives you a percentage boost to your tourism, letting you get more tourists.
- Globalisation: The +5% bonus to your Science for each city-state your Suzerain of is an extremely powerful policy card. If you have a trade-focused empire, Ecommerce can get you a bit more gold and production.
- Social Media: Similar to Globalisation, Social Media gets you more culture from your Suzerains. The Online Communities card is practically a +50% tourism boost and is great for the final push to victory.
All the following Civics are futuristic and require Gathering Storm to use - if you don't have it, ignore it.
- Tier IV Government: Better government, more policy cards. These governments are focused on ending the game soon.
- Global Warming Mitigation (Diplomatic Victory): Gives a valuable extra Diplomatic Victory Point.
- Cultural Hegemony (Cultural Victory): The Hallyu policy card allows your Rock Bands to choose any promotion, allowing them to make a lot more tourism for you.
- Exodus Imperative (Science Victory): The extra power and Aluminum can help fuel your Laser Stations to victory.
I think there are fewer technologies that are extremely important to beeline because almost all of them unlock something useful. However, notable ones include:
- All the military technologies (Domination Victory): Better military means faster victory. That's all there is to it, I guess.
- Apprenticeship: Extra production from Mines can get you a valuable production boost to your cities.
- Education (Science Victory): Universities can get you a huge amount of science, speeding up your tech progression.
- Cartography: If you're playing on a map like Continents, Cartography lets you cross the ocean and meet the Civs on the other continent.
- Mass Production (Naval Civ): Shipyards make it so your coastal cities become actually productive.
- Printing (Cultural Victory, Domination Victory): Printing will double the tourism from your Great Works of Writing, giving you a respectable tourism boost. It also increases your Diplomatic Visibility, meaning you can get more combat strength on your units.
- Astronomy (Diplomatic Victory): The Potala Palace gets you valuable Diplomatic Victory Points.
- Industrialization: With Factories, Coal Power Plants, and extra Mine production, Industrialization provides a huge productivity boost to your entire empire.
- Flight (Cultural Victory): Flight allows you to get tourism from some of your improvements. Spam them all over your empire and your tourism will skyrocket!
- Steel (Cultural Victory): The Eiffel Tower can get you a lot more tourism via your National Parks and Seaside Resorts.
- Radio (Cultural Victory): Seaside Resorts allow you to turn your coastal flatland into tourism. Combos extremely well with Christo Redentor and the Eiffel Tower.
- Rocketry (Science Victory): Unlocks the first Space Race project and start the steps to victory.
- Computers (Cultural Victory): +25% more tourism, meaning more tourists and a faster victory.
- Synthetic Materials (Cultural Victory): If you have the Byzantium and Gaul Pack, you can get the Biosphère. This allows you to turn your tiles into 6 tourism each and power all of your cities while you're at it.
- Satellites (Science Victory): Second step of the Space Race and one step closer to victory.
- Nuclear Fusion, Robotics (Science Victory): If you don't have Gathering Storm, these techs are needed for winning the Science Victory.
- Nanotechnology (Science Victory): Whether, you have Gathering Storm or not, this tech is still required to win the Science Victory.
- Smart Materials (Science Victory): Lets you launch the final step to victory. Requires Gathering Storm.
- Offworld Mission (Science Victory): Without the Lasers, winning will take 50 turns after launching the Exoplanet Expedition. Using Offworld Mission lets you cut that down by a lot. Requires Gathering Storm.
- Seasteads (Diplomatic Victory): Rewards a valuable Diplomatic Victory Point. Requires Gathering Storm.