I'm not sure yet whether I'll even scout with the worker.
It certainly would be nice to know whether we're on an island, and whether there's a bonus beyond those hills. OTOH, if we are on an island, scouting loses two worker turns toward mining and roading. I'm going to work out some opening sequences and see whether those two turns might matter before deciding.
My guess is that Ainwood is introducing Conquests a step at a time. Game#1 was the basic intro. Game#2 I think will introduce one of the new special traits. Given the start location I have a guess as to which one

I'll carry on to guess that game#3 will introduce agricultural and that game#4 will have ivory near the start location.
On this map the big question is whether we're on an island of course. Even if we're not, I might not walk the settler westward. I'd move for a food bonus but how likely is it that there's one over the hills? (I have no idea how likely actually, since this isn't a random map.) Settling SE of the start seems as good as anywhere if there isn't a food bonus. At that location we can grow to size 3 and by then be producing 4spt. To pump a settler (to go grab whatever is across the hills, and a second town seems worthwhile even if we're on a very tiny island) I'd like to start building settler on the third turn after reaching size 3. The shields before that time are available for building exploratory units.
If we are indeed seafaring and start with Alphabet then I want to use those early shields for Curraghs. Even if there's a land connection a Curragh seems best to me as the first build. It can explore the coast more quickly than a warrior. And if there isn't a land connection there's no point at all in a warrior. So Curragh first I think.
Of course if we're on an island, research toward Map Making at max speed will be a priority.
There's just that one big question - are we on a small island? I'm going to keep thinking over whether it actually matters much to know, or whether the best starting sequence is to assume it regardless...