E, E we can see grassland thorugh the mountain pass (a strange artefact of the graphic rendering/revealing algorithm; W, W we see nothing because there are no mountains in the way). W, SW and SW, SW there's something which as far as I am concerned may be hills just as well as grassland. (Can someone familiar with the graphics modpack be more specific?) S, SW is the fishy tile, which certainly is featured enough to be revealed by so-called simulation. It has a bonus on it, or my eye is a fish. If SW, SW is hills, then moving the worker W will not reveal S, SW. It seems moving the settler S before moving the worker (possibly W) could be a good idea, because settling on the spot appears to be out of the question anyway.
My expected building order begins scout, scout. Then high priorities will be barracks, archers, the second(ish, might pop one) settler and a granary. The order depends on the settling location. If there's little food to be found, then all the other building orders can preceed the settler, and that will also be fine. The forest E, SE, SE or any other forests would be welcome within city limits.
Research will go on zero until the success or failure of the all-out scouting campaign has been established. The cash could be used for facilitating early trading.
Good about the starting position is that this compact stretch of hills is already revealed, a task not suitable for scouts.