4000 BC: Starting scout move and settling
I was figuring out where to the move the scout. As I sifted through the discussion here (and my own plans) there didn't seem to be much reason at all to move to the west. There were a few suggestions for moving 1E, but overall the current capital location seemed to be the best option. Given that I would not be moving west, moving the scout there as well would be a waste. Therefore, I moved the scout 1E and then 1NE so that he would reveal more of the northern tiles.
There was hardly anything of interest to the east.
Therefore, settling the capital in place was best. Since there was almost no benefit to moving the capital east (already on a river, already next to a corn and a clam, already on a plains hill, etc.) then there was really no reason to move.
Plus, I was a bit suspicious of the empty plains hill that was 2W of the starting settler location. I could zoom in to see that it was a hill, and the settling confirmed that:
It's too bad we miss the gold, although there's no way I could have known it was there. It's on a plains hill, so that's great. I hope there are at least 2 land-based food resource within range so I can put a second city there. The surrounding land should be fairly decent given that we're just north of the equator due to the jungle south of us.
Overall, though, I'm happy with the settle-in-place. The current capital has several poor tiles (non-clam coast, flatland plains on forest) but it has enough food and production to serve us well. There are only 2 riverside grassland so cottaging is probably not the best idea for this capital. Another reason why I like this capital over 1E is that it seems to be a tile closer to the "mainland" while the east looks to be a small peninsula. Scouting will show the answers.
Now that I've settled, I need to figure out an opening for this game.
A settler will take 20 turns, a worker will take 10 turns, and a warrior will take 8 turns if I grow at max food. I don't think building a barracks or a scout (same hammer cost as a warrior) first is wise. So there are 3 decent options.
Techs:
Agriculture will take 11 turns starting at turn 0. BW - 17 turns, and Fishing - 7 turns. This means that if I start with a worker and research Agriculture, I have to wait 1 turn before I can farm.
Opening 1:
Worker first, research Agriculture -> Bronze Working -> Fishing
This gets the best food and the best production tile up and running early, but provides low commerce, and wastes as many as 4 worker turns.
Opening 2:
Worker first, research Fishing -> Agriculture -> Bronze Working
Switch production from a worker to a workboat with fishing, then grow to size 2 and go back to the worker? This seems to be a pretty common tactic I use.
Opening 3:
Settler first, research Fishing -> Bronze Working -> Agriculture
I can switch from a settler to a workboat with fishing, and then grow to size 2 and finish the settler then, or I could use the whip and put overflow into a worker, assuming I get BW quick enough. This lets me use a quick second city, possibly to the east if the peninsula there can be fogbusted effectively with one city.
Opening 4:
Warrior first, research Agriculture -> Bronze Working -> Fishing
The warrior would let the city grow, while the worker is built at size 2. But I'm leaning away from this because I don't want to delay adding a 6 food tile to the emprie. The warrior would provide exploration and protection from barbarians, for a time.
There are certainly other openings, and I'll have to try and see which one seems best in the next few days. I could even insert "The Wheel" somewhere in the starting 3 techs. But getting techs like BW and using the food for whipping will be too valuable to ignore.