I would imagine that the Dunmer would start out with Bronze Working (since the Dunmer are slaveowners), but then again... aren't starting techs supposed to only be among the six techs that don't have prerequisite technologies? How do you plan on getting around that? Are you going to change slavery so that it's unlocked with mining rather than BW?
Furthermore, no doubt, the Bosmer are going to start out with hunting as a tech (giving them early access to archery), but what else? Animal husbandry? Isn't that ALSO a tech that has a prerequisite.
While we're on the topic of the Bosmer, would bronze- and iron-working be off limits to them? Because... ya know.. the Green Pact and all that.
And the Altmer... surely they'll start out with fishing, giving that they're an island folk. But... what after that? The Altmer are mages, first and foremost, and magic doesn't exist in Civilization IV (unless you count religion), so what will be their starting tech?
Then, there's the traits. There's only a few races I can find good matches for.
The Nords will be aggressive (because of their love for battle) and creative (because Bards are an important part of their culture). The second Nord leader could be aggressive and philosophical (improving their "great person" birth rate, e.g. increasing the number of people who gets songs and poems written about them). Their starting techs could be hunting and fishing (giving them quick access to a military and navy, while at the same time, giving them semi-quick access to pottery, which is a prerequisite to the drama and music that is central to the Nord culture).
Then, the Orcs should be aggressive and spiritual (spiritual because the strongholds are theocracies that worship Malacath). Starting techs: Mining and hunting. The hunting will give immediate access to their unique unit: The Wanderer, a replacement for the Scout, who has two strength instead of one, can actually attack other units, and still has the movement of two and the ability to always get good results from tribal villages. This would replicate the Orc history of having to be wanderers after Trinimac was devoured.
Imperials are another easy one: Financial and organized (giving them lots of money to run a vast empire, and the skills needed to run it efficiently). Starting techs: Mysticism and Agriculture, with Mysticism complimenting how they were liberated at the hands of Akatosh and St. Alessia, and Agriculture complimenting the rich, fertile, and diverse soil and plantlife found in Cyrodiil.