Here are some random thoughts that I have:
- Watch out for barbarian galleys. All this talk about fishing could easily be disrupted if a barbarian galley appears, wreaking havoc on your fishing nets. Since everyone seems to be talking about using at least 1, if not 2 fish, this point could prove important. Plus, it's just extra incentive to get early galleys, to help further your expansion. Does anyone know how early barbarian galleys can appear?
- As for those players that are going to move: well, you already have 2 health resources. Doesn't that extra health essentially make up for not being on a river? Sure, you could get both the resources' and the river's health benefits, but isn't that overkill until we get some happiness?
- We get two river-grassland tiles from our starting spot, perhaps three, although that 3rd one looks more like a plains square and I'm not positive that it's on a river. If you settle on one of those squares, such as 1 square SE of the starting spot, doesn't that mean you'll actually lose one possible cottage site, since the city's initial square won't benefit from the river's bonus commerce?
- Further, I think it would be hilarious if we got copper on the hill to the West of the capital. Chances are, you can run a worker down to the South and around to connect it. However, if you move, it will be out of your cultural borders, at least for a while. Kind of like a small punishment for not putting up with a fishy start.
- Whether you move or not, you have to give it up for ainwood. I mean, he gave people a good topic to discuss, just by making a map with a couple of options for moving or not moving. Plus, for all of you "movers", it discourages you from playing practice games. Civ 4 GOTM 9 was supposed to be my first, but I got so caught up in enjoying playing the practice games that I ran out of time to play the real one!

Special thanks to BLubmuz, Civgeek, and PeteJ, the practice-map creators, for providing me with hours of entertainment!
- What a dilema. Shi Huang is my favourite Wonder-building leader. But on Immortal difficulty? Well, I figure it's worth it, at least for one of the mid-game wonders, where I'll have a better chance at a tech monopoly.
- Here's a question for ya: If you have a forge and the industrious trait, is it kind of a waste to use a Great Engineer on a wonder?
- Here's another question: How easy is it to trade for stone and marble? Copper is usually in abundance on a map, but it's difficult to find stone or marble. Also, related to that question: Will the AIs trade you a resource if they only have one of it? If not, but an AI has such a resource in their coastal city, it might be worth a military raiding party, just to improve your wonder-production abilities. Sure, the city's maintenance costs could be like 15 commerce per turn, but you could always gift it back to the civ after you've made use of the resource.
- Are people still allowed to post in this thread once they've started the game? Or am I just going to be talking to the wall at this point?