Sampsa is spot on..as usual
I should have clarified on playing a "shadow game". Post the start save - screenshot is nice too - and get advice from the start..opening moves, etc. Play short turnsets ..say..no more than 10 to 20 turns at first. As many have mentioned, the opening turns are most important. Others may play along with you so you can compare results..great way to learn
I recommend playing without huts/events for now as IMO they are not helpful to the learning process.
a couple of observations regardless:
1) you have a scout..use it, but keep initial warriors nearby to "spawnbust". "Spawnbusting" is a term used to describe using units to prevent/discourage the spawning of barbs. A single unit will spawnbust a 5X5 tile area from the tile they stand on. It's a good practice to learn to do this as barbs become more of an issue on higher levels. Eventually these warriors can become MP for your cities as you expand and pop borders making barbs less of a concern. So, in other words, your first warrior should not be miles away from your borders. You can even use a starting scout to spawnbust as well. Scouting later is important, but the most important thing is getting a view of nearby land and keeping your empire safe. Depending on map you can always have some unit go exploring further later on or in some cases send out a scout work boat, which also has the benefit on maps like this one of opening up coastal trade routes (fog blocks trade routes)
2) Scouting is important, but the most important thing is scouting your nearby areas for spots to settle. That should be the first goal. At least a 10 tile radius around your capital at first. Try to hug coast as well to remove fog so that you not only reveal seafood, but also open up possible trade routes with AIs
3) Use Slavery. Slavery allows you to whip citizen to produce things faster. As mentioned, it is the most powerful thing in the game. Whipping Settlers and workers early is a great way to turn food into hammers. You can only whip half your population at a time. So to whip 1 citizen you need 2 citizens. To whip 2 citizens you need 4. 3>6 and so on.
Early, on it is common to whip from 4>2 or 6>3 to produce settlers. Probably 4>2 for the first settler or two until you get a Granary in simply for speed. Whipping produces overflow(OF) hammers that you can put into the next item. Very early I usually whip 4>2 settler into a new worker, which produces that worker much faster. The more production you put into the Settler the more OF you get based on the number of citizen whipped, but within the range that allows you to whip 2 or 3 citizens. (advanced concept here).
Setter = 90H worth or production
2 whipped citizens = 60H instant production
So, if you 2 pop whip a citizen at 69H you will get 29H worth of OF, plus an extra from the existing production that turn
90
-69
-----
31
-60
---
29H
You've sacrificed 2 citizen, but you produced your settler much quicker and produced at least 29H of OF to use into the next item. That is almost half the production of a worker, so the worker will be produced twice as fast, but if you have good tile already like say pigs and seafood the new worker should be finished in 2 or 3 turns.
This is how you become a better player and advance levels.
Analyze your city screens, including the production bar in the top middle, the info just left of there, and the whip button. You will start to see the math I'm talking about.
(Note: you don't always have to time a whip so perfectly to max OF or hit exactly the ideal whip points like 69 or 39 for a settler, you will still get some OF if less than that. Sometimes it is just important to get that settler out as fast as possible)
Other things can be whipped too, ofc, like units and buildings. Whipping units is a great way to get out a fast army, and OF can be used into the next unit. OF can also be used to put into wonders and buildings in which you have trait or resource bonuses. Those bonuses apply to the OF hammers boosting the resulting production from them.
4) I'm hoping you did not tech Iron Working yourself. You may have popped it from a hut, but can't tell for sure. Again, this is an AI priority tech that you can usually trade for. Alpha is a better choice than IW. Rare occasions where you would tech IW yourself
5) As mentioned, always think about your best food option at the start. This should be your focus techwise if you don't already have the tech. General opening is something like Food tech>Mining>Bronze Working>Writing..then maybe Alpha. OFc, there are exceptions to this based on factors like starting techs, land, AI, maybe potential early wonders, but that is a general guideline that usually workers
6) So yeah...AH to start here with a worker first..then likely mining>BW...The wheel is often something you need early but depends on need to hook up resource asap or if you got Pottery (which is obviously a pretty important tech). Sailing is often something you can trade for as well after Alpha unless it is just key to your strategy or the map, such as Great Lighthouse.
7) Nidaros is far to coastal to bother with cottages here. Instead you so consider chopping the forest, or pre-chopping the forest. (BUG, which I see that you are using, has a "pre-chop" setting - I forget if it is on by default but should be on first BUG options screen - that will stop worker on last turn of chop) Try to time your chops or use the wisely. You can straight up chop to get the item out faster or calculate how it would correspond with the whipping I mentioned above. Chopping is another reason, along with Slavery, that BW is so good.
8) As Sampsa mentioned, you are settling too far away. Obviously, sometimes you have to move to a particular strategic resources like horse or copper if you plan to rush, but otherwise it is good to settle as compactly as possible to reduce maintenance costs. In fact, overlapping cities is actually a good thing if you can share food and resources. Sometimes your starting capital has a lot of food that can be shared. It takes a very long time for cities to be able to nearly begin to use all its BFC tiles - and often never does as game is over - so overlapping cities is not an issue.
Not really the case here do to Nidaros setup, but you have a corn/ivory city nearby that has both food and a happy resource that due to starting with hunting, you can have online quickly for more happiness...heck, depending on the location of the ivory to the food you may just settle on one of them for insta happy, although you still need road or coastal connection to cap.
9) If you are not rushing an AI early, then expansion is the focal point. Everything should be directed toward getting your first, at least, 4 cities up an running. That means workers, settlers, warriors for barbs and MP, granaries and work boats. If you settle optimal with good food in first ring, Mysticism and monuments are not even needed that early.
Again, keep tech paths focused. tech what you need to expand, improve and build economy..or kill an AI early. Same with buildings.
(oh..and for screenshots please turn on resource bubbles)
yeah, sinimusta, 1W may have been better considering there is a fish resource to the NE that is wasted by SIP (settle in place)...always something to think about when analyzing a starting position
Oh..another note on slavery. As mentioned, newer players are often put off by the unhappiness it creates. However, keep in mind that one whip produces only one unhappiness regardless of the number of citizens whipped. This is why it is often best to whip multiple citizens at a time. You create one happiness but removed citizens as well - new citizens obviously create more unhappiness - so whipping more citizens give you more time to recover. Granaries increase the speed of city growth, which hopefully you have started to figure out by now (we can go into more details on granary mechanics later). This allows you to make more effective use of slavery and whip more often. So obviously, you want to look at ways to increase happiness as soon as you can via resource, resource trades, religion, buidlings and civics. Regardless, if you find early on that you are growing too fast and generating unhappiness, there are simple things you can do. Adjust tiles to work more hammers than food to slow growth. Simply build a settler or worker as cities do not grow. Or run specialists like scientists early, which is something you want to do in your cap as soon as you can to get out that Academy. You don't want your cities unhappy..you are basically paying for a citizen that is doing nothing...so try to avoid it. However, also not that an unhappy citizen is still as citizen and can be whipped too
Lastly, there are better leaders then others, better traits than others, but for the purpose of learning it really does not matter. It's ultimately how you play the game that matters. Still, if you want to know what traits are the better ones think Financial, Philosophical, Expansive and Charismatic. Bad traits = Aggressive and Protective. I probably value starting techs of the civilization just as much as leader traits with combos of Agriculture, Mining and/or The Wheel being preferred.