Well it looks like it is just the four of us. Off we go then.
What's next? I think there are a couple of things we should talk about.
First, what do we want to do with the Moscow build? Honestly, I'm torn. Part of me feels that we could use another scout (mostly because that first one is so far away in the north) but I think I'd go for the change to a warrior and get on a settler.
The worker is making a road (for the research benefit). what do we want to do with him once he finishes?
What do we want our scout movements to be? Obvoiusly the Northern scout is in a poor position. Should be boogie south asap or finish exploring the north (I think this is my preference as he is already there)?
In no particular order, here are some other topics we may want to discuss:
City placement. Here's a dot map with some thoughts on placement. It's based on Sal's map with some changes.
I didn't think Sal's second city was ideal but that's only because we know more and it's later in the game (I'd take and earlier city over the change of location any day

). The green dots are options. I like the light green dot over the dark green one myself.
This whole map has pretty wide spacing but I think it does a pretty good job of utilizing the resources we can see. I'd be inclined to settle the blue dot first for the wheat, but knowing the Dutch are south of us, I'd choose yellow to expand our borders and it would be a productive city for building military.
And other issues:
As we want to be warmongers, I guess quick rushing the Dutch is an option (sorry Twix but your brethren seem to be first on the death list

). I'm not at all good at early rushing so I don't have much input as to how it could be done but I can only see advantages of wiping out an opponent early.
We all went for Alph. Have we decided to try for some phil gambit or was that primarily for the dinghies? What kind of units do we want to develop for our attack force? When do we want to go to war and how do we want to go about the war? I assume the answers to these questions will affect our research choices.
Trading. I don't think we want to trade with only one civ. If something happens in the next ten turns, I suggest we trade as we see fit. There will be plenty of opportunuties to work on trading skills as the game progresses.
I guess that is all the things I can think of for the next 10 turns. However, it would be helpful to have an overall strategy for our game (mid to long range goals). If we plan to conquer the world, how do we plan to do it? Obviously we want a big military. I am happy with Republic as a government for quite a while (especially as I am in Commandobob's AW game which will give me practice with the Monarcy to Communism route). Do we want to be friendly, get what we can out of our neighbours and then declare war? Do we want to be agressive on the front end? How important is our reputatuion? Are there any conditions we want before we declare war? Do we want to try to stay ahead on research or overwhelm them with units(I'm thinking unit upkeep could cut into our research budget)?