Well, civ_steve, your math about expansionist workers is wrong. ...
I'm not surprised; I really shouldn't try to do even simple math at 3 am.

Somehow I thought Workers were built using all food, not just excess food. (It made sense at the time.)
With your corrections it's still pretty obvious that founding 1N gets us to Size 3 after 20 turns, vs 23 turns if founding on the Floodplains (11+12). And 9 hpt vs 8 hpt (forest/spice, 2 forest/grass = 5 h, +2 bonus, +1 excess food) is 2 turns faster to a Worker.
1N has the initial advantage; getting the extra food longterm by settling in place will yield long term benefits. We may be on a rather small island, so Sailing might be desired fairly quickly, either through direct research or trade, and a Lighthouse can be obtained fairly quickly realizing the benefit of 2 Oysters.
Initial scouting will help; perhaps we should move the Settler 1 East (see what's in the unknown square) then 1 North (or NW) into the forest. From there it can found next turn in either location, or head off to the NE if the Scout sees something better.
I'm not aware of the updated GP Techs for Warlords; is there a link to that list? In general it would seem that Great Scientists would be most useful.
@MailMan - good to hear from you! Hope fatherhood is agreeing with you!
Regarding CS - it doesn't help food directly, but I believe you get the 50% bonus applied to shields generated from pop-rushing.
Agree that we should at least keep open a possible city site at our current starting spot or 1N of it; so founding 2NE isn't feasible, but there might be something nice at 3NE or 3N2E. There may be additional water-based resources near 2NE to justify the blue circle.