As for civics, I'm currently thinking:
- HR is the only choice.
- Bureaucracy is better by a mile compared to Vassalage.
- Serfdom to get our improvements up quickly. There's something to be said for Caste and Slavery as well - Caste so we can get the specialists running early, Slavery to get buildings up in our generally high-food core cities.
- Mercantilism is a bit of a gamble, since I don't know yet what the AI will be doing - though in my experience they jump to Mercantilism as soon as they have it so keeping Decentralization in place for the foreign trade routes is of no use. Might as well just switch.
- Religious civic is a bit of a gamble as well. If we have some crazy warmongers next door Pacifism will be backfiring on us, but it's the better civic for the sake of GP production.
My thinking is:
- Bureaucracy is a no-brainer
- I think serfdom is the best overall, though caste has some value. Slavery seems like the weakest of the bunch all things considered. I think we'll need to switch to Caste relatively soon, but that fits nicely with a Rep slingshot. If we go with Serfdom, we need to really rush a Library, which we'd probably do anyway for the extra research.
- Mercantilism is pretty great for REX, only when coupled with Caste. It translates into a 4t border pop, followed by covering at least a chunk of the newly incurred maintenance. Even without caste, a free specialist is nice to have. I think we can pretty much bet on all the AIs adopting it until at least FM. Other then maybe Musa, none of them prioritize Econ too much. And, regardless, I think the benefit of Merc outweighs early trade routes.
- My argument on religion would be that we can't possibly avoid it, go with a specialist economy and beat another team that does the same with Pacifism. Without it, we're generating 2/3 gpp in the NE city and 1/2 elsewhere. That probably translates into a difference between 10 and 15-16 GP. In my two applicable tests so far, I've had no diplo trouble, though one of them was a fairly isolated start. I obviously can't guarantee it, as it really depends on map setup and neighbors.
- Hereditary Rule: I've been skipping it. We have 8 happy (including gold & ivory) to start. The desert hill city wouldn't really want much more pop, while the seafood city would probably stunt a little with a settler spam. If we're beelining Rep, we might be able to get away with depending on securing a couple of more resources with the next couple of cities. This is only if we go with the first 4 civic switches, to avoid an extra turn of anarchy. If we don't go with Pac or something, I'd obviuosly still adopt HR.
About city location: I still think the original plan is the best, but let's keep discussing it. We would get to plant a third city for 2 ivory and FP's, and more decent cities is a good thing here.