Ouch. Should have kept my mouth shut, because now the explorer moved in the wrong direction...

Scouting with the worker loses worker turns and I don't really like it. But it may be necessary, or we have to scout with the second settler instead. Or gamble on a settling spot.
Cities gain nothing from settling before turn 2 (counting the starting turn as turn 0).
In my test, AI's founded their third towns in 1465 (2x) (turn 36), 1470 (37), 1510 (45), and 1515 (46).
Concerning settling: capital 2E gets better and better, with contention only from 1 SW - or perhaps SW-SW-W. The numbers are quite convincing (fpt surplus; raw hammers; raw gold).
At size 8, working corn, cows, rice, iron, 2 gold hills, farmed grass and plains hill, the town yields 7; 16; 17. Three more grass tiles are available for cottaging.
Good; the best option at medium size, and a contender at large size.
Some other options:
Settling in place is rather bad, also because it makes it nearly impossible to settle a town to work the gold (or the cow, as we now know).
At size 8, working the 3 seafoods, corn, rice, iron, grass hill, ivory, it gets to 17; 12; 11. Compared to the first option much more food, but less hammers and gold. With another 5 grass tiles available you can get some more cottages than in the first option but it's hard to close the gap. So, lots of food but little you can do with it. This option certainly diminishes the potential for a second town by using most of the good tiles or making them unusable.
Good early on, not good in the long run.
Settling to the SW loses fish, iron, corn and plains hill settlement, but gains a plains hill, ivory and floodplains. At size 8, working the 2 seafoods, rice, cottaged floodplains, grass hill, plains hill, 2 ivories it yields 7; 14; 11+. There are 7 more grass tiles for cottaging. This is stronger than the second option and leaves more good tiles for a second town (though both a town to the east or to the north will share strong tiles with this location). It seems comparable to the first, generating lower hammers and gold at size 8-11, but with more gold potential at size 12+ because of the extra cottages.
Good long run.
SW-SW-W has some food, some production, and a lot of unknown tiles. It doesn't crowd out any of the other locations. At size 8, working the 3 floodplains (there seems to be one on the fog), ivory, mined grass hill and 3 grassland cottages (cannot see any better tiles), it yields 3; 8; 15+. Good commerce but probably too little food, unless there is more in the fog.
Mediocre (based on what we can see!), certainly not for the capital. It could become a very good location, if we find more resources to the west.
NW-NW has food and production. At size 8, working the 3 seafoods, 3 mined grass hills and 2 coast (cannot see any better tiles), it yields 9; 11; 11. This is a fairly good third (or second?) town, especially if there is more in the fog.
Fair but not for the capital. If there's more in the fog, could become good.