Traps to watch out for
1. DoPing Gandhi and the others. It turns out that this is a ROYAL PITA. We might play ourselves into a situation where we're fighting off a major SoD (=forget a medal). Furthermore, if we screw up the DoPs, the AIs will all max out their common war plusmods and those carry on through the game for all intents and purposes.*** Without this testing, we'd have no idea about this. We're starting in an ALWAYS-WAR-type situation. No joking matter.
1.A. Did you know? If we don't get Gandhi to DoP before he meets Stalin, de Gaulle, and/or Mao, we may miss our chance to get him to trade with us in any foreseeable future, because we might remain his WE forever or until we give him a humongous tech. I didn't know this before testing, but now I do.
2. Fallout MM is complicated and unusual.
3. Both our development and tech pace are non-standard.
4. Gandhi starting with Alphabet is non-standard.
All of this takes getting used to. I don't see any way to learn this stuff other than testing.
Where to settle?
I'm anything but convinced that the coast is better than in place. The jury's out for me. Especially if we want to guarantee getting the AIs to DoP. Frankly, I'm not sure there's any good way to do that other than...beelining Alpha!?!?!Have you found a better way?
REX
Again, not sure what we want to do, no matter what we find out down the road. Pure REX? REX+GLH? REX+Oracle? All three? Only GLH+Oracle, then REX? This is a very complicated start, imo.
My thought now is, forget GLH. It's not worth the amount of trouble we're putting ourselves through. So instead, let's stick with somewhere we can build a worker in 15 turns. More testing? Definitely. I'll do some more thinking about peace, and what we will actually have to pay.