I did think about settling on the the corn...
At pop 5, assuming no problems mining, farming, chopping..... this is the situ if we settle on:
Corn, 2 clams, 1 PH and 2 GH.
(3f 1h 1c, + 4f 2c, + 4f 2c, 1f 3h, + 1f 3h, + 4h) = 13f 11h 5c, Good hammers, but 3f surplus is not enough.
SIP, 2 clams, GH, PH, corn, plus another clams available (4f 2c)
(2f 1h 1c, + 4f 2c, + 4f 2c, 1f 3h, + 4h, 5f) = 16f 8h 5c, 6f surplus at pop 5, 8f surplus at pop 6.
PH, 2 clams, 2 GH, corn
(2f 2h 1c, + 4f 2c, + 4f 2c, 1f 3h, + 1f 3h, 5f) = 17f 8h 5c, 7f surplus at pop 5.
SIP and settling on the PH are very similiar. One problem with SIP is that we need BW for 1 mine, and Sailing (and a galley) for the other. Another issue is that every single resource we can see will be in the BFC, I like the idea of leaving one for city 2.
The problem with settling the PH, is that it means no other cities on the starting island, but considering the trade route bonus (+1 gold for each city) for settling on a different island, I don't see this as a major problem.
SIP requires a different tech/build order, can someone work on that, I am going to focus on the micro for settling the PH. I think we need to play out to turn ~50 and compare results. Use my updated test save, it gives copper in the BFC if you SIP, but not if you settle on the PH.
edit: i need to go to turn 60 at least in my test.