Glad to see we got rid of Germany, Zulu and Greece, though I'd have switched Korea for Mongols any day

. Too bad we lost three scientific civs though, leaving only the Ottos around. Otherwise three industrious, and two each of expansionistic, militaristic, religious and commercial. That's not counting India from which we'll get no trades anyway.
With no more food sources, I see three reasonable locations to settle in. The third BG is really beneficial, and getting all three plus the cow in range will allow a very powerful 6 turn combo-factory for units up to 30 shields (that means we can build a unit for 30 in three turns, then a settler for another 30 in the next three). This factory is certainly powerful enough to warrant three turns of movement early on.
4.6 -> 5.0: CC, Cow(i), 3xBG(m) + F/Pl(m) on growth = +4f, +10 sh (10)
5.0 -> 5.3: CC, Cow(i), 3xBG(m), F/Pl(m) = +3f, +10 sh (20)
5.3 -> 5.6: CC, Cow(i), 3xBG(m), F/Pl(m) = +3f, +10 sh (30)
5.6 -> 6.0: CC, Cow(i), 3xBG(m), G(m)/Pl(i) + F/Pl(m) on growth = +3f, +10 sh (40)
6.0 -> 6.3: CC, Cow(i), 3xBG(m), G(m)/Pl(i), F/Pl(m) = +3f, +10 sh (50)
6.3 -> 6.6: CC, Cow(i), 3xBG(m), G(m)/Pl(i), F/Pl(m) = +3f, +10 sh (60)
So, the three places are SE or S of the Cow, or 2NE of it on the plains, all within 3 turns walking distance. Each location has its advantages and drawbacks:
- Settling SE of the cow has the obvious advantage of getting the cow, as well as two BGs in range within the first 8. It's also on the coast, which could be a good thing, but not necessarily. Disadvantages are we won't be next to fresh water, and being close to the ocean in the W means it will be hard to get many towns in that direction in a nice RCP.
- Settling S of the cow removes two BGs from the first 8 but retains the cow. No big deal, we'll probably want to work the cow exclusively anyway during the first 10. Advantages are more forests to chop, and the chance that zyxy's premonition about that forest tile with a possible furs holds. No fresh water, and no nice RCP.
- Settling 2NE of the cow means no cow the first 10 turns, no forests, but fresh water and better chances for a good RCP setup. Running the factory, we'll have no use of the fresh water though, except we could then run the factory at 5.0->7.0 instead for more research.
None of these locations clearly stand out as better than the others. I think we should move the settler and worker one step E, and then move the scout again to get an even better look. There could be more food sources hidden in the fog, with chances for a 4- or 5-turn factory still.