Played a few turns until AH is in, need to decide next tech - someone suggested mining which is on the way to BW and the wheel (for my UU) so a good shout. Thought about sailing but those sea resources are going to be a job for the second builder so no rush. Pottery into Irrigation for the wines is another option but I've got two honey and a corn I can improve for the Craftmanship boost (also see next paragraph), although the second honey is third ring, so again don't think I need it straight away.
AH revealed horses along the coast, have marked two possible sites - one on the coast with horses and amber in first ring, the other on the river with honey and amber first ring and stone (harvest or quarry for the boost?) and Horses 3rd. I think they're both good spots but possibly the production from horses in the first ring might be the strongest play. A builder could improve honey and corn at the capital then the horses which would give 3 boosts (Craftmanship, Irrigation and Horseback Riding).
I think, at this point it would be good to start thinking of how to harness Egypt's abilities. Cheaper districts on the rivers would suggest settling them in the first place.
You would also want to maximize your trade routes and find as many international destinations as possible. So on one hand, you want to expand your scouting, on the other, to prioritize districts that give you trade routes.
If you were away from the coast, going for cheaper commercial hubs would be hard to question. Early Great Merchants alone would boost your trade route capacity significantly. But now you're on the coast with boosted sailing and two sea resources within range. That's makes sailing not so easily dismissible. Still, harbours are far, and it would be nice to find a natural wonder to speed up Astrology. We come back to the urge of improving the scouting
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Pottery opens up Irrigation, which is relevant, Writing - you'll certainly need a campus or too, and CH down the line. I think it is a good choice atm. CH priority also makes me to think that sticking to the original plan to settle on the river between the amber and bees is better than deviation to the resourceless coast for horses. Not many opportunities for cheaper districts there.
Mining, though, I'm not so sure. If your plan with the settler, to settle next to the amber and mine it, goes undisturbed, then this gambit would pay off and you would have a clear path to the Wheel. But looking at your screenshot with a terrain that open and almost no military on it, I feel a little bit uneasy, almost naked. One unfortunate barb camp spawn may ruin your whole day. If suddenly you have to postpone settling and switch to producing military, Mining becomes useless for a while. So it is a risk.
I went with the Settler, have the warrior guarding the camp until Code of Laws is in and I can slot Discipline - when I'm ready to attack do I cross the river first or take a couple of shots from where I am? Scout found a Barb Scout but not sure if it's this camp or another one, probably the latter.
The warrior is not "guarding" the camp, he's losing daylight
You don't have to wait for CoL to fight barbs, the guy should've crossed that river onto the hill and started delivering damage at once.
Now you're just waiting for another barb to spawn and turn numerical odds against you. 2 hits with the warrior to the spearman, a heal or two, 3rd hit, promotion, final hit to clear the camp - done. Eureka in the bag, gold windfall and one headache less.
Try not to have military units idling early game. They should either be scouting, albeit just a little, or fighting threats, when not healing their wounds.
Now your entire military of 1 warrior is just sitting there wasting time, and all your large flank is wide open, vulnerable and unprotected, and you don't even know what's there. And the capital is building a settler. For my taste, that is a bit too reckless