The worker went north first to improve the wet corn. Means it's online a turn later than the dry corn, but it gives +1

and +1

. It is completed in turn 20. Isabella also showed up. Quite a strong group of AIs so far!
The worker then moves directly south, no roading, to improve the second corn. I figured that is better than starting to chop half way through. Timing wise, I can probably double-whip the settler anyway.
I know
@Fippy said it makes sense to put the warrior near the first city spot, but it does feel a little awkward to not scout more. Maybe old habits die hard. The eastern area remained safe, but a barb archer appeared down south. Seems to have wandered out of bounds again now, after killing some unit (went from full health to 2.1 strength with a promotion).
Changed some tiles to get the warrior out a little faster, and in turn 25 the capital borders expand again. This is so nice, and was what I hoped for. All the coast is revealed because the culture goes to the coast, which means you get as good a view as a unit would. No warrior scouting necessary. And holy fish lord, that is a lot of fish!!
No majour changes, but the dotmap was altered a little. Moved the pig city 1S, which would mean it now misses the fish closer to Stalin, but will grab more land tiles. Going 1E of the pig to try to grab Stalin's corn feels a bit too aggressive -- and probably futile too given the AI's easy culture output here (they can spam building fast as you like). However, a city there would be pretty killer with triple food.
After BW I picked AH. It felt sensible given there are three AH resources nearby, which we can hopefully all grab. Now fishing is essential too, but maybe next, for city 3? Those northern spots are also super safe, so can be backfilled later. It's more important to try to find a good spot to the south to claim land. Therefore the next warrior need to scout south, and hopefully find something decent, without being overrun by barbs.
Have only met the three AIs so far, but I know there is at least one more, because Isabella has been running less than 4 EP/turn (it's actually 0 right now, but was 2-3 earlier). Isabella and Saladin are unlikely to be friends... at least until they both run Theocracy. I'll have to pick a side here, and that will probably depend on what spreads to me. Being Spiritual can be very beneficial here, as I can agree to their demands without too much cost.
Btw, isn't turn 22-24 city 3 very early for the AIs? Or maybe Deity just is this freakin' nuts. Looking at the demo screen is a sad tale. No wonder they are running away with things with an extra settler (+++) from the start, and super bonuses all over the shop.