I agree, I would move the scout N then W, and depending on what we see, settle on the spot, or N, or NW.
I think the scout goes NW (we already can see there is a forest to the N->NE, therefore NW gives an additional tile), and we go from there.
We are playing C3C right?
Yes.
Great! We need at least one more player I guess?
I'm hoping for two, but one more would also work.
Some thoughts on the start. I'm not happy. The apparent lack of BGs will mean we won't be making many shields while in despotism. Lack of bonus food will mean slow growth. This can change after we move the scout, but I would like to keep the deer, preferably even in the initial 9 tiles.
I can understand your concern. We will cut the forest down (likely for a granary), and irrigate the deer.
This is by no means a bad start, especially concerning we are in the southern fertile belt.
If anything goes particularly bad (or there truly is a lack of shields), there's no reason we can't just roll a new start.
The expansionist trait will be pretty useless at Sid. Wouldn't you rather practice with another set of traits?
This isn't an exact practice at all. This game will be far different.
Anyway, I play the Maya or Iroquois at Sid.


Besides, it is good to work without agri or ind sometimes, because they really change how the game is played. You have to micromanage more carefully.