Supr49er
2011 Thunderfall Cup
Mining + Wheel. I think only the Malinese Empire has this combo.
Mysticism+Hunting
It really doesn't matter where you are, you have the weakest worker tech and Mysticism. You COULD go for a religion...but then you'd be putting off useful worker techs even further. I tend to shoot for a later religion with this pairing.
From a strictly tech standpoint, I think Mysticism/Fishing is probably the best combo, as it allows you to get an early jump on Buddhism, and fish coastal tiles for the extra gold needed to beat other civs with Mysticism to the punch. Additionally, assuming you start on a coastline, it allows your first improvement to be the workboat, widely considered to be among the best "first build" items when available.
The downside? Only leader that has this combo is Isabella, who has some of the worst UU and UB in the game.
Also Isabella's UU and UB are not that bad, certainly not the worst in the game.
...The scout is nice but it means you cant steal someone's worker from the start....
Actually form a strictly tech standpoint the wheel and agriculture is the best combo as they cost the most beakers.
...the usefulness lies in scout (and ability to build another) that can pop another tech and/or gold worth way more than any starting tech.
For me, scout is useless for that purpose. I play with good huts turned off...
...I find huts way too random element that can push the game effective difficulty around too much. Better thus play without them...
Oi, mate, there's a far, far better reason for a scout than huts. Scouts can cover twice as much visible land as a warrior can, and can act as an escort for your first settler.
If you build settler first, while researching bronze, and use the BW turns for exploring with your scout, you stand a far better chance of uncovering a source of copper and/or some other extremely strategic resource placement, AND get back to your settler in time to escort them to the spot before the barbs appear. And since they can both move at the same rate, they can reach the destination more quickly, which means less wasted turns while your warrior plods along, holding up your settler.