From the starting screenshot, I think I would have wanted to wander inland and settle on a PH that would reach the pigs, to claim more land and to get a faster start, but I settled where you did here.
Your reasoning regarding wanting to move 1S to enable another city up north is solid imho!
Here my warrior gazes jungle in the south and turn NW instead.
Checking around the clam is also an option, but I think that can be done easier later, scouting the inland is better to do while there are likely most animals around.
Animals spawn inbetween turn 5 and 6 iirc, so here I dare to step NW onto flatland.
But from this point on, my warriors become very paranoid.
I would want to have a outpost in the west there on those hills, but there is a risk getting there now, something might have spawned NE of pigs and moved west, if I move E now I might die, so warrior stays put. Pretty nice location though.
I hope you do these tricks...? When moving to pigs I make a road for one turn.
Buffy is nice and saves information about what pre-improvements are done so I can just hover around. Here playing unmodded I have to make markers for everything I do which is annoying.
Capital will only have two ok tiles to work while building settler (pigs and PH mine) so in a accelerated mode one could go for a settler at size2 here.
However, we want warriors too, thats why we "grow to size 3". Which is only a rule of thumb, no fix dogma.
I'm a coward and want at least 2 more warrior in addition to my starting one, so I emphazise hammers. This way I reach pop3 a turn slower or so, but I don't mind. I want the warriors.
Warrior marches bravely over the forested hills where he is strong.
Seeing this corn, I scuttle all plans for cities around clams. I want a city right there on that PH for a extra hammer, inbetween two wonderful tiles (horse and corn).
I'll make a road toward that city, only SW of the lake and on the horse is required to connect cities and gain +1commerce in both when second city is settled. But roading all the way enables settler to move there in one turn.
Only alternative use of workerturns would be to farm 1W of lake, as a city claiming stone could benefit from a farm there.
The warrior was perhaps abit bold, but I wanted him to take up post where he now stands, as that forms a nice 5x5 grid connection with the southern one. If he dies here the southernmost warrior would have to fall back and start to fortify on the c2 location, and I might have to wait until chariots before improving corn.
But he wins his fight at 80% or so odds.
The first warrior was suprised by a pather attack and is injured and don't dare fight a lion. falling back 1N.
This was probably stupid, I would have healed inbetween turns and now I lose all my fortify bonus.