A few more thoughts going forward after having logged in the game (in random order):
* I noticed that the map settings are: huge, high sea level. Judging by the tile bleeding there's quite a bit of coast around our capital. I don't have much experience with high sea level, I'd love if anybody would comment. Also, based on a comment by Sullla earlier that the map is very unusual, a thought popped into my mind: what if all the tiles are green, that is only grasslands?

Another suspicion I have is that everybody got elephants. We'll see in a bit if these conjectures are true, just wanted to make a note of them here.
* Both bodies of water are salt water as somehow expected.
* I looked at the demos and noticed there's a civ that has 3 gold in GNP... maybe Mansa of Spain is working a lake or oasis or some riverside calendar resource... Anyway I expect the early religions to fall ... early
* Our capital will not have a very large food surplus for a while (until IW). We only have non-irrigated corn for a +5F at most, hence I don't expect a lot of whipping at the capital. We also have a lot of grasslands hills which are nice for IMP settlers. Note: a mined riverside hill is better for IMP settlers than the camped elephant. We also have 3 non-forested tiles at the capital... I am hoping for copper/horses
* I did quite a few computations about the timing of getting our first scout then warrior out and came up with turns 12 and 17. Here was my reasoning: we can run at most +3F at the capital and we need 22F and 24F to grow to sizes 2 and 3, hence we need at least 16 turns to grow to size 3. We need 30H for scout and settler. Assuming max growth we can get at most 10H in the 8 turns it will take to grow to size 2 with no food overflow. Then in the next 8 turns to grow to size 3 we can get 16H (working corn + 2F/1H forest). That's 4H less than 30 so we need an extra turn. At size 3 a worker will take 10 turns exactly with no overflow. Hunting takes 6 turns, so the scout can be started on turn 7. Here's the MM plan:
- turns 1-6 warrior, work 3F corn -> warrior 6/15H
- turns 7-8 scount, work 2F/1H forest, grow to 2 on turn 8, scout 4/15H on turn 9
- turn 9-11 work 2 2F/1H forest tiles, scout 13/15H on turn 12
- turn 12 work corn 3F + forest 2F/1H, finish scout on turn 13
- turns 13-17 work corn 3F + forest 2F/1H finish warrior on turn 17
* Corn and rice are 4 health with granaries, although non-irrigated rice is only 4F, not great.
EDIT: Forgot short-medium-long term research plans
* Research plan:
- short term: hunting -> mining -> BW (as stated by Dreylin)
- medium term: pottery -> writing -> AH (optional) -> mysticism -> meditation -> priesthood
- long term: alphabet (try to lightbulb philo) *or* monarchy
I think that's all for now, looking forward to hearing some comments.
Kalin