I see I am running behind thread count already. Let's see if I can do something about that.
For starters I am going to take you through my opponents and there choices and maybe try and have a stab at how I think they will attempt to play. I will then move onto my choice, the reasons why I chose this particular combo and hopefully come up with some sort of opening play. Sorry for the long spiel of text.
Incidentally, you may have seen my PBEM9 thread. Is there anything you like that reads well that you want me to keep up, or anything you don't like that I should take into consideration, or anything that I am missing that you would like to see/read?
I will do my best to accommodate.
So without further ado my opponents are:
Ruff_Hi
Ruffing (Sitting) Bull of Spain
PHI/PRO
UU is the Conquistador (replaces Cuirasseur)
UB is the CItadel (replaces Castle)
Starting Techs are Mysticism and Fishing
Warrior Start
Interesting selection here by Ruff. He's going to be screwed over start wise if we are on an all encumbassing land based map or no COastal resource to work with. Starting Techs are certainly not my favourite choice and the PRO trait I do not value as highly as some of the others. PHI is usegull for cheap Unis (way down the line) and helping generate Great People. But Ruff has played tons of these games and I guess he is probably trying something different or has a strategy that can come up manipulating these techs and traits.
His UU is quite useful mid game. With +50% strength vs Melee units and 15% withdrawal chance, these are nothing to be sniffed at.
His UB allows for 5XPs for each unit built compared to that of a normal castle.
Maybe CHA would have benefited and formed some sort of Synergy with his UB.
I expect Ruff to be a stronger player than me in this game, but common trends I have noticed in his game play and rule selections are a) he likes to play for an early Stonehenge, b) he always persues allowing Espionage in games he participates in. For once, this rule passed for this game and he has demonstrated in previous games on this site his skills in manipulating the espionage slider, so I will be expecting some shady Spy missions being played out in this game by him. Lets hope they are not on me

. I may try and tie that up in any NAP or peace play deal.
novice / spacemanmf / athlete for life
Huayna Capac of China
FIN/IND
UU is the Cho-Ko-Nu (replaces Crossbowman)
UB is the Pavilion (replaces Theatre)
Starting Techs are Agriculture and Mining
Warrior Start
Well it was no surprise to me that Huayna went first. Had it not, it may well certainly have been my pick straight out the blocks. I think once Tatans list gets updated Hayna will be the next banned leader. In a NTT game FIN is a huge benefit and the IND will certainly be useful once MC comes in. Extra hammers into Wonders will also be handy. It wouldn't surprise me if I see a play for The Oracle by these guys and expect them to take MC as the free tech to get the half price Forges into action, which will no doubt lead to The Collosus and allow them even more Coin on the water tiles (assuming there are water tiles!).
Tech wise they have plenty of Worker actions to be getting on with. Unlike Ruff, these guys are probably hoping for Wheat/Rice/Corn to work and plenty of non forested hills to mine. Although starting BW as the first tech would soon sort that problem.
Their choice of the Chinese empire is also interesting.
Their UB is of little use in my opinion. The extra 25% culture is probably going to be of little benefit to them. I think they chose the Chinese more for the tech start and the UU.
The UU allows for Collateral damage (so can act like a Cat) and getsan extra strike compared to it's replacement unit which is handy.
I know very little of spacemanmf but I have seen novice around here for a while and I know athlete for life was part of the PB2 games. I think they are decent players, again stronger than me but not as strong as Ruff. I expect them to make a play for peace. Get some good land and develop into a good economy and steam roll through the techs, picking up a few useful wonders on the way. These guys need to be watched to ensure they don't run away with a tech lead, but I also envisage them being main focus of any money / tech steals that the Espionage allowed rule permits.
ad hoc
Louis(rence) of Arabia
CRE/IND
UU is the Camel Archer (replaces Knight)
UB is Madrassa (replaces Library)
Starting Techs are Mysticism and Wheel
Warrior Start
Ah ha ... my good colleague of PB3. Between us we made up half of Team A4. Thanks to these guys, my game play has improved immensely and can now play comfortably at Monarch level. I was only at Prince with the odd attempt at Monach prior to joining this team. So if you are reading this guys Thanks!
Anyway... back to ad. He was always the counter proposer with various options. They were always logical but mostly aggressive. He was always keen to snap up the opportunity for a bit of blood and guts and get a war going, so it was no surprise to see him enter the AW PBEM 8. If I recall correctly he had Arabia high up in his selection for our chosen civ in PB3. I wouldn't underestimate his ability in war either, so others should be wary of him ealry doors, otherwise they may find he has extra cities to his empire.
His selection of Louis was going to be my pick on the way back up. CRE means border pops ealry doors and the ability to speed through library builds is also useful early game.
Being IND, as mentioned ealrier I can see a play for The Oracle and a free tech. It will also help him generate a GP for a shrine or even bulb Theocracy early on. Did I mention he came across as a little blood thirsty?

I will be looking out for Hinduism FIDL early doors.
His Tech start again is not paricularly useful in my opinion for a worker start, but roads are always useful and never exhaustive early game (unless of course we each get our own little island).
His UB has synergies with his CRE trait being bale to build it quickly. Although like I mentioned before I can see the major benefit will be his ability to build a shrine or bulb theocracy and the extra priest specialist this build can generate will help here.
His UU is middle game play, so by then maybe too late for any real early war use, but rest assured I expect ad to scheme something up with these.
In terms of strength, I know ad can hold is own, and I have probably not even started to give him justice on his ability to play a more peaceful game! Which of that I also have no doubt.
Twinkletoes
Hammurabi of the Zulus
ORG/AGG
UU is the Impi (replaces Spearman)
UB is the Ikhanda (replaces Barracks)
Agriculture and Hunting
Scout Start!
I feel like I should know about Twinkletoes (TT) ability as it is a name I have recognised on here for a while but in all honesty I have no idea. I'm sure I have read threads and posts by him but for the life of me writing this I cannot remember anything.
In terms of strength I put him up there with Ruff and ad.
His choices indicate early game choke if possible. Both UB and UU are early game builds. Impis can wreak havoc in anyones lands and the Ikhanda is useful for the UU but also lowering maintenance which is good for rexing. As the only scout start, it will be interesting to see if he plays a worker gambit start or go with a Warrior from the off!
In all honesty I can't imagine any of us wanting to neighbour TT from the off.
The Tech start has synergies with his picks. Hunting is useful as BW will allow him to develop Impis from the off (resource permitting). Agriculture is also useful as mentioned earlier for something for the worker to do (again resource permitting). Having said that Hunting will allow him to develop resources too!
The traits of Hammurabi also work well, as the AGG will give promotions from the start and ORG will allow for cheaper civics later game once any early choke threat they may be planning becomes obsolete.
In all honesty I can't imagine any of us wanting to neighbour TT from the off.