EXP/IND -> Native America
FIN/IMP -> Korea
Reasons:
1) We want the IMP-civ to supply the settlers for the EXP-civ. That means the EXP-civ will have the far-stretched empire. And NA is certainly better suited to defend itself, especially in the early till mid-game.
2) Seowons are stronger Universities. You want them on the FIN-civ. Of course that is only a afterthought-consideration, because this alone is only a very slight bonus.
Next question is where do we put which civ? Thats not only a consideration for SH (though of course that is important with our picking) but also for further down the road. We want Oracle, we really want that, to get CoL. Otherwise the IMP-pick won't do us much good - we are on Immortal after all.
Also, if this land is not as hilly as PBEM47, scratch the idea of not switching into Slavery with the FIN-civ. We want to whip the settlers, as that will gain us more bonus than building them partly with food. A 2-pop whip are 60 hammers with the IMP-bonus, so we just need to produce 5 hammers before we can whip. The issue with IMP is how to get the money for all that expansion
I'd put the FIN-civ on the gems-start, EXP-civ on the fishing-start. But without doing some sims, knowing tech-costs, having an idea about our early tech-path (I'd assume BW -> AH -> Wheel -> Pottery -> Medi -> PH -> Writing (while building Oracle -> Oracle CoL -> Maths -> Currency.
Alternatively disband early religions and Oracle if you realize RMOG are trying to compete and go for Sailing and get TGL. But that really depends on the land etc. Most important part would be to get an idea of what you want to do. As an idea, micro for fishing-start as outlined earlier, for IMP-start start with a warrior while growing to 2, begin worker, whip worker asap (depends on how long we need for BW). Farm Wheat, mine gems, pasture cow, pasture / mine sheep. IF we are quick enough in research you can instead of course go Worker first
EOT0: Worker 5/40 (work Cow)
EOT1: Worker 10/40
EOT2: Worker 16/40 (work Forested Plains)
EOT3: Worker 22/40 (work Sheep)
EOT4: Worker 28/40
EOT5: Worker 34/40
EOT6: Worker 40/40
EOT7: Warrior 2/10 - 3/14 Food (work Cow)
EOT8: Worker 6/40 (work Sheep)
EOT9: Worker 12/40
EOT10: Worker 18/40
EOT11: Worker 18/40, Warrior 5/10 - 7/14 Food (work Wheat)
EOT12: Worker 18/40, Warrior 8/10 - 11/14 Food
EOT13: Worker 18/40, Warrior 11/10 - 15/14 Food
EOT14: Worker 27/40 - 1/16 Food (work Sheep, Wheat)
EOT15: Worker 36/40 - 1/16 Food (work Gems, Wheat)
EOT16: Worker 45/40 - 1/16 Food
EOT17: Warrior 9/10 - 7/16 Food (work Wheat, Cow)
EOT18: Warrior 14/10 - 13/16 Food
EOT19: Warrior 10/10 - 16/16 Food (work Cow, Gems)
Gives 3 Warrior, 2 Workers at EOT19. City size 3 and can work improved Cow, Gems and Wheat. If that works out with research timings. You'd need AH at EOT15. If you start at T20 a settler, it can work mined sheep, gems, cow for 17fh per turn. 4 turns for a settler, so EOT23 finished. Should probably even suffice to build a road for the settler in time. And with 3 warriors you should be save enough as well.
And that can probably done better btw. I just have not the time to go through it in detail - and frankly without the exact research timings it doesn't help much. If you miss AH for this start or BW for the other it messes everything up anyway.