Here you have MS lucking out and settling copper without having researched BW (also evidenced by the power graph):
also a serious forward plant, 5 tiles from his capital (we went just 3)
Here are various approaches for us to make him our mortal enemy:
yellow was my originally favoured variant before we found the clam. I still don't care very much for clam, but of course orphaning food should not be done lightly. The second yellow dot is in fact closer to our cap than his, 6 tiles vs 7 , but of course we'd be grabbing more than half of the land between us, especially if we do some culture bomb there. I like that it invalidates the spot by the marble, but if we could have a hill plant 1 south I'd much prefer that. With the hill layout as it is, I still want to have it, although it does feel like a bad idea.
Red would be conventional. It gets a border hill plant that is not as easily bypassed. I don't like that it doesn't get the wheat though, although we could plant a wheat/sheep city...
Purple might not be as silly as it appears on first sight. Being on the bay it is not quite as vulnerable to naval attacks. The copper on the city tile gives 2h, although the mine will outperform this rather quickly. And it grabs all three food ressources. The dot to claim gold could be the yellow one or something further south.
All three of this settle the city at maximum distance from MS's Creative second city, that's good.
I had not shown our second city yet, here it is. moving to pasture the horse now, then maybe I'll use just one worker for the ivory while the next one may road toward city 3 already. The capital will finish the granary a bit later than indicated here because it will work the cottage after this turn, but no loss in terms of food. Around t48 we should have two granaries, our next settler, one WC finished and the next well under way.