Which families are suited to this start:
Artisans
Seat:
Their additional worker is arguably the biggest advantage early game, speeding up the infrastructure considerably. This might become an early order issue, but we are playing on "the good" so with 10 base orders. Starting with 2 workers mean I spent most of the time 1 order more for the worker than the competitors with every 3-4 turns even 2 or more orders being needed to start a new improvement. This will mean we have to consider between occupying the worker and scouting or military unit positioning earlier than the others.
Another issue might be running out of good infrastructure, especially with the no starting tech option. The base infrastructure are farms, mines and nets. This start has 1 farm, 1 mine, 1 net on ressources and additional 3 mines off ressources (2 need chopping next to a river, which I prefer not to have to do).
There is always chopping and I should be able to start quarrying the E starting on T5 (T4 is the due date for the first two imrpovements). I secretly hope for an early tech from the ancient ruin which brings an urban improvement (Divination, Drama, Polis or best case, Military Drill).
Quicker Urban Improvements will mean quicker city expansion and access to urban specialists and higher worker efficency. This might be a double edged sword as nearly all urban improvements (only ranges come to mind needing wood) need stone as well as 2 stone upkeep. In this capital this means we need 1 quarry for paying the upkeep for 3 urban improvements.
All cities:
Build better ships and siege, +20% strength is the single highest unconditional damage increase in the game and might make a big difference in Naval engagements and later when bringing Siege to the table
Increase yields for lumbermills and mines is nice, especially lumbermills as the improvement comes later but wood is essential for ships, archers and some mounted units. This will increase the ore mine efficency to 2.2 training and 12 iron.
Get 4 culture as well as quicker urban improvements. The 4 culture are the biggest culture bonus of any family leading to a T25 developed capital. This start can speed this up to T18 by building the pearl net on T1-3 to increase the culture yield to 6 from T4 on.
Due to being coastal, it is likely that we will want naval dominance to have quicker supply line than our enemy. This means we need to get our boats anchored for transport and stop him from doing so. The efficency difference is huge, a 2 move infrantry unit moves 3 tiles per fatigue on a road and 7 on water (anchored or inside own territory), more than double as effective.
The worker is the clue though, I can get a quicker developed capital as well as start the snowball on infrastructure earlier. The downside is that it slows me by occupying orders so or giving up the worker bonus for keeping pace.
Champions
Seat:
The capital will come with a whopping (8 + 2 + 2 ore)*1,
25 = 15 training for 4 turning Warriors and Slingers (to 10 for standard capitals and 12 for Riders and Hunters).
The militia is a body to throw into the fray with marginal damage, but helps clearing early sites just a bit faster at the cost of spending orders on the most inefficient unit of the game.
All cities:
Here is where champions shine, these are among the best all city bonusses in the game.
Steadfast is great for early clearing tribal/barb sites.
2 Training is great to reach the threshold of 10 training to get to 6 turn T1 units, as well as having more impactful barracks and ranges later on.
The defense bonus is in my opinion a reason why Champions are better suited as a 3rd, maybe a 2nd family choice. Their cities become border fortresses with high unit production.
Would be a military production power house, but does not speed up the landgrab outside of military dominance. I think Rome is a contender for CMF and this would be the strongest unit pump, Assyria could be an option.
Clerics
Seat:
Researching Monasticism is 400 beakers worth of science alone, getting a religion secured is great for later discontent management and to top that off, the seat gets -50% production for disciples (growth based) to spread the religion or set up Monasteries, Temples and Cathedrals. This is likely the most valuable bonus of all Seats, but takes time to get into effect and is not really required on lower difficulties (with less base discontent)
All cities:
-2 discontent is a big buff, it will be easier to keep the Clerics family happy as their cities accumulate less discontent early. It will still need some measures to be taken later, but on "the good" we have only 5 or 6 base discontent, so this is a big improvement
Building improvements on Sand is nice but not essential, you get otherwise unusable tiles to build urban on and the biggest impact is likely that you can bridge desert with road connections this way.
Doubled yields for Monastry, Temple and Cathredal are a good bonus as religious buildings and their specialists are among the highest yield specialists you can get, especially advanced specialists (Monk is 4 culture, 2 beakers and gets up to 8 culture, 4 beakers, 2 civics as an Elder Monk)
All in all a good pick for higher difficulties and not necessarily for the capital as there is no immediate boost but a lot of development in this pick.
Hunters
Seat:
Hunt is a repeatable project increasing growth by 1 and netting lump sum food (100 on weak culture). This is only really important on the highest difficulties where you start without any food and might have a barren map.
+50 to all rural ressources is nice but again only really relevant on higher difficulties where starting ressources are low/non-existant
All cities:
2 Training is great to reach the threshold of 10 training to get to 6 turn T1 units, as well as having more impactful barracks and ranges later on.
Build betterranged, +20% strength in your own territory is a very powerful yet defensive bonus. It is important to remember clearing expected combat sites from scrub and forest as these add very strong defenses against ranged units
Camps and nets (both rural) are either 2 grwoth 10 food ressources or 2 culture 10 money ressources, doubling these yields is very impactful for any city, especially if you have multiple ressources. It is very likely to find a 2 - 3 seafood spot on the coast andnot unlikely to have 3-4 or a camp added into. This is additive with a governor and a leader with the pathfinder trait and it also increases specialist yield.
I am quite sure that it is not worth to pick for only one pearls to double yields to 4 culture and 20 money on this capital. Especially as Artisans can get the 4 culture from the get got, but the dream is a good multi seafood hunter city close by to the West which would help the growth curve for REXing and serves as a military pump.
Landowners
Seat:
Buying tiles in the capital can help getting crucial ressouces inside the borders, in this case the sheep would be candidate but it can also be claimed by a specialist on the ore or an urban improvement SW of the ore.
+2 citizens is mostly important for early specialists, this combines nicely with their all city bonus but is otherwise not very impactful (there is 0.2 orders and science I think)
All Cities:
2 growth is great to reach the threshold of 10 growth to finish settlers and workers on point. The first, half done settler can be done in 4 instead of 5 and any other settler and worker from this city will be 10 growth more expensive than the one before.
-50% rural specialist production is a nice early bonus, rural specialist are weaker than urban ones (base beakers 1 instead of 2, there are no advanced rural specialsts) but they can accelerate the early game and are necessary to spread borders and claim luxury ressources
20 money per crop ressource is a nice income boost, on higher difficulties this might help scraping together some ressources via the market
Hunters and Landowners are certainly the families with the biggest early game impact, both are depending on the ressources available but there is a reason why no family has access to both families. In this start with only one crop ressource it is probably still the better growth accelerator than hunters but it would mean having no hunter family around for other coastal sites.
Patrons
Seat:
The family seat option is not impressive, especially as it does not trigger when founding, but it is nice to keep this family on better terms for longer. I prefer the clerics permanent -2 discontent though
The court minister is a small global yield boost, likely civics (minister) maybe a good governor comes out of it (a judge with a good governor trait is wishing for too much I think :D)
All cities:
Patrons bring specialists easier into play with +2 from their ability they start with 10 instead of 8 civic production, this is a threshold again as specialist start out as multiples of 10 (40/60/80) and then diverge from it depending on the amount of specialists present in the city.
The luxury can be used to push a city to get developed quicker (it gives +2 culturer -2 disconten) or to bribe tribes
The culture doubles down with the specialist strategy in getting patron cities quicker to the next culture level
This package is quite well rounded for having a family pushing specialists, Landowners can already push rural ones quickly, so Patrons should focus on urban ones which are in any case more valuable from a yield perspective. Now that I think about it, I like it better than I thought, but there is no early game synergy here outside of getting maybe one rural specialist out quicker (pop wont be available for a 2nd)
Riders
Seat:
The seat will be able to train all types of units, this is great for a 2nd or 3rd city as most capital locations start with horse. Elephants and Camels are only used for one unit each (and one UU) while horses are the most important mounted ressource. It is possible later on to get ressources via events, so a nice but not essential bonus.
The free scout is a great tool for getting an information advantage but quickly runs into order issues as two scouts + military unit + worker are a strain even on "the good" difficulty. My experience is that the 2nd scout has maybe 10 - 15 turns of worth and afterwards will barely be moved due to order shortage. My goal is typically to have him in a forward position (best case in a forest so he is invisible) to monitor my enemies movement. This is an argument for Riders 2nd city as well, as you can scout away from the free starting city site with your normal scout and then get another scout near your 2nd city to explore there
All cities:
2 Training is great to reach the threshold of 10 training to get to 6 turn T1 units, as well as having more impactful barracks and ranges later on.
Cities always connected means you get the first worker out quicker as all cities get +2 growth and -10% maintenance
Saddleborn gives a whopping +25% strength bonus when flanking (attacking with an adjacent unit)
A solid family, most suited for a 2nd or 3rd city pick. There to get a military unit pump and some intelligence
Sages
Seat:
25% science is very nice but will not really come into play early (~1 beaker), you capital is likely to become the most developed city in your empire, so this has a lot of potential and gets better the longer the game goes
Free tech is a random pick among the researchable techs for you. Best case I ever managed was a T4 tech (like Monasticism for the clerics) but getting a T3 is already decent also because you have some influence on it by determining the available techs with your research choices. I do not know if there is a bias for the highest tech possible, but it has never been a T1 tech for me. It is beneficial to delay settling the seat to optimize the gains. Tech cost are
All Cities:
This revolves all about urban specialists, +2 civics and -20% cost reduction to get them out quicker +1 science to make the best science source even more valuable.
You can argue between culture and science, but for me this pick is a straight upgrade to patrons. It will likely end up as third family and is definetively economy oriented so it has to be judged if it is worthwile or to risky to go for it.
An intersting thing to test would be if Artisan Workers can construct urban improvements quicker in Sage cities (normally there is 1 turn malus, but with 2 turn bonus it would still net a 1 turn advantage and the possibility of boosting a city directly after founding)
Statesmen
Seat:
Decree is a very strong repeatable project transferring civics into orders (and are rushable). This is unlikely to come into play early, but tailoring a statesmen seat to civic production to the have a permanent order boost this way is a great ability to have. There is a law (constitution) which allows the capital to produce decrees as well, which is why it might be better to settle Statemen as an off-capital seat. The opportunity cost is that you block build queues for order generation, which might be a bit much with 2 build queues.
400 civics are guarantee that you can enact your first law (exact cost) but can also be used more flexible for governors, council positions or to rush production. This a nice benefit, but it comes into play just a little bit later (so roughly between T25 - 50)
All Cities:
1 order per turn is a nice and steady order increase, this is the equivalent of garrison + stronghold and all game long benefit. It is certainly the most impactful in the early game when orders are sparse
1 civic per opinion level is a nice way to get passive civic income and your family seat to a civic production powerhouse. Familiy opinion level are each 100 opinion (I think, need to confirm this) getting 1 or 2 civics this way is already challenging albeit possible on "the good" difficulty
Treasury 1 gives straight 100 money and 10 money per turn without spending the 20 stone for the building, I will check but I think getting it this way means that there is not the 100 money lump sum. The permanent projects are rare to build as units and specialsts are typically more impactful.
Great for an early 1 order advantage and a decent specialist city, I prefer them as 2nd pick so there might be two cities producing decrees later. There are no real starting bonusses outside of the order, but that one is of high impact (10% total orders on the "the good")
Traders
Seat:
Caravan lets me turn food and orders into money (not sure how much, but is rare that you want to trade orders away.) apparently I can also make CMF like me more with it
The court merchant will likely bring some discipline (so money generation), this is the least important early game but it is flexible. The hope for a good governor is always there
50% money increase sounds great, but I am not sure I can build it before the city can hit legendary (normal time you can build fairs, also they need to be adjacent to a grocer which can be built on strong culture), I need to test if this is actually automatically added to the city when founding
All cities:
Multiple roads are great, but also order intensive to build (3 moves + 3 roads means one builder can consume 6 orders), these guys can get their road network down quicker than anybody else and become more order efficient for supply lines. This actually also offers the easier potential for surprise attacks by roading multiple tiles over rough terrain.
Halving Hamlet growth will net you the benefits in half the time (20 years is normal growth) Hamlet brings 10(20) money for 1 food -> village 15(30) money for 2 food -> town 20(40) money for 2 food (and 10% defense and -1 discontent when you enact guilds law), this is decent but your number of hamlet chain buildings is based on your culture level, so it won't be possible to abuse this for crazy money income
The +2 culture per bullion is nice as you want to mine them typically quickly because of their high money yield. Farm and Pasture ressources are higher priority though for the growth and food income.
A money focussed package, money is the duct tape of Old World, so great to have but not essential. I like the possibility of building roads most but the package in total is a bit underwhelming
So my personal family preference right now is:
Artisan > Landowner > Hunter = Statesmen = Champion
There is no CIV with all 3, but Babylon (Artisan + Hunter), Persia (Statesmen + Hunter), Rome (Landowner + Statesment + Champion), Carthage (Statesmen + Artisan) + Greece (Artisan + Champion) and Assyria (Champion + Hunter) are the CIVs I still in close
It feels like Babylon is the favourite due to it also bringing a growth buff to the table.
Rome and Assyria are more aggressive picks, but slower than Babylon.
Persia with the 2 pastures and statesmen is certainly the strongest order generator early game, but has no growth accelerator. Maybe a 2nd city hunter?
Carthage likely lacks income for getting many mercenaries and has no growth accelerator either.
Greece feels underwhelming, no growth acceleraotr but I might underestimate the value of the food reduction on lower difficulties.
Tendency right now is Babylon > Rome/Assyria > Persia, feel free to convince me of one of the others