Buckle up ladies, because Tippensprechen isn't waiting till halfway through day 1 to inject serious discussion right into this thread's testicles.
Kick-ass Topic 1: Wonders
Wonders are pretty kick-ass and I'm adamant many of you are interesting in using them to compensate for your small... population. I believe everyone can agree that is it in the interest of
peace to avoid wonder-sniping another peaceful(resulting in the loss of 25% of their production). The problem is that announcing that your plan to build a wonder would be down right retarded.
DO NOT ANNOUNCE THAT YOU PLAN TO BUILD A WONDER.
You might as well walk up to Hitler and show him your circumcised dick.
Kick-ass Topic 2: Day 1 Lynch
Detainers and Jailors are both nationally a lazy, do nothing people and can only
jail a target on a no-lynch day. Lynches are sick nasty and history is my bitch as non-lynch days are extremely rare in older M-FMs and almost entirely found on the first day or in the endgame. If a Detainer is going to have a change to kill someone before his mid-game siesta it will have to be done tonight. During the interim between Day 1 and end game, if the Detainer survives, he will have the opportunity to build a school and gain another kill charge so he won't be impotent.
Kick-ass Topic 3: Helicopter Party
As a gesture of good-will and openness we should all drop-trow and wave our dicks around to show we have nothing to hide from each other.
Kick-ass Topic 4: Forges and Factories
I crunched some numbers and for the first 6 nights, it is more efficient to forgo building a forge. First 7 nights for the Factory. In the below graph production used to build a forge is listed in red, production used to build a factory is listed in yellow.

A peaceful rushing a factory killed on or before night 4 will waste 100% of their production.
Peacefuls for whom happiness and action buildings are useless should jump straight to a wonder or international project.
Kick-ass Topic 5: Kick-ass Topic 3
Seriously, we should Helicopter.