The Settler Factory
First up, I fortify my units, and the turn immediately ends.

So I go and whine to civ_steve for a bit. And in 3950bc Delhi is founded on the start location. The worker immediately goes to chop and water the first game. I think the first food bonus is the most important; it saves five turns per pop cycle without a granary, and two turns per cycle with one. But the second food bonus only saves a further one turn per cycle. So it's chop, irrigate, improve some beegees, then back to the chopping.
The granary is finished in 2900bc, and I start a second worker, as the four-turn factory requires a lot of improvements to run. My first settler is out in 2590bc, and I build another 3 settlers and an axe over the next 16 turns, after which the factory is ready to pump at a steady one settler every four turns.
The Local Giants
Before the granary I build two axes - after all, the research time of Pots alone means that I can't do the granary any faster. The first axe explores east and so meets the Babylonians. I trade Alphabet for Pots and War Code. The second axe explores north and so meets nobody at first. After reaching the northern coast, he heads west and meets the Greeks, who agree to swap Pots for a slave. Soon enough both explorers have turned north, and so meet the French in the west and Zulu in the east. Having explored north of the Great Lake, I don't actually meet the nearby Romans until 2270bc. Julius still doesn't have Masonry at this point though, and I am researching it, so I buy the last 25 beakers from France for 17g, and swap it for Burial with the Roman.
Initial Expansion
My second town is founded at RCP3 so as to pop the hut northwest of Delhi, and it gets Bronzework. Bombay builds a stream of axes which I can use for mil pol and settler escort. With so few luxuries handy, mil pol is important to keep my research up, and I am determined to give these AI a run for their money on techs.
Madras goes to the east at RCP6, popping a hut for nothing, and getting access to two games, and Bangalore then takes the RCP3 spot between Delhi and Madras. By the time I put Calcutta at RCP3 in the southeast, Rome has already founded a town in my RCP6, which is a bit of a shock - I met his units out in the field somewhere beyond Greece, and didn't realise Julius actually lived southeast of me.
Tech Haul
Since Masonry, I have been working on Maths. The AI gets it in 1725bc, I can buy if from Osman (who bought my contact this turn) for 6gpt + 8g. Trading it to civs on the other half of the continent brings in Writing, Ironwork and Mysticism, and then selling on Writing gets me Wheel, Riding and a large pile of cash. Philosophy is out too already, but I'll have to wait for that. I set my own research to Literature. My new tech knowledge reveals to me no nearby horses, but there is iron in the mountain range to my northeast.
Breaking the RCP
RCP3/6 turns out to have been a poor decision. I was initially expecting to be hemmed in by these deities, but of course we have actually been given quite a lot of room. Planning on a long stretch of research, I should have used RCP4 to give my towns room to run large, and this error is highlighted when I realise that I can't reach the sea with RCP3. Lahore is founded at RCP4 on the southwest coast.
Babylon has almost reached the coast to my southwest too, so unless I slip some settlers around behind them, onto the tundra peninsula, my expansion is now forced northwards.
I decide it is time to start bagging resources; my next town goes next to the iron in the northeast, then in 1400bc I settle next to the wine, encroaching slightly on Babylonian borders.
Reaching Parity
The AI reach Mapping in 1550bc, and of course the sale of maps is always is a big opportunity to get back on terms with them. I also still have some contact trading opportunities to bargain with. I start by buying Polytheism from the Axtecs, in exchange for western contacts. Then I sell Polytheism to France for Mapping, and the catch-up really begins. I start by selling these two big techs around liberally, to get Philosophy, 4 slaves, plenty of cash, and plenty of world map. I find I have most every saleable resource in the world, and I haven't even sold my w map yet, so I figure I can use it as a bargaining chip to buy some alliances; I dow Watha, who doesn't look likely to be a threat to me, and renegotiate peace with the Americans, Aztecs and Ottomans, sending them to war with the Quois. I also buy Shaka and Temu into the war without renegotiating their peace; as their lands lie between mine and the other civs involved, I would like to be able to keep them on my side of the wars.
Building the Treasury
By now I have noticed the horse on the shore of the Great Lake to the northwest, so I decide to expand towards it, filling in the grasslands and irrigating across the plains as I go. With this nice river system we have, and the gold sources, research is strong, and I am actually a little surprised to be beaten to Litertature; the AI gets it in 1300bc, and I can buy it from Abu in exchange for Polytheism. I also trade it on for Laws, so we are only two techs away from the medieval. I set my research to Republic on a min run, my first of the game.
Meanwhile in the north, the Aztecs give the Quois peace, so dowing me, and bringing in my first war happiness. Hooking the Babylonian wines the same turn, I can turn the lux slider down to zero. Coupled with my tendency to run a map trading round every turn or two, which is often worth the best part of 50g with so many civs, the cash is really rolling in. There are extortions of course, mostly by nearby civs like Greece and Babylon, so I give in, but that's okay. They are just asking for chump change really.
Ending the Ancient Age
I finally get the iron hooked in 1100bc, and can start upgrading my units with all that cash. The first 5 swords put my average to Arabia, but still weak to everyone else, but there are plenty more veteran axes around to be upgraded. By 1050bc, I am average to France, Quoia, Mongolia, Ottoma and Greece. And I need those swords quick, if only to burn off my treasury; in 1075bc the AI hits the medieval era, and the barb uprisings kick off.
In 1025bc I see that Watha has Currency. As he was the target of my dogpile, he got sufficiently beaten to give me a discount on the tech. I buy it for 14gpt, and also send Watha back to war with Aztecs in the same deal. This act puts me at war with Abe and Osman, but I don't fear those guys. Then I go to Shaka to swap Currency for Construction, and I am medieval.
QSC Stats
11 towns with 28 citizens and 109 tiles.
111 food in the bin, 158 shields in the box, 32g in the treasury.
2 granaries, 4 barracks, 1 temple.
2 settlers, 8 workers, 8 slaves, 7 axes (reg), 1 archer (elite), 13 swords (2 reg, 11 elite).
All ancient techs except Monarchy and Republic (46 beakers gathered).
12 contacts, 6 embassies.