Round 1: 3970BC - 2470BC
Agriculture was clearly the first choice for research initially, so we went for that. Our warrior, meanwhile, went off to explore the surroundings. First he headed north and found a hut. It gave us a map:
Oh, well, better than barbs. Anyway, you can see what looks like a potentially excellent choke point there. I'm a little two-minded about choke points. On one hand, they mean an easily defensible border. On the other, why would we want to be so defensive? And when you going on the offensive, a choke point might only mean it's more difficult to bring troops to the front from cities behind it, since there's only one route they can take no matter how near the front is as the crow flies.
Since we had pretty much got an idea of what lies north, our exploring warrior headed SE to see if there was anything there. After a near-death encounter with some lions, he found another hut. It gave us another map
It seems we're bounded by the sea in the SE too. I increasingly suspected that it's a peninsula we're on, but we could only be sure after exploring NE to where the warrior was. That didn't prove to be an easy task, though, as there were a couple of lions roaming about and our warrior was forced to play hide-and-seek and heal for a while.
After Agriculture, since we had not seen any evidence of a close neighbour to rush, we went for AH.
Our first neighbour appeared some time later:
He must be quite far away to only appear now.
And it turned out that we were indeed on a peninsula. Our warrior came to another hut at the tip of the seahorse-shaped land. Fortunately, it didn't give us yet another map:
It's not as great as getting BW for free, but, hey, it's not a bad tech to get
And, yes, you are asking why we were researching The Wheel instead of BW after AH. Horses were discovered near the choke point, and I thought it's better that we hook up a strategic resource sooner than later. We've seen how barbs can be detrimental in the last ALC. There's plenty of fog-of-war around us (which had spawned many lions) and this is Immortal. Better not take any chances.
Another neighbour appeared soon after:
We don't have horrible neighbours so far, and that's good.
I stopped after The Wheel was discovered. Now, we need to decide whether we really want the Stonehenge or go for BW first. I think the best chance we have of getting the wonder is to research Mysticism (12 turns) next and slow build it. We might still fail, however. If we get BW (24 turns) first, we would be able to chop and whip earlier, which makes a lot of sense on this level. And we could possible chop and whip for the Stonehenge, although we might be too late after 30+ turns more of research.
A map of the land we've explored so far:
Looks like we have a Britain-like situation here, but with both the benefits of a defensible heartland and an (albeit restricted) access to the mainland. Sounds pretty good. However, I shall reiterate the point that defensible might mean nothing when you can't be defensive and win. And we have two huts safely isolated by our capital's borders. When we pop them, it would raise the number of huts we popped in this game to 5. A rare treat when you don't start with a scout
Settling at the choke point near the horse and hooking the latter up seems like the best course of action to take next. I've made a dotmap to illustrate that:
Too bad we can't get the fish in the first ring. That site has access to fresh water and both sides of the coast too. The third city's location would probably be determined by where copper appears, if there's any.
So, what do you think? Your advice is crucial in determining how we would proceed next, which in turn is probably crucial in determining how this game would pan out.