I expect my head to be taken for taking a RB slot number, but Sirian and Sullla will have to catch me first... and get past the other players I reinforce.
First things first. We're spain. We get free mysticism, free fishing, and a fantastic UU. Double speed granaries encourage whips, while double speed temples encourage large cities. These are usually mutually exclusive paths, but we have options to go both ways. Once we're done whipping, we can let those high food cities grow into high production / high commerce cities via our temples. This is also an archipelago map. Sea power dictates victory. Scout the map for circumnavigation asap.
Here is our start. It is fairly good because we have extra resources and coastal access from the get-go. By looking at fog edge, confirmed by presence of fresh water, we have a lake nearby. That's a very good thing (tm) for Spain, as we have the option to go for hydra power. Dye resource enhanced grassland gives one commerce.
I settled immedately, and started working the dye commerce enhanced grassland and begun work on a workboat. I kid not when I say sea power dominates, and I prioritize sea exploration, as our current island is likely going to be all too small soon. When the cultural border expanded, the freshwater lake becomes worked.
Standard Hydra research start. Meditation-->Poly. Pitstop to sailing however. Since we don't have workers for a while, we'll need all the extra resources we can get, and galleys plus ocean trading is extremely useful on this water map. Ocean trading will spread our religions, albeit slowly until we have a holy shrine.
Liq, Zev, be ready to make a grab a great prophet point wonder, either stonehenge or oracle. We'll want to spawn a GP to holy shrine our chosen state religion, so it spreads to other lands. If we do get the oracle, don't delay it waiting for a better tech, just grab whatever you feel is best. I think Iron working would be the most likely choice at that point.
Not much happens for a while until... I see Tokugawa warrior coming from the eastern jungle. We're not alone. Then, two cross the lands, and retreat back east. That means this is a small island, and Tok is extremely nearby.
You know what that means, warriors after the workboat explorer. Barracks might've been an option if we were aggressive with double speed barracks, or more room to build, but we need a minimum of 3 warriors immediately, since I spent some time building a workboat explorer.
One warrior to the east, up Japanese borders and fortifies. He stays there. The rest go exploring our island and looking for sea resources. Workboat heads west, nothing of value for many turns.
Micromanaged Madrid for high commerce. Eventually got sailing and headed back towards Organized religion. Grabbed all three religions via commerce focus.
Far far far to the west is Elizabeth of England. She's financial, and likely needs to be conquered before she's too much trouble. She's somewhat near to stone too. That stone is not extremely close to Lizzy, but it is landbound to her, and likely out of our reasonable reach. Keep this competition in mind when building stone wonders.
This is the first major decision point, at 2600 BC. I could either risk declaring war and trying to grab the worker next turn, or wait for another possibly non existent opportunity. Given this is Tokugawa, he's likely armed to the teeth even at this point, and that hill is within possible reach of one of Toku's military. That's too risky. To do worker theft like this, you need to be next to their worker at their cultural borders. I sometimes take risks like this, but this was too much, too early.
1 workboat, 3 warriors total on my side, one warrior on the way from our Madrid, other comes back from exploration to garrison Madrid to make up for the warrior coming to us. I decide to wait while reinforcements come.
Tokugawa makes a mistake. He made a settler to expand with, and escorts it with two warriors, with combat I, ignoring our fortified warrior in the jungle. It doesn't matter where he expands, it is close to us and we cannot take it with our pitiful force of 3 warriors total. However...
Eventually, that worker decides to put a mine next to us. It is almost 2000 BC, and I've taken almost 40 turns, probably more than I should, but for this variant, the right type of theft is important. Guess what happened.
Fortune favors the bold! Our unfortified warrior (other still fortified) manages to take the worker, and even survives an attack from Tokugawa's archer! I did not expect that. I thought he was a goner, sacrificed so we may gain the vital worker. He's a tough one. I decide not to move him on 2000 BC yet.
Liq, you have a pivotal decision to make. To pillage and raid, or not. This is a unique opportunity to cripple Tokugawa, but you do not have long to make it. You may either take the gamble I propose, or take the safe route and bring the wounded warrior back to escort the prized worker home.
The AI is almost guaranteed not to abandon the city of its last defender. He will likely have another unit soon, but you have enough time to pillage the mine, or the farm, or possibly both. If you are particularly daring, you could pillage it all, but I recommend prioritizing the farm.
The current research path is heading towards archery. I've delayed it long enough with religion intensive and exploration intensive action. We need archers against Toku. If we're particularly unlucky, Tokugawa will have bronze or iron. Save game next reply.