These were the plans before the turnset:
Plan A:
1. Quickly build 2 settlers, 4 workers.
2. Meanwhile hope for horses and happy resources and build cottages on floodplains.
3. Build 3 cities with barracks/stables and rush immortals on nearest victim!
4. Also build Stonehenge with chops for border pops to avoid AI culture.
5. Rush neighbor / capture pyramids (or chop)
Settled in place, then I started off with two workers to chop the giant forest around us to quickly build a few cities, ready to rush whomever was near.... Nobody wanted the nomination for earliest exit, so plan A is in the bin, ready for plan B.
I wanted to make a fast start, so I decided to begin with two workers, then a warrior, followed by 2 settlers. Bit risky but gave just the head start needed. All three cities have high food and 2 more high food cities are in sight. That combined with representation of the pyramids and the great library should provide a launch pad for fast astronomy.
3 events occurred
1. Had the chance of creating an uber-square. I put it to 90% at risk of 2 unhappiness and population loss. Capital was at size 1, so no risk. Too bad it still didnt happen... Had 2 unhappy for 20 turns lol...
2. Some breakthrough gave +12 beakers to masonry
3. Better axes give all axemen shock when built, too bad there is no enemy, still nice for barbs.
Plan B:
1. Settle 6-9 cities focused on commerce and great people.
2. Chop pyramids, head straight for great library, get that too with great engineer of Mids.
3. Get 3-4 Great scientists and get astronomy to meet the world.
Stats:
Cities: 3
Population: 10
Total commerce: 22
Expenses: 5
Science: 17 beakers per turn
Units: 2 scouts, 4 workers, 2 warriors, 1 axe, .5 spear.
Civics: Slavery
Religion: none
Great people: none
Techs: Mining, BW, Mysticism(hut), Wheel, Pottery, Masonry, AH, Writing.
Gambles: Stone hooked, Pyramids in 17 turns (can be shortened to 10 turns with 2 chops and 3 whipped pop)