Pre-flight check:
Our Capital is supposed to build a Settler, and our second city a Warrior - not optimal, since the Capital would produce veteran units; but with the free Tribe, that's acceptable. 10% Lux is worse, but the contacts we already have are propably worth it.
Our neighbors are the Celts, Polynesia and Mongols. Could be worse - Gallics and Keshiks are mediocre, and Polynesia has no real UU (the Outrigger is a nice unit for Pelagos, but worthless otherwise). Polynesia is up CB, WC, Masonry and Boat Building, with 100gp. Brennus knows the same, but has only 3gp. Mongols have only WC, Masonry and 33gp.
We research Domestication (due in 6 turns - good decision btw, Greebley), have 45gp and make 2gpt.
Hit Enter.
IBT: Jenne Tribal Guard -> Warrior (need MP).
Turn 1 - 2950BC
Drop Lux to 0%, we're making 3gpt.
1st and 3rd Patrol explore North, 2nd Patrol East.
Turn 2 - 2900BC
First Patrol spots Sugar to the North.
Second Patrol spots Celtic borders to the other side of the Mountain range East. Too close for my taste; this could force us to expand aggressively towards that direction.
Third Patrol find more Jungle, and 1 Rice.
Nothing new on the Tech front.
Turn 3 - 2850BC
First Patrol finds one more Sugar, and spots the Northern coast.
Second Patrol explores towards the Celts.
Third patrol finds Sugar 6 tiles away from our Capital - but 5 Mountain and Jungle tiles, so connecting it will take ages.
IBT: Timbuktu Warrior -> Hardy Clan
Turn 4 - 2800BC
Move the Warrior East to explore the immediate surrounding of Timbuktu.
First Patrol reaches the Northern coast.
Second Patrol has an eye on the Celts.
Third patrol finds more Jungle and is also on the Coast.
Our Worker has completed roading the Corn and moves towards Timbuktu.
MM Jenne to grow in 2 turns.
IBT: Jenne Warrior -> Clan (15 Turns ATM)
Turn 5 - 2750BC
Fortify the Jenne Warrior (need him for MP next turn).
Worker starts Road.
Reg Warrior spots Flood Plains with Rice.
Patrols 1 - 3 find nothing new (more Jungle, more Rice, more Celtic borders)
Domestication is due next turn, but the rate cap doesn't allow us to drop Science below 50% anyway.
IBT: Domestication -> Mining (9 Turns)
Turn 6 - 2710BC
Domestication reveals - nothing

. But to tell the truth, I didn't expect too much with our terrain anyway.
Reg Warrior, First and Third Patrol find nothing of interest. Move Second Patrol 2 tiles within Celtic lands, to verify it is Pyrene (Capital).
Celts and Polynesia know Mining and Slavery, the Mongols now have WC, Masonry, Mining, Boat Building, but lack CB.
Trading time: Domestication is a second level Tech and worth a lot, but with two EXP Civs around, I decide to trade it immediately.
Domestication to Brennus for CB, WC, Masonry and 10gp.
We have 2 Elephants nearby, but no Incense.
CB and 60gp to Temujin for Mining and Boat Building. We have not much use for gp right now, and I'm afraid someone will demand it soon anyway, and I want to deny at least him Domestication as long as possible, since we know nothing about his lands.
We have Iron in the Hill range between us and the Celts, and Gold (which is nearly as important as Iron) near the Sugar at the Northern coast. The Gold should be safe for some time, but the Clan from Jenne should secure the Iron by all means.
Domestication to Polynesia for Slavery and 45gp.
Strategic note: Slavery allows the Slavery SM (1cpt, 1 happy face for only 10 Shields). This allows the construction of the Slave Trade Malinese Wonder: +1 Trade in each tile, and free Slave Markets everywhere (25% Production, 1
unhappy face). Definetely worth it, but we have to pick the right city for the Wonders - having a look at Jenne, it seems like an obvious choice. I prefer to have the Slavery SM in the city supposed to build the Great Library, since the Slave Trade Wonder is by far the best fallbck if someone beats us to the GL.
For any reason, Kahema is now cautious, while the other 2 are still annoyed

.
Ship Slavery to Temu for 20gp. We now have Tech parity with Celts and Polynesia, are ahead of Temujin, and still have 76gp in the bank.
Start research on Weaving (24 turns), this will reveal all Jungle goodies (Silks, Dyes), plus Cotton and Sheep.
MM Jenne to no growth to get the Clan in 6 instead of 9 turns. This does cost us some turns of research (would be only 20 otherwise), but I want the Iron, and once the Settler is build, our research rate would drop anyway.
IBT: Brennus demands us out, no problem.
Turn 7 - 2670BC
Third finds nothing, First finds more Jumbos, Second moves North out of Celtic lands, and Reg Warrior spots Incense - in Polynesian borders. Is this really a large map? I start feeling poached already..
Turn 8 - 2630BC
The Polynesian borders are not expanded, at least. The Scouting Three find nothing worth mentioning.
Timbuktu grows to pop 2, and I switch the Hardy to a regular Clan - it'll grow in time, and the Clan is done in 11 instead of 18 turns. Research time only drops for 1 turn.
Turn 9 - 2590BC
First finds even more Rice, Second Iron in the Mountains N of Pyrene's borders, Third nothing, and the Reg Warrior what should be the ideal spot for our 4th city.
Turn 10 - 2550BC
Something interesting - the Polynesian borders seem to be the unexpanded borders of their <i>new</i> Capital - at least that explains why the Mongols now have 3 cities, including Haraiki...
Polynesia has Bronze Working.
We need to expand like mad with 3 Civs so nearby. At least, Pyrene seems to be on mediocre lands, and the Mongols and Polynesians should be busy fighting each others.
Top priority is the coastal Iron (1 tile NW looks like a great spot), and 1 tile SW of the Rice next to Polynesia.
Don't forget to move the Warrior for MP duty back to Timbuktu. We're already paying unit support, be careful when you make Trades - the 2 Clans will resultin a drastic income loss for some turns. Maybe consider disbanding one or two of the Scouts.
In general, try to keep the Capital on Military (Veterans!), Warriors should do it for now; we need MPs, and the few TGs can be used for border cities. Try to intersperse a Wiseman, and Counselers are really worth it in more remote cities.
We should have some time to grab the Jungle. Lots of Coastal cities is incredibly important, they have huge benefits (Trade, even cheaper Aquaducts),
Granaries are not worth it for initial expansion, but our best city (Jenne, I assume), could need one in preperation of the Great Library build.
Our little Elephant Farm
Edited several times, since I wrote it at home using regular < > html-Tags...if you notice further open tags, well, ignore them