My scattered thoughts:
Start Position:
The hill to the west looks like it is on a coast to its NW and SW, and probably to the N. But what is west of it? There might be just a little peninsula there. There might be a land bridge to another area.
The land E and NE of the eastern hill looks like grassland.
The tile W,SW from start doesn't seem to be simple plains. I think there's something on it, perhaps forest.
The start position looks rather poor at the outset. It might turn out to be good if there are bonuses in its radius. There are nine tiles which could turn out to be cattle, game, wheat, or BG. But settling seems a harsh way to check them out - if there aren't any bonuses in sight that would result in a tough start indeed. And even if there are bonuses it might be worth a turn to move the settler closer to them.
So I'm going to start by moving the worker NE. That should reveal six of those nine tiles the start position can use, plus five additional ones. And perhaps a better feel for the overall local geography. After that move everything depends on what the worker sees. Settle at the start position if that looks good. Move NE to the hills if that will bring some good tiles further in that direction into range. Possibly even move a second step but that's unlikely. If things look bad everywhere after moving the worker to the hill then I'll gamble and move the settler SW.
Wonders
At Deity there's not much chance of building a wonder in Ancient Times. Especially with 10 rivals - they'll cascade their wonders a fair bit. I suggest not even trying. If you do try to build one then I suggest making sure it is in a city where you can switch it to build Forbidden Palace if it doesn't work.
Wonders which can trigger a Golden Age for us:
Any one of: Colossus, Great Lighthouse, Magellan's, Smith's, UN, plus any one of Oracle, Pyramids, Sistine Chapel, JS Bach's.
Captured wonders count toward the prerequisites - they count as triggers at the time when you next complete any wonder.
Early research
I think there's no point competing with Deity AIs in very early research. So that leaves three possibilities:
1) Do none at all. I don't plan on this choice.
2) Research Pottery to ensure we get it.
3) Gamble on 40 turn research.
Pottery should be learnable in 15 to 20 turns on this standard size map. I'll go this route if after the opening I decide a Granary is a top priority. And then if I can make a very early trade for Pottery I'll flip to approach (3).
If I decide to start with a settler or two (no early Granary) then I'll go for (3), researching Writing at minimum cost. I think there's roughly a 50/50 chance of learning Writing before the AIs learn it, it seems a worthwhile gamble. If early exploration happens to show that we're isolated on an island then I'd probably abandon this and flip to Pottery after all.
After Writing is known the choices are less clear. There's little point researching Map Making - the AIs emphasize it and they'll get there quicker. It may make sense to gamble on learning CodeOfLaws, Literature, or Philosophy before the AIs in 40 turns. Or to research one of those techs at a higher speed if there's income to support that. It depends on how quickly the AIs are advancing at that time.
Later tech
Remember that you can get tech for less in trades when more of the Civs you know have the tech. So don't pay high prices for recently discovered techs unless A) you really want the tech now for a specific purpose (e.g. Chivalry to do some upgrades and go on the offensive), or B) you can gain back the premium price by trading the new tech to other Civs.
If we're on a continents map, and inter-continent travel is not possible even with the Great Lighthouse (or is possible and by some chance we get the Lighthouse) then suicide galleys could pay off. They are of course a gamble and one which is only possible if we can afford the price of the bet, i.e. can divert some production to galleys. (Pop rushing in low production coastal towns can help with this.) The payoff for first contact on such a map can be very large. (Greebley's game on the Moonsinger practice trading thread provides an extreme example - on that map first contact could result in gaining a dozen techs and a few thousand gold.)
In a Deity game it is often important to plan ahead for the "Theory of Evolution slingshot". The way that can work is along these lines:
* You're behind in tech all the way into the Industrial Age.
* You guess when some Civ will learn Scientific Method and start a prebuild of Palace to finish a bit after that. (Or you save a leader for this.)
* You research and/or trade, doing whatever it takes, to get Steam Power, Medicine, Electricity, and finally Scientific Method soon after any Civ discovers it.
* You build Theory Of Evolution while starting research on an expensive tech, get that tech free and another as well. I find that good choices (if you build Theory of Evolution soon after Scientific Method is available) are Atomic Theory and Electronics.
* You trade Atomic Theory for a small fortune, including all tech known to anyone.
* You sit on Electronics for a while, trading it later on. (Because it needs Atomic Theory as a prerequisite, you know none of the AIs will be getting it right away.)
* During this time you research at max, having built up libraries, universities, etc before this date. You now try to stay ahead of the AIs in tech, selling things you learn to keep them drained.
Conquistadors
I haven't played the Spanish before and am not sure what to make of this unit.
One thing seems clear: If we haven't triggered a Golden Age already they could be used for that. They're weak so this will require care - they'll have to find and attack obsolete or weakened units somewhere. It may take more than one Conquistador.
If the right kind of opportunity is available I'm looking forward to warfare with Conquistadors involved. They could make some interesting tactics possible, allowing a smaller invading force than usual to be successful. They could be used to pillage resources, roads, and luxuries. I normally don't focus on those tactics but the Conquistador could make them more useful. Conquistadors might also be used as decoys. Heavy use of them in that capacity might turn out to be so powerful as to feel exploitive. (Or perhaps not
)
War
It can be helpful in early wars at Deity level to have an ally. Conversely, one of the worst things which can happen is if the other Civs all gang up on you. It isn't necessarily game over but it isn't pretty either. So if you are forced into an early war, consider bribing someone nearby to join your side. As well as improving your immediate position, that reduces the chances of a gang-up against you. Also, if one of your neighbors is involved in an early war with someone else and faring badly, consider joining in against them - that can be the best time to start fighting at Deity.
Miscellaneous
Give in to all early AI demands unless you want a war. If you refuse a demand odds are they'll attack.
I suggest not opening goody huts with a warrior unless the hut is on a tile with a defense bonus. Odds are high of popping barbarians, and on plains or grasslands odds are they'll kill the warrior. Even huts on defense bonus tiles are somewhat risky. If playing with PTW remember that popped barbarians may head for your towns instead of attacking your unit.
One of our advantages as a religious Civ is that temples are cheap, just 30 shields. If you're still in Despotism when you build some outlying towns where waste is noticeable, pop rushing Temples can be a good idea. Religious Civs can build the first 10 shields while the town grows to size 2 and then rush a Temple. This can give some much needed culture at not too great a cost. But I don't generally pop rush Temples in productive core towns. That can make sense if they grow quickly, especially if you find yourself forced to assign entertainers. But generally in a core town you'll gain more production by keeping an extra citizen working than by pop rushing.