The map is not at all what I had in my dreams (for example, a gold or pgem resource on a bare hill to mine early, or a stone resource). In fact, it is sadly lacking in plain/prairie hills next to rivers, the ideal for a dwarf. But it does have some interesting forest/silk/river tiles, a sheep on a hill, and one flood plain nearby. Also some corn and incense.
After much thought, I leave the coast, move the settler next to the river where I'll be able to get that mutton hill and the flood plain, and build the city on turn 1. I send my two warriors to explore a bit and build a third. I research Mines.
On turn 4, I get 31 gold from a hut. On turn 10, I strike gold (metaphorically) and get Masonry. I immediately start to building the Pyramids. I also meet the Doviello. I soon after recall my two warriors and play turtle.
On turn 37, I reach population 4 (happycap), I adjust my gold a bit to fill the vault. On turn 39 I discover Mining and go for Ancient Chants next. On turn 40 I have 100 gold (happycap raised to 5), I go back to full science.
On turn 51, I reach pop 5, I stop pop growth and put max prod. I have 12 hammers and 12 commerce/turn, Pyramids are scheduled for turn 93
On turn 65, I discover Ancient Chants, go for Mysticism.
On turn 75, the first orc warrior is detected. I have my two warriors, one is *2, fortified in my city this will be enough. I proceed to defeat a few barbs, but not many. The Doviello (and, as I discovered later, the Mercurians) probably shield me a little.
On turn 93, the Pyramid is built. I am 6 turns away from Ancient Chants and decide to wait to change all civics at once. I built additional warriors.
On turn 99, I get Mysticism. I change to God King, Religion (not useful yet, but Runes are next on my list, so why not do all change at once ?), Caste System (thanks to Pyramids). A free specialist in each city, +2 culture / specialist (will have no need for obelisks). 3 turns of Anarchy, then go for Way of the Earthmother. I switch to building an Elder Council.
On turn 109, the Elder Council is built. +2 science from the Council, and my specialist is now a sage for an additional +3 science. I build a dwarven worker, who will mine that one useful hill then go back to the safety of the capital. I build more warriors and two settlers, but no-one leaves yet. Building a city too soon would lower my vault level, doing bad things to my happiness, and probably cost me more science (from being forced to lower the science percentage) than it would bring.
On turn 134, I get a Great Sage (I love to build the Pyramids early). I build an Academy (but I could have researched Philosophy with him instead, and gone for Prophecy of Ragnarok, also an interesting choice). The chance to get a Great Sage rather than a Great Engineer was roughly 50%/50% (more sage points, but getting engineer points longer). The Runes are now scheduled for turn 147.
On turn 141, the two settlers and escort leave the capital toward their destinations. One of them has to dodge and in the end fight (but on chosen ground) two orc warriors
On turn 147, I discover Way of the Earthmother. Runes of Kilmorph is founded in my capital. I instantly build cities 2 and 3. Research is set for Exploration, I build a temple of Kilmorph (capital), an Elder Council, and a wall (most exposed city). But my vault is empty, happycap is 1 population on cities without runes (but now 6 at the capital). I switch to full gold, +23 / turn, send the Thane spread my religion
Turn 157, Vault at normal, happycap at 3 without Runes, back to 100% science. 2 or, 31 beakers / turn
Turn 159 : Contact with the Malakim, Runes spread to my third city.
Turn 165, I discover Exploration, switch to Education
Turn 170 : 2nd Elder Council, +5 beaker (2 from Council, 3 from specialist who is now a sage)
Turn 176 : Leaves founded by the Mercurians
Turn 177 : Education discovered, go for Bronze Working
Turn 178 : Open border agreement with the Malakim, but no foreign trade yet.
Turn 182 : meet Sidar
Turn 184 : can see Doviello cultural border, I seem to be crowded.
Turn 186 : Vault at stocked, I get +7 gold/turn at 100% science
Turn 191 : meet Mercurians
Turn 196 : 4th city founded. Placement less than ideal, I am crowded and have no room left to expand. Will Bronze Working help me conquer some Lebensraum ?...
Turn 198 : Bronze Working discovered, but no copper

I switch to Arete