Hmm, maybe i can help with some tips for such Deity maps.
You guys are right, decisions that look not so important at first glance can have big impact here
Barbs, try fog busting with your early units rather than (land) exploring further.
I did put my warrior a bit north east and 1 Archer straight east, so they complimented each other with tiles covered. Especially warriors are vulernable, but they fogbust well cos they come early & are cheap or free.
If 1 or 2 warriors help "directing" barbs into your (archer) fortified spot by taking away their spawn spots elsewhere, they did their job
Work boats are the best scouts, and sometimes even fog busters.
Around turn ~70 barb galleys can appear on Deity, they are safe until then and often your best early 30h investments + useful for seafood when scouting gets too dangerous or not needed anymore.
Think about directions and AIs, here Tundra showed we are north.
Sending a boat south first, important.
Border pops can remove some trade & passage blocking ocean tiles, it's funny but 1 such tile turned around can change everything.
Work boats are oh so important in finding those possibilities, worked for me with Pacal.
Oracle..not a good wonder on such maps without Marble or at least Ind.
We need galley(s), work boats, barb defense, settlers and we do not have 150h spare.
Actually i will change not good into it's a trap

With GLH (already a big investment) we need no free tech..we need exploring, settling & making map progress. But even without GLH, these map types favor taking control of them rather than binding your Cap with stuff like the Oracle.
Attacking an early possible partner (Pacal) will rarely be as good as trading with him, esp with so much available land.
On Deity, trading is so strong cos AIs are strong. They usually have much to offer. Think about ways of befriending them instead (Pacal gives nice diplo bonuses for shared Monarchy and Reli).