Here we go...
4000BC: Moved settler NE as discussed
3950BC
-Switched to WC, settled Mecca, received 25 gold for the trouble
-Mecca's culture borders show unbroken plains. Bleh.
-F11 shows Carthage, Rome, Byz, Dutch, Russians.
-Tech->Wheel. We can actually get this in 30 turns at max and it usually trades decently, so I go for it.
-Mecca->Scout
-Worker crosses river to N. Let's save those forests for now - it's looking like they'll be limited.
3900BC: zzz
3850BC: Scout finds furs S of Mecca
3800BC: Scout sees some game E of Mecca - a bonus tile, amazing!
3750BC
-Scout spies more decent land E
-MM Mecca to pick up the plains irrigation next turn
3700BC: Scout continues E since new scout is almost done and I want to see what's here, finds GH!
3650BC
-Switch back to WC, pop hut - Hooray! Got BW!
-@Beorn: While this trick avoided us getting WC, it does *not* conserve the research - we're back to 30 on The Wheel. Still the right thing to do in this situation - basically we just got a six turn tech.
-After popping the hut, the scout spies more land across a coast tile. Maybe we've got some kind of fjord thing going on.
3600BC: Mecca Scout->Warrior
3550BC: zzz
3500BC: Bump lux temporarily for growth in Mecca
3450BC: Deserts to N, also another fur NE of Mecca
3400BC: Flood plain river beyond the deserts
3350BC
-Mecca Warrior -> Settler
-Lux back down, Sci back up - Wheel in 16
-Scout1 sees Carthaginian Warrior and red borders (crap, right next to Rome!)
-Carthage has Masonry, Alph, and WC, but not CB. He is unwilling to trade any of his techs for any combo of gold, gpt, or CB. Not a good feeling.
-Scout2 sees Ivory N of the Flood Plain - a long ways off
3300BC: Approach Rome, but not close enough yet - looks like he has incense
3250BC
-Contact Rome, Caesar has same techs as Carthage, but he's willing to trade either WC or Masonry for CB.
-I take the Masonry trade. It's better trade bait if we find another civ, and WC's easier to get.
3200BC: Some nice land up above the ivory
3150BC
-Wetlands to the north
-Worker finishes 2nd road - end mid-turn
That's on turn 18 right now, but I'm going to call it a round - the pending worker move will determine where the second city goes. The settler pops in 6 turns - I couldn't see any way to MM it out any sooner. We have several possible sites, none of them particularly strong. At least it doesn't look like our neighbors are much better - both Rome and Carthage are still at only 1 city even with their growth bonuses, though Rome is showing 1pop so it just created a settler. No brown borders have been spotted yet, just the warrior.
Here's a dotmap:
The NE sites would be paired - either red/purple or blue/white. None of them are on the river. I'd lean towards settling blue next to get the sugar (we need food!), then white a little later to get the Fur - with our slow pop growth, I don't think connecting luxes is of very high importance.
Yellow is decently placed (on the river) and provides a natural expansion to green.
Finally, there's still the site 3 SW of Mecca - nice spot with some grassland, forests, and hills. It's also not clear whether the continent ends at that point - after Mecca shrinks, it may be worth sending the warrior over for a look (we have Roaming barbs, BTW).
Hardly an explosive start and not many luxuries within reach. I'm thinking that tech-wise we're going to want to head towards Monarchy, try to build enough to hang in there until Ansars, and then bust out. Given that we only have about a half dozen hills around, we'll need some real luck to get iron for swords for an earlier offensive. I pray that we have Horses - we certainly have lots of plains for them to prance around in.
Here's the save.