After reading some of the other posts here, it appears as though I was extremely lucky (curraph suicide worked first time). This is the best start that I ever had. I've learned a lot for dman, Bede, A-K, others in my succession games. Thanks guys!!

I wouldn't have been able to get this far if I hadn't learned so much from you. I might even be able to post a win.
To answer some of Renata's questions:
Renata said:
So, now that the do's and don't's are out of the way ---
How did you attempt to make the most of your marginal territory? Did any of the volcanos get you? What wonders did you go for, if any? Find any use for the Statue of Zeus? And what about foreign affairs? How aggressive were you in seeking out the AIs, and how easy or difficult did you find it to keep current in research? Any tales of AI-manipulation to relate?
- The territory sucked and workers we almost more important than new settlers. I figured that we might be alone from the pre-game discusion and decided on no warriors at all!
- None of the volcanoes erupted on improvements/units, although I think one has already erupted twice.
- I definately went for the Great LightHouse since I thought that we were alone, no others during Ancient Times.
- no SoZ since Beserks were the way for me
- I knew I had to find the other AI in order to keep up in techs, so very aggressive
Here is the QSC log...
4000 - Worker1 move NW to BG
Trondheim founded -> curraph citizen working BG to NW
research max on Pottery
3950 - Worker1 mine
3900 - zz
3850 - zz
3800 - zz
3750 - zz
3700 - zz
3650 - Worker1 done -> road
Trondheim curraph -> curraph
curraph headed North
3600 - zz
3550 - see gems & volcano erupting with curraph
3500 - culture expands and gain another citizen -> jumbos for gold (Pottery in 2)
Worker1 road done move SW to BG
science down to 80% to conserve 1G
3450 - Worker1 mine
3400 - Pottery -> Writing @ min
Trondheim citizens working mined BG & forest
Trondheim production swithced to granary
3350 - zz
3300 - forest citizen moved to BG. Now Granary assured to be built when (or before) growth happens
3250 - zz
3200 - starting to see we might be secluded
3150 - worker1 done with mine -> road
3100 - suicide start with curraph
3050 - zz
3000 - zz
worker1 road done move to jumbo
2950 - Trondheim granary -> settler
worker1 road jumbo
2900 - curraph sees light blue border (hey wait they have a flood plain!!!! booo)
up lux to 10% due to growth (extra worker on oasis)
2850 - Meet Hittites (They have BW & CB and I have WC)
can get CB & 10G for WC
can get BW for WC, 47G & 1gpt
no deals
2800 - road to jumbos done -> move NE-N to BG reduce lux back to 0
2750 - curraph sees pink border
worker1 mine
2710 - Trondheim settler -> archer
see river in the fog. move settler up there
trade China Masonry, BW for Alpha, Pottery & 18G
2670 - Hittites are researching WC trade got more expensive
2630 - settler climbs mountain to see fresh water
2590 - Hittites got MAsonry. want arm & leg for CB
Trondhiem swithced to settler due in 3
2550 - Hittites must be popping huts left & right they learned WC
Bergen founded NE of lake -> worker
2510 - worker1 mine done road
2470 - Trondhiem settler -> archer setter to 1 NE of fish on western coast
China got the Wheel
2430 - zz
2390 - Copenhagen founded NE of fish -> barracks
worker1 done move to hill W of Copen
curraph sees green border
2350 - Meet Celts the have TW & CB (same as China)
get TW out of China for 3gpt +81g -> take it
I see horses!!
Celts have IW too
2310 - zz
2270 - zz
2230 - Trondheim builds Archer -> Settler
2190 - zz
2150 - Bergen builds worker -> worker move to road western forest
The Hittites are the scourge of the Earth they will now not trade me TW for CB even straight up
2110 - MM Copen off of mined BG
road to Copen done moved worker1 to oasis to mine & road
worker2 starts road
curraph sees light blue border
Copen back on mined BG -> Trondheim on 4th BG NE-NE
2070 - sees more blue border but no contact yet
2030 - Americans met; only have CB but missing Alpha and Wheel - will trade straight up for either, I'll wait a couple of turns
Copen builds barracks. start pumping out archers
Meet Shaka Zulu. He has on CB
trade Abe the Wheel for CB since Zulu has it already
Celts & China are up to IW & Myst
1990 - Trade Abe IW for Alpha & 26G
Trade Shaka Myst for Alpha straight up (Screw up Mao & Brennus)
Trade Hittites 86 G for Myst
No iron but didn't expect any since UU doesn't need it
Trondheim builds settler -> curraph
Settler to hill by Northern Jumbo
WOW good turn!
1950 - Archer sees small (has to only be a couple of tiles) island to the south of Iceland
1910 - zz
1870 - Worker2 done -> move S
1830 - Worker1 done -> road oasis
Trondheim curraph -> settler
curraph2 to explore southern island
Reykjavik founded N of northern jumbo -> Barracks
Worker2 road
1790 - Meet Babylonians (they're missing the wheel and Myst)
China & Celts learn HBR
buy HBR from Celts for 1gpt & 131 (10 more than China wanted but China is rolling in it so Celts must have bought from Mao)
Sell HBR to Lincoln for 76 g, Hittites for 42G (118 total)
1750 - Bergen worker -> worker move s to start developing Copen
Copen archer -> archer
southern island is 3 tiles
1725 - worker1 done roading oasis -> move to bg near Reykjavik
1700 - zz
1675 - worker1 mine
worker3 on jumbo -> mine
curraph2 sees barb camp at south end of island after settler build done next turn archer will be dispatched
1650 - Trondheim settler -> curraph
due to barb activity in the south settler sent to the north
Archer from Copen sent to deal with barbs
meet the Dutch don't have Myst, HBR, or Masonry ->9 gold = no trade
1625 - zz
1600 - Celts get Writing & sell to China. I'm 6 turns away darn it
Archer sacks barb camp for 25 g
1575 - worker3 done -> S one more tile
1550 - Trondheim curraph -> settler
Reykjavik barracks -> archer
settler sees barbs in north too!!!
1525 - worker3 done start roading to horse
found Oslo even though barb is close -> barracks
Bergen worker -> worker
Worker4 starts choping jungle
1500 - Brennus builds embassy in capitol
Archer takes out barb on mountain dangerously close to 2 cities
1475 - Trondheim curraph -> settler
Writing -> MM @ 70%
1450 - Copen swithced to settler
inc. sci to max
1425 - zz
1400 - zz
1375 - zz
1350 - China got Math and Celts bought it for everything that they had
1325 - Trondheim settler -> settler
Copen settler -> settler
one goes north the other to the horses
1300 - Reykjavik archer -> archer
worker2 joins worker 4 in clearing jungle
circumnavigated the foriegn continent
1275 - Oslo barracks -> archer
1250 - Abe comes out of nowhere with Poly.
Stockholm founded on horses -> curraph
Bergen worker -> worker
worker5 to help clear jungle
trade Celts Math for 218
trade Abe Poly for Writing, Math 66g & 10 gpt
trade China Poly for 393g
trade Celts poly for 236g
trade Hittites math for 75g
switched to Philosophy 8 turns to go with 100% reseach (-14)
1225 - curraph ambushed by barb galley
Birka founded near northern gems -> barracks
worker5 start clearing forest
exploring curraph set to try the ocean traverse again
Reykjavik switched to settler
Trondheim changed to ToA pre-Build for GLH
MM Copenhagen for gold (Phil due in 6)
1200 - Celts get MM - will trade 664 for it -> not right now
trade Dutch HBR for 9G
worker1 moved to start chopping jungle
1175 - ZZ
1150 - exploration curraph headed home
1125 - curraph still alive
jungle cleared 4 & 5 move to help 1 clear 2 road
hire 5 scientists to get Phil down to 1 turn (previously 2)
1100 - Get Phil then select Construction get free -> then CoL (10 turns put citizens back to work)
curraph still alive
1075 - curraph sunk
1050 - Reykjavik builds settler -> archer head to hill on north
Worker2 done with road -> mine
trade Hittites MM for Poly straight up
1025 - Trondheim switched to GLH (due in 25)
Reykjavik switched to harbor
1000 - Celts demand Phil and I tell him to stuff it. He might be first target
Bergen worker -> worker
worker6 start roading gems
Copehagen archer -> archer
Oslo archer -> archer
QSC stats -
score - 5678 (according to crpStats)
7 cities
12 citizens
577 gold
1 settler
6 workers
8 archers
3 curraphs
All civs known
Resources -
Ivory - 2800BC
Horses - 1250BC
Gems (not connected yet)
Suicide runs & Techs -
1st curraph suicide run start - 3100BC -> successful
WC - free tech
Alpha - free tech
Pottery - 3400BC self-researched
Masonry - 2710BC from China
BW - 2710BC from China
The Wheel - 2350BC from China
CB - 2030BC from America
IW - 1990BC from America
Myst - 1990BC from Zulu
HBR - 1790BC from Celts
Writing - 1475BC self-researched
Math - 1250BC Celts
Poly - 1250BC America
Phil - 1100BC self-researched
Constr - 1100BC slingshot tech
MM - 1050BC from Hittites
Other notes:
CoL self-researched in 875BC
Currency self-researched about 550BC
In Middle Ages
Future Plans:
build archers & boats. Upgrade to galleys & Beserks. Go get the other civs.

Did it work? see you next spoiler