Looking For a New Home
Moonsinger says "If you can't decide which way to go with your settler, you should settle in place." Well, PaperBeetle says "If you can't decide which way to go with your settler, you should wander around in a circular fashion until all locations look the same, and then settle in the one spot you thought wasn't as good as all the others."
Well, I was expecting there to be some food bonuses just out of sight somewhere (and I was right of course), so I go looking for them. After a couple of turns of just seeing more grasses and mountains, however, I decide to cut my losses, and settle in the same place as Nata; 2SW from the start. Oh right, there's the food bonus (game) just out of reach of my capital

. I will be wanting Republic from the slingshot, so research is straight down the line to Laws.
Glacial Expansion
With no food bonus in the first town, and no Pottery for a granary, my expansion is agonizingly slow. Veii is built in 2750bc by the game, and Rome does another settler before concentrating on archers to keep the barbs in line. The next two cities go to the east, getting one food bonus each; the northernmost moo goes unclaimed for some time. I want all these food bonus towns to get granaries though, so I will need to acquire Pots from somewhere. Handily, I run into some expansionists down south; I meet Temu in 2430bc. He is two techs up on me, so no trading occurs, but I will get Writing soon.
Sorting Out the Tech Hole
I get Writing in 2310bc, and still Temu won't do any good trades. He doesn't value Writing very highly, and his price for Pots is way more than its beaker cost, so I figure I might as well research it myself. In 2230bc I meet Mursi, who also has Pots, so now the price comes down. A round of trading brings in Wheel, Pots and Bronze, and I find that I have relatively easy access to horses. Veii can now start its granary, but it has wasted a couple of turns of production, as well as a chop, by not having any better prebuild than a settler.
I meet Watha in 1950bc, but he brings no new techs to the party, so we are all equal on tech until the AI get Ironwork.
To the Slingshot
I reach Laws in 1475bc and trade it around for Burial, Ironwork, Masonry and everyone's cash. My peninsula has iron, so war shouldn't be too much of a problem. With iron I can make swords, and with horses I can make, uh, horses. If only I could find some way of combining these two technologies to make some kind of sword-horse, I would really be unstoppable! I tell my wise men to make a note of that, but for now they have other matters to attend to. Philosophy arrives in 1250bc and is immediately traded for Riding and Mapping, and by 1475bc, Rome is a Republic. This will let my food factories step up a gear; until now they have mainly been doing their granaries, which should have been built with lumber, except that I don't have enough workers to do the chopping. Poor planning...
QSC Stats
6 towns with 15 citizens and 79 tiles.
1 barracks, 3 granaries.
76 food in the bin, 49 shields in the box, 163g in the treasury.
1 settler, 4 workers, 1 slave, 3 axes (1 vet), 7 archers (vet), 1 spear (vet).
All ancient techs except Construction, Literature, Polytheism, Monarchy and Currency (79 beakers gathered).
3 contacts, no embassies.