As Yilar I spotted the game and set up the capital as a 4-turner. In the other towns I build nothing but military (and a couple of barracks). I guess this was the factor that the tribes didn't attack me. And of course the fact that I did lots of trading with them. In the very beginning I gifted 1g to each of them, don't know whether that made a difference.
I tried the full slingshot, because I saw in SGOTM14 that it can be done successfully on Demigod. I reached Philosophy in 1275BC, which I thought was pretty good, but someone on the other continent, that I hadn't met yet, must have gotten it first!

So I had to do Republic by hand, which took 25 turns. (690BC). And of course I got 7 turns anarchy!! I traded the Republic to Spain (the most advanced AI) for Map Making and entered the MI in 670BC.
Exploration: I was pretty convinced in the beginning, that we would be alone with the three tribes on a smallish continent, so I did not send my scout past the Cherokees in order not to annoy them

Instead I planned to do exploration via curaghs. I lost one curagh in a suicide attempt to cross over in the direction of Spain. Only the next curragh realized, that our "continent" did not end after Cherokeeland, and sailed around the "bay" to meet France and Spain, and then it was sunk by barbs (the third barb galley was too much).
So my research as well as my exploration have been a disaster in the Ancient Age... At least our three native tribes had been good trading partners and build one great wonder each: Colossus, Oracle and Pyramids.
The ToA, however, was build in Spain, and in my original plan Spain played the role of "research partner" for a space or UN victory. So no idea yet, how to proceed. ToA (+Oracle) is essential for a high score, but if I run over Spain, I loose an essential trading partner. And switching to domination is also not good, because I am already late for that, and horses&iron are both occupied by the tribes, so I will have to use archers in the beginning
Lanzelot
PS: QSC stats:
all AA techs except Map Making and the optionals
11 towns, 38 pop
2 granaries, 6 barracks
1 settler, 7 workers
24 units