1020ad Spaceship victory
This is a final Picture:
These are my notes:
Move several times as i hate pure FP starts. Find the possible 4-turner site. Decide i will play.
AS quite helpful with some techs, but Con+Curr will be self-researched. Early AS development suprisingly strong.
No military for a long time. Sling around 1500bc, not too bad for such a start. Reach MA shortly after 1000bc, trade everyone up, end up with Theo but not Feud! Try to have anyone of the others research Feud for me and continue with Edu.
I go the whole upper branch so to keep hopes up that any of the less clever citizens of the planet may research Feud for me. And suprise surprise, Russia manages it 1 turn before i make Banking. Go figure!
The bad news, i can manage Inv in 5 turns only  only at this time i had improved my military from absolutely zero to an impressive stack of 4 reg horses

(370bc). FP finishes.
310bc sees my first military action, taking a Roman border town. 210 this little conflict nets me Rome. Now for something completely different…
110bc it really takes all my funds, 2 turns and another dromon to sink that stupid Persian galley, which was the only ship i could find anywhere around. MY GA STARTS. And of course finally brings me down to 4 turn research.
90ad i see the Bulgarian UU for the first time.
190ad enter IA, geht Electricity as freebie. Nice! But there is no coal on the whole continent!!!! Not so nice 
No need to mention that none of the AS` has yet built a single harbour…

Coal and luxes are a big problem. My first assault with superior forces on a Celtic town on the middle strip with coal fails

. another shipload can take it finally and has to fend off a dozen or so barbs now.
Luxes similar. At the beginning of the IA even silks of my home continent are not connected. Only in a peace deal i can get a town in the very south, disband it for a settler and refound next to the silks to rush a harbour. The turn before a worker had found a colony on the silks… finally 4 luxes from after 300ad on, and thus i can reduce lux tax to 10%.
After few 4-t Techs in the GA i need 5 or 6 for RP, when my GA ends. Hm. Maybe i lost a turn here, but i am not sure.
310ad finally connect coal and silks via harbours.
350ad my „easy“ war against Persia for land results in a SOUR and the attack stalls.
Only in 540ad i finally gift a town with a harbour in it to a nation on the other continent so that trades become possible… get furs and wine from Celts and finally can go down to 0% lux tax!
Around 600ad two of my towns caught the Black Death, with 2 turns in between. Never seen that feature before! nice animation 
640ad – a third town!!!
680ad – a fourth town!!!
690ad – 3 more towns get the pest!!!!
700ad – 2 more
710ad – 3 more
720ad – all of a sudden, all black birds vanished!
730ad reach MA: 3 of the buggers draw Fission  it takes some effort to get their 2 techs, and i pick my two from ToE plus get my free one. This time i have all the ressources connected. At least that. And i can make 4-turn research…
950ad – by mistake i switch the wrong prebuild when one of the last techs pops in. It then takes quite some effort to still make SS Exterior possible in only 7 more turns… the solution involves the only manufacturing and power plant in this game. 
1010ad last SS part built and off to the stars next turn!
In many elite victories (forgot to count this time), I did not get one single MGL.
In this game, I honored nearly all of my deals.
In all of my civ career, i cannot remember that I would have seen that Black Death Feature. It does not harm you a whole lot, so I personally find it quite useless.
My game finished miles behind Drazeks SS masterpiece. Of course.
As for the map, I agree with Memento. I found it absolutely awesome, just an experience. however, i am never a big fan of these wandering starts. had i taken the start more seriously, i most probably would have not settled where i did, and would have enjoyed the game so much less...
t_x