Funny event: My starting scout survived the early turns and was used as a fogbusted. Also, I built 1 immortal, for barb defense. After they weren't needed for those purposes anymore, the both of them scouted out almost the entire world!

I'm really liking this game so far. The warmongers are teching faster then the techers

It's one of those nice builder games with good land, a great capital, great resource trade possibilities, lot's of fun to play!
Here's some screenshots from 1 AD:
Land:
I have room for 2 more cities: 1 spot on the western coast, and one spot on the white dot in the south (I can steal that tile within a couple of turns from mansa). It won't be a great city, but diplo is a bit tricky this game, and if I'm going to get attacked, the southernmost city is likely the first target. That gives me time to quickly get some defenses up in the cities that matter.
Cities:
I just switched to bureau and org. rel. (no state religion, but for the missionaries. AP was built some turns ago in buddhism).
Techs:
Lots of wfyabta. Nappy is not however, he just 'doesn't want to start trading this tech that everyone and his granny knows just yet'. Researching lit before paper, to pick up some more money from the AI's
Resource trades:
One of the more complicated ones, I'm selling away my single resources, only to then import them again from some other AI haha. Nice income though.
And diplo, if you feel like figuring this out:
Lots of warring going on, diplo is a bit difficult because of having to decline requests about religion, war joining, got a couple worst enemy trading ones too. Selling techs for cheap helps though.
My 6 cities and early game description:
Capital:
Yummy bureau cap. Starting techs were:
- AH for the pigs (and possibly the UU)
- wheel-pottery for cottaging those 5 floodplains ASAP. Also to fund some REXing, pangea maps are usually crowded
- archery (could have skipped in hindsight, but at least all my city defneders are longbow-upgradable archers now)
- mining-BW for some imperialistic settler-production
- fishing-writing to get an academy up
- aesthetics and drama for trade bait. All my other techs come from these 2 techs (Except, put 1 turn in a couple of techs, and got feudalism from CS)
- Now researching lit for selling, then paper-halfbulb education and see from there.
2nd city:
Founded in 2560BC, immediate TR on river, first used for helping to grow the floodplain cottages before becoming a production city.
Running some artists to claim the white dot tile and settle the decoy city there in case of war. Even ran 1 turn @ 100% culture, to both pop this citiy and the capitals borders a couple turns earlier than they would have.
3rd city:
Settled 2000BC, purely to grab the horses ASAP. Only decent tiles are rice and horse, so locked the city up to pump out my 2nd GS, probably bulb education.
4th city:
Meh, but it's low maintance and has a food source and iron.
5th city:
Also meh, but don't want mansa taking it and splitting my empire in two
6th city:
This one has some potential, probably place the nat. epic here. and or moai. and or globe. we'll see.