The benefit of granaries becomes extremely clear in the following turnset. In 10 turns, we grow from 3 to 8 cities.
2190 BC (0) - It seems to make sense to me to move the settler to the square 2N of 001. Even with the extra turn, on a standard sized map, the fourth city will be best for starting our FP (perhaps after a worker). Also, I would rather have the settler coming out of 003 build the double BG/tundra city. I don't think we should seek to build another early city with any substantial tundra; one is bad enough (and again, sort of the result of consequence). Ideally the spot 2E of 003 will end up being 006, rather than 004 or 005.
Also, very nice job on getting Writing down to just 12 turns, meaning we'll have it by about turn 50. The only problem is the 1 gold in the treasury, which will take careful micromangement to deal with until we have a bit more built up.
I name the west curragh: Curragh #1, and the east curragh: Curragh #2.
I name the worker 1NW of 003: Worker #3. I name the worker 1NE of 002: Worker #4.
2150 BC (1) - 001: Worker (#5) -> Settler. Growth in 2, Settler in 3. 002 is about to riot. Switch forest tile to roaded grassland. Now 002 is pacified; also, will grow in 2 and complete worker in 2, so it is better timed. Worker #5 2W -> grassland.
It seems there is a nice chokepoint to the north.
2110 BC (2) - Build 004. Not very encouraging, few BGs. Start on Worker. Just analyzing the spacing, I'm starting to agree that we will want to move 003 1NW. Unfortunately, this is illogical in the early game and therefore it will likely be done in the Medieval Age.
Curragh #1 confirms that it is indeed a chokepoint and not just a peninsula. Find a roaming German archer. Hello there.

I talk to Bismarck. He has 6 cities as opposed to our four. The Germans are up BW, CB, Wheel, and Warrior Code. They have about 30 gold. We have Alphabet over them. Shame they discovered Pottery already. Since we are going for the slingshot, there is no way we are going to risk a trade, as nice as having The Wheel + gold would be.
Worker #1 1E -> BG.
Worker #3 starts a road.
2070 BC (3) - 002: Worker (#6) -> Settler. Worker #6 1NE -> grassland.
Governor of 002 automatically made an entertainer. Reshuffle tiles to eliminate entertainer and maintain happiness.
Shuffle tiles to prevent riot in 001.
Curragh #2 in the east seems to be finding a long coast. unclear if it is connected to our land yet.
Worker #2 completes mine, moves to 1E of 004.
Worker #1 starts road.
2030 BC (4) - 001: Settler -> Settler. I move the settler 3W.
Worker #6 starts road.
Workers #4 and #6 complete road.
Worker #4 1NE -> grassland.
Worker #3 completes mine, starts road.
Worker #5 1NW -> grassland.
Worker #1 starts road.
Curragh #2 finds Russian scout to our NE. Not clear if it came from some landbridge in the NE void or from the northern landbridge that we already know of. Talk to Russia. They are up the same technologies as Germany with 8 cities. A quick check shows Germany now has 7 cities. Though we have four now, we will soon have eight within only a few turns; such is the nature of REX.
Luxuries to 30 percent. 6 gold (-2 GPT). Writing in 7.
IBT: Germans building the Colossus.
1990 BC (5) - Worker #4 starts road.
Worker #6 1NE -> grassland
Worker #1 finishes road, starts mine.
Found 005. Start curragh. If you think a worker is more appropriate, switch to it, but a third curragh would be very helpful.
Shuffle warrior from 001 to 002. Will take a turn due to river crossings. 002 badly needs a second MP.
1950 BC (6): MP arrives in 002. MM a mined grassland to a forest to get Growth/Settler in 2, instead of Growth in 1, Settler in 3.
Worker #6 starts road.
Workers #4 and #6 finish road.
Worker #4 1NE -> grassland.
Worker #2 finishes road, 1N -> BG, reveals a wheat along the river.

Worker #3 finishes road, 1N -> grassland.
Treasury can't really sustain more losses. No choice but to bump Writing back to 60% from 70%. Writing in 5 instead of 4 (2 gold, +0GPT).
1910 BC (7): 001: Settler -> Settler. Move settler towards the wheat.
Worker #2 starts road.
Worker #3 starts road.
Worker #4 starts road.
Worker #6 1NE -> BG.
1870 BC (8): 002: Settler -> Settler. Move settler along road to NE onto river.
003: Settler -> Worker. Move Settler towards the second tundra/grassland spot.
Worker #4 finishes road, starts mine.
MM tiles to avoid deficit.
1830 BC (9):
Found 006, start worker.
Found 007, start curragh.
Curragh #1 locates Persian warrior on island of unknown shape and size to the west. Talk to Xerves. Persia is up all the same techs as Germany and Russia (at least, the ones we can see) and has a bit of gold. They have Alphabet, however, unlike Germany and Russia. Persia has eight cities and a slight score lead over Germany.
Worker #1 1SE -> BG.
Worker #2 1E -> BG.
Worker #3 finishes road, moves to BG 1SE of 005.
Worker #6 starts mine.
Writing in 2 but still +0GPT. Decrease science to 50% for +2GPT, Writing still in 2.
1790 BC (10): 004: Worker (#7) -> Palace.
Worker #1 starts road.
Worker #2 starts irrigation.
Worker #3 starts mine.
Worker #5 1N -> grassland.
Worker #7 1E,1N -> BG, starts mine.
Found 008, start on worker.
Writing in 1. Reduce science to 30%, increase luxuries to 50%, greatly increasing the number of happy faces.
Map of empire + proposed dotmap:
007 is where it is SOLELY because there was a Russian scout blocking the way of your proposed tundra spot! I don't think the one tile difference means much with the exception of the fact that there is one sea tile lost, a sea tile that can be picked up by the lime green dot just to the east, anyway.
In addition, I know you had proposed a tighter spacing regarding the SW coast and that my spacing leaves a gap for now, but I'm convinced that we will appreciate the extra room in time, especially given any plans to swap 003 to the other side of the river. I don't know, but it didn't seem like a big deal to me.
I don't have many big preferences, other than the fact that I feel the red dot (gold hill) and blue dot (game hill) are the two priorities. It might be interesting to figure out what is in the void since that might affect several dot placements and priorities.
Also, the pink dot on the hill on the west coast may be better 1N. Not sure at the moment.
But it's all yours, Spoonwood.

I'm feeling really good about this game, especially since we seem to have both Germany and Russia on our landmass, yet still good space to expand. It's exactly what we want. Being totally isolated would be a bad thing, but we certainly aren't cramped. We should be able to easily expand a good way up our landmass before running into an AI. Continuing to get workers building roads north will ensure we don't get bogged down in our REX phase. Hopefully our curraghs can determine just how far away Germany and Russia are, also, so we can plan when to start building barracks and horsemen.
I think you should go for Code of Laws
and then Philosophy. This was unplanned, but the game is going very well. I think, considering most civilizations do not even have Alphabet yet, it is very feasible to self-research Code of Laws and Philosophy before any AI get either.
Once we are in Republic we can hopefully start actually acquiring some gold and get out of the poorhouse, and use our tech lead to trade around for all the other techs.