I certainly agree that an early military will be vital - the map shows no signs of abating to the east, west or south and conceivably could wrap to the north! Thus considering crackers introduction hints at being a vehicle for trade I suspect that we will be between at least two civilisations and thus if we're not careful a potential target to all of them.
As regards my army production, I'm going to see what the initial screens reveal. If as I suspect there are no bonuses near then I'll rush my granary as per by outline above. This will mean that my capital produces food more quickly than settlers can be produced and thus it will become a settler only factory.
If a bonus square is revealed then I will either relocate, or have to reconsider my position as it will change my potential after turn ten. We'd have to play this by ear.
If there's a bonus grassland hiding where I can't initially get at it then I will continue as per my outline above and then improve the second bonus grassland meaning that I can produce a warrior and settler almost as quickly. Alternatively I could reconsider the whole granary rush thing.
If there's a bonus grassland to the south-west, or east of the first one, then I'll have to reconsider the whole senario as it will make our start position very productive indeed.
If I can expand rapidly then I'll produce mainly warriors and hope that I can upgrade them at some point, bribing my way to peace until then. If it turns out that there is no iron but horses near to hand I will take this as a hint and go into full scale horse production.
I don't like the idea of an archer or warrior rush as the AI gets such a starting bonus. A later archer attack might be an issue as we will appear weaker to the AI due to the rounding effect one our more expensive units. That is, 2 warriors = 1 archer, but the computer can build three warriors before our second archer, making us look weaker.