I picked 70% water, so we have a chance to get freshwater. Barbs restless, raging is too much.
First attempt is a jungle start next to a volcano, no thanks.
Second is next to game and lots of river tiles and a goodyhut.
Because I haven't played the Iroquios for a very long time, I'm a bit stumped to see we are Agricultural and Commercial

No scouts.
Salamanca founded on the spot and will train warrior, we got 25g from the hut. Worker will chop the deer-forest right away. We will have 3 BG's after border-expansion.
Research Writing at max.
3800bc - Salamanca warrior -> warrior. Spud goes west.
3750bc - Chop gives us another warrior, Slinky, who goes south. Town set to build one more warrior before a settler. Worker irrigates the deer, which is on plains.
Spud finds a fur and coast to the NW, Slinky spots a gem S.
3700bc - Slinky is next to goodyhut.
3650bc - Slinky pops the hut and get barbs. Spud meets a Mongol warrior, I have absolutely no qualms taking his 2 workers and 35g for Alphabet. If any of you think it's "unfair" to cripple the AI, I apologize, but the deal is done.
3600bc - Slinky defends against one barb, the others fortifies. There are some floodplains SE, a good spot for next city.
Salamanca trains Slocum, fortifies in town, start a settler.
3500bc - Salamanca's borders expands and reveals an English warrior. They are up CB on us, no trade.
3350bc - Change the settler build and Slinky pops another hut, but get more barbs. He ends up next to 3 German units and we trade Alphabet for Bronze Working, Warrior Code and 10g.
I give WC to Lizzy for CB and 18g.
Spud finds the Mongolian borders.
3300bc - 2 english warriors take care of the 2 barbs S of town and germans 2 near Slinky, who defends against the last himself.
3250bc - Slow down growth, so we can get the settler next turn.
3200bc - Salamanca settler -> granary. Move the settler towards the floodplains.
3000bc - Niagara Falls founded on a hill -> worker.
Germany knows the Wheel, but lack Pottery and CB, they also have 2 workers for sale. Next player can decide what to do here. I take workers before techs though.
Mongols knows Mysticism.
Next player, consider another chop with our native worker for the granary, S of the spot he's roading, our 2 slaves are already working on another one. Another warrior before next settler and we are on our way.
Writing in 21 turns, it will go quicker as we get more pop. Any ideas of what to research after writing? Do we want to try the Republic jump or do we want to get Wheel right away?
We have got 94g in the kitty, researching at 90% atm, with 10% luxes. You might want to send one of the warriors (Slocum) back to town, so we can keep up the research.
Remember, NO barracks and rename your units.