Guess I should have linked to the Thread describing the changes of the Mod.
"F10 doesn't work. Which victory conditions do you have enabled?"
I don't know why that is, might be true for all mods but the little "v" at the right of the Minimap should work. All victory-conditions are active.
"I also can't mine straight away... what tech do I need for that?"
You can't mine grasslands in this mod. You can irrigate it without fresh water when you have Construction.
"Nor can France build the Great Wall straight away... why not since you've put it at Masonry, and put the Pyramids back to Construction?"
You need a forge in a city (requires Bronze-Working costs 80 Shields and 1 GPT, gives +25% Production) before you can build any wonders. To compensate most of the wonders now have no timeout anymore.
This change affects the performance of the AI way more than it first might sound: They won't get forges before around 8-10 production but they would try to build Wonders even in Cities that have only 2 or 3 production. I have seen AIs building 4 Wonders in 6 Cities wich of course made it extremely easy to wipe them out. Won't happen anymore. They will get tons of units instead of trying to go for wonders in unproductive cities.
"Wait... I can mine a forest, but not a grassland?"
Yes. You can only build one type of improvment for any given tile. This way the AI can't build the wrong one. The mine of course represents a lumber-mill.
"Also, how do I clear forests?"
You can't. Also with Mines they are pretty productive (same as hills).
"O.K. so I learned Maths, and have ivory hooked up, but I can't build the Statue of Zeus!"
As I said, you need a forge first... however, good idea, this might work pretty well on that map to compensate for not having Iron nor Horses.
Edit: From continuing your save and following the Ancient-Cav-Approach, I managed to survive until 1280 AD. The Egypts then killed me with real Cavs and where in Industrial age (not Modern-age as requested by the thread)