Why not post her earlygame strategies (or yours, for that matter) to help OP out?
I realize OP's attitude isn't the greatest, but I'm guessing that if someone posted a concrete list of strong earlygame tactics, OP might come around. Some of the folks kicking dirt on OP are long-time forum members; we'd all do well to remember that this forum exists and grows in part because newer players eventually come into the fold if they are not turned away at the gates. (NB: It's true that Civ is NOT the right game for some players, but at least those players should get solid gameplay advice before realizing that.)
To OP's point, there are certain strategies that I've found to work in most games on most Civs - if you don't have a grand strategy from Turn 1, science can be the backbone of any Civ which allows pursuit of any victory. If I'm just aiming to make my way into the Renaissance with several victory options open, here is a general strategy you can use often... I tend to play on difficulty 6-7, so this may be less viable for Deity:
1) Settle on a hill if you can; early production is important for an early Wonder or two.
2) Tech-wise, head straight for Pottery and then Writing.
3) Building-wise, start with at least 1 Scout (map-dependent) to find early ruins, and then I like to make a Monument. After that it varies; I often go for a Shrine to get the pantheon I want, or you can settle a second city if there is a good nearby location, or you can keep it on one city and make a Worker (or military unit if nearby Barb camps threaten your ability to make tile improvements).
4) Policy-wise, I often start Tradition, and it can be useful to pick up the Wonder production policy (Aristocracy) if you want to avoid losing Great Library.
5) When you finish Writing, or shortly thereafter if you are producing something that is about to finish, start on the Great Library. Don't be afraid to manage your citizens and hold back growth a little bit in favor of working production tiles. This can shave several turns off the Great Library.
That's it! On difficulty 5-7, this will often give you the Great Library, which includes a free tech: if you aim for a cultural victory, you can use the free tech on Drama/Poetry and be virtually guaranteed the Parthenon Wonder to start your Tourism flowing. If you aim for other victories you can still use your free tech on techs that take longer to research, which puts you ahead scientifically. Eventually you'll want to roll into the National College about as early as you can, which further improves your science.
As you may be aware, strong science can let you pursue almost any victory. You may not surpass higher difficulty AIs in techs until midgame, but by that time you will really be rolling. Also, generally, you want to use early Great People (Scientists and Merchants in particular) for tile improvements rather than burning them for a weak one-time boost.
For military, as mentioned, ranged units (Comp/Crossbowmen) are the way to go almost until Artillery arrive. Generally you want a few semi-expendable melee units alongside several ranged units (ideally ones that survive many battles; take either Drill or Shock exclusively up through level 3, then get the Logistics promotion in order to steamroll almost any city in the midgame).
This is just one approach, and there are many better players who can tell you other approaches, but I've found this one to work very often. That said, nobody should be above asking fellow players for help, and I'm about to create a topic asking for some strategic feedback myself

hope this helps.
(Another NB: I know Great Library start has been debated for its optimality; my reason for mentioning it is to give OP a helpful start which has not yet been provided, NOT to assert its superiority over every other strategy.)