Since all I could see at 4000 BC was 2 Deserts (1 with an Oasis) and a Hill, the first thing I did was move my Worker to the Oasis -- revealing Jungle. So I moved my Settler 1N before founding, to get access to that more 'fertile' ground.
The (mined) Oasis allowed Paris to build a couple of Warriors and a couple of Curraghs as it grew to Pop3, and then my first Settler, which founded Orleans near the Grass and Marsh-Deer. Both towns then alternated Warriors, (Curraghs) and Settlers. I started settling at CxxxC, prioritising Hills, thinking I might backfill the Jungle later with trash-towns, just to clear it quicker: further towns generally built a Warrior and a Worker first, and I built roads over Hills + Marsh rather than Jungle, to get new Settlers to their destinations quicker.
I also traded away Alph for a Persian Worker, and my Curraghs made overseas contacts relatively early, so tech-trading was easy. Then Iron showed up on a Hill-pair where I was willing to settle (at CxxC) but Jerxes wasn't, so the start wasn't nearly as hard as it might have been.
Neither the Persians nor the Aztecs bothered sending (m)any Settlers my way; I only saw one Persian Settler-pair, and promptly walled off my end of the island with Warriors and Archers, so that it couldn't get past.
(Nice pair of neighbours, eh? And both starting on my island/continent, of course! Whereas the Celts got an island nearly as big, and all to themselves; and the Chinese and Spanish shared another)
I also took a risk and traded away Writing soon after I got it, so Mapmaking also came in relatively early, and the small map-size then allowed them to colonise the (marginally) more fertile/ grassy islands offshore to the north and east, instead of heading south. They also went heavy on Archers for barb-hunting in the untamed wilds.
After 5-6 Settlers for the first towns I switched to Warriors, Archers and Swords (plus a few reg Spears for the border-towns) to fend off the Jerk and Monty, in preference to the Workers I needed to turn my core into a usefully productive area. So even though I made the Rep-sling successfully, it's been a pretty slow game overall.
Also, 3 Civs on Small = 3 Lux-types on my landmass: I got the Incense, and traded — then fought — for the Furs and Spices. Swords and Archers were sufficient to evict the Jerk, but Monty was a little further away, and took longer to dislodge, even after I got Feudalism. I had Horses by that point, so traded for Mono and Chiv, allowing my Maces + a few Knights to finish pushing Monty into the sea, then chase the Jerk over to the next large island to the east — dry, almost all Plains, Desert and Mountains — to finish him off and grab the 2 Salt (+ 1 Iron) over there. But becoming able to build Musketeers also coincided with the end of my slow-unit wars, and my entry into the Industrial era.
Monty DoW'd (again) shortly after the Jerk's demise, but he didn't last very long. I had a Galleon and a Cav-Army (MGL from an eKnight, Cavs from upgrades) by that point, which singlehandedly took 2 of the towns he'd founded on the long Grassy island to the north; while at the same time a small force of Maces clubbed down the Spear-garrisons in his Pop1-3 Antarctic Tundra-towns. I also recruited Mao to fight alongside me, resulting in the capture of Tatung, just offshore from Tours, by the perfidious Aztecs — and its susequent liberation by the glorious French Cavalry. What I didn't realise was that Monty was fighting Brennus as well, and it was he who administered the coup de grace, after taking a choke-point on the northern island which blocked my Army from reaching Monty's last Tundra-town overland.
I used the break in hostilities (and my now-sizable collection of Industrious RP-boosted Slaves) to finish railing my core, farming the trash-islands, and building ToE (taking AtomicTheory and Electronics just because I could: no-one can build Hoovers except possibly Brennus, but those 2 techs are still fantastic trade-bait) and a few Factories — and also finishing off my FP, which I didn't do earlier, because I didn't have a good place to put it*, my best core-towns were otherwise occupied with building units, and I didn't really need it until now (the long stringy islands on this map make distance-corruption a real problem, so the FP will now be useful).
*(The only freshwater on my island is a 1-tile lake, and the Aztecs had founded 1 tile away from it: I Worker-/Settler-disbanded that town to build my FP-town on the lakeshore, hoping I'd get an MGL from an eMace to leader-rush the FP. But most of my eMaces died instead: some of them against Archers!)
It's now 1635 AD, and I have built no other GWs, so also still haven't had my GA: I'm currently contemplating whether to carry on all the way to Space, or just DoW someone (Mao and/or Bella) and hope that a Musketeer wins a fight and triggers my GA, so I can pump Cavs to win Domination (which would be almost too easy at this point).
(Even though I can now also build Infs, I discovered that my missing GA also meant that I could still upgrade my vPikes to vMusketeers, which was a nice surprise)