Gilgamesh of Sumeria
Creative/Protective
General thoughts about settings...
We may likely want to use protective archers behind fast walls for early defense since they are so cheap and good. If possible I'd like to settle on hills when available. The AI will most likely come from the same direction every time with their stacks, so at most we should have 3 hotspots to defend, less if we're lucky, more if they show up with 2-move units.
We can also settle as close as we want to the forced peace neighbors and can use our creative trait to steal away good tiles without fear of retribution (other than a diplo hit but we might get Military struggle bonus).
Since Aggressive AI is on, our units should get promoted quickly enough which will allow us to use less on defense and then tech away to get a military edge (if we get Steel early, the game is basically over).
Remember, we can ask our neighbors to attack someone if we are sharing a war against the same person. This could be helpful to tackle some AIs - to take down castles/culture defenses mostly.
Key buildings:
-Walls (effectively cost 25

plus added defense)
-Ziggurats (Courthouses available at Priesthood and that cost only 90

i.e. half-price and possibility to run 1 spy specialist)
-Castles (add 25% to

, +1 trade route, and effectively cost 50

, plus added defense)
-Libraries (effectively cost 45

and provide +25%

and the possibility of running 2 scientists specialists)
Also worth mentioning: Theatres for the happy bonus, Colosseums as well.
Key units:
-Archery units
-Vultures
-Catapults as always
-War Elephants provided we have Ivory
Also worth mentioning: Gunpowder units get free Drill I and CG I.
I'm not too fond of HAs in quasi-AW settings as you lose so many of them.
Techs:
We start with TW and Ag, the 2 most expensive starting techs. We don't need Mysticism for border pops. We can research Pottery right off the bat but I don't think this will be any use.
Border cities are more likely to be pillaged so they should focus on food/hammers. Cottages, should we wish to use them, should go in safe places away from the front line. (We likely will want to use them to help pay for all the units we will have). Although we can and should consider raiding parties! An AI with no metals is a sitting duck.
Since we get an early

building, I suggest we focus our EP early in the game which will allow us to steal a few techs during the game.
Likely opening techs:
Hunting>AH>Mining>BW (with Hunting/AH specials in BFC)
AH>Mining>BW (with only AH specials in BFC)
Mining>BW (with only grain-based resources in BFC and a lot of trees)
Hunting>Archery (with nasty neighbors next door)
If we see no copper nearby, we need to get Archery even if we get horses imo. Chariots are just not great defenders unless against barbs.
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Feel free to pick on what I said / add to what I said / disagree!