Wonderrs! Zat is what we want, zat is what we're going to get. Lots of zem. Being Industrious, we have an edzg-ee in zat department. Being Monsieur de Gaulle, we alrready possess one wonderr - ze greatest noose in all of Western Civilization.
(switch on Clouseausque-to-English translator)
One new (national) wonder are the Moai Statues. They grant +1

on all water tiles for that city. Pretty good if we have a coastal capital with Bureaucracy. Lucky thing this start will have exactly that. With the added hammers the capital should be able to grab a whole host of the other wonders as well, making it an ideal GP farm.
Moving on from the GP farm we get naturally to the subject of Golden Ages and the Mausoleum of Mausollos. I've fallen in love with this wonder. If adds 50% to all GAs, and since they are now both more powerful and easier to start, this gets seriously useful. It's also pretty affordable.
The Shwedagon Paya unlocks all religious civics. This is mainly used to run Free Religion early on, which is a useful strategy on pangaea maps with many competing state religions spreading around the continent. The result is lots of happiness, good diplomatic situation and a modest boost in research. It's boosted by gold so is often cheaper to build than wonders that depend on stone or marble.
The Statue of Zeus gives any enemy civs +100% war weariness against the player. An interesting concept, but mostly works against the player if a rival ever builds this wonder. For a warmonger getting this wonder is possibly desired to facilitate conquest, but otherwise I'd give it a miss. Still, we'll build it anyway just for sheer megalomania.
The Cristo Redentor instantly grants a form of the Spiritual trait on steroids. It has great synergy with corporations - more about this later if I get that far without having my clock cleaned.
National Park is a national wonder which removes unhealthiness for population and grants a free specialist for each forest reserve in the BFC. In the right place this could make for a massive city, but of course that means leaving some forests unchopped for turning into forest reserves. Forest reserves to help spread forests and jungles, but I found the effect rather small so it remains to be seen how useful this wonder is.
The Apostolic Palace is the new wonder with the most impact. I'll try to get it, but since others are going to demonstrate its power I'll probably not prioritize it.
Turn 0: Take the hut, it grants 31 gold. Paris founded 1N. France starts with Agriculture and The Wheel. That means in the 15 turns it takes to build the first worker, we can just finish Fishing and Animal Husbandry. So research starts with Fishing, due in 5.
Turn 4: Hut gives 58 gold.
Turn 5: Fishing is in, Paris pops borders.
Turn 8: Hut pops for 22 gold.
Turn 11: Hunting is popped from a hut.
Turn 15: We have our first worker. Paris -> work boat. AH is in, start Mining.
Turn 16: Buddhism FIADL in 3360. We don't have Choose Religions on, it seems.
Turn 17: The scout survives a wolf attack and pops another hut for 87 gold. Hinduism FIADL.
Turn 19: Another hut, this time for 33 gold.
Turn 21: Mining in, start Bronze Working.
Turn 27: Paris grows to size 3 and completes a work boat. Paris -> warrior.
Turn 31: Paris is size 4 and the warrior completes, Paris -> settler.
Turn 32: BW is in, start Pottery. Revolt to Slavery.
Turn 35: Scout pops XP from a hut.
Turn 37: Pottery is done, start Mysticism.
Turn 38: Discover a source of truffles in one of BFC tiles of Paris, +1

+1

for that tile.
Turn 39: Settler done, Paris -> warrior. The choice of 2nd city is difficult. Copper is only situated at an awkward coastal site. We have discovered no neighbours, so an early axe rush is out. That makes me think a better site is 7E1N from the capital. This is going to be a massive commerce city with gold, two ivory, three wines, and sheep all in the BFC. But it does mean that I need to defend without axemen for a while, and that means teching Archery. Research switched accordingly. The settler heads out to found the mother of all commerce cities.
Turn 40: Paris -> warrior.
Turn 41: Paris -> work boat for 1 turn, then settler.
Turn 44: Archery ready, continue with Mysticism.
Turn 46: Mysticism in, start Iron Working. Orleans founded in 2160 BC. Orleans -> archer.
Turn 49: Settler completes, Paris -> archer.
Techs: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Pottery, Animal Husbandry, Archery, Bronze Working.
Plans: Found 3rd city on flood plains 4 SE of Paris. Build road between Paris and Orleans. Complete work boat and send it exploring to find trading partners. Find iron and hook it up. Maybe grab Oracle in the meanwhile. Hook up the gold and build Shwedagon Paya.
Notes: A very good start, but all the AIs start far away it seems. This could have negative effects on the tech rate so priority is to find them. Barbs will manifest themselves soon, so we'll see how well my "no copper" gambit works. Hopefully iron is plentiful and nearby. I'm kind of betting the farm there is some in those hills next to where my 3rd city will be. Wish me luck!