I did several test starts last night. The barbs were a pretty big problem. The first I saw was 2520 (wandering into my view, not with WB), and the latest I saw my first barb was around 2300, in about 6 games. That doesn't seem unduly early. But:
1) There were a lot of them. In one game that I played to 600 BC, I killed 47, about 1/turn.
2) Archers appeared from the start -- there was no warrior-only honeymoon. Archers and warriors appeared in about equal numbers. I didn't see any axemen by 600 BC.
3) They beelined towards my cities from the start, rather than lurking outside cultural boundaries.
4) Fogbusting didn't work very well. Even with a radical build order (warrior-warrior-warrior-warrior-warrior-warrior-warrior-warrior-warrior-worker), I couldn't bust enough. These maps have little water, so the effective area is too high. We'll see if our particular map is an exception, but for now I'm thinking defense>busting.
The third point was really the key problem. I found that I couldn't use my second city to hook up copper or horses. There just wasn't time, and I got overrun. So I think early Archery is necessary (unless copper of horse appears in the fat cross of the capital).
This particular start does have some advantages. The edge of the board and the water barrier will be a big help in limiting the onslaught. Mid-lattitude is a pretty big advantage too; no jungle to fight through, and no useless tundra to police forever. Finally, it's worth pointing out that clams can't be pillaged. That's a permanent source of food and commerce. In my best test games, I did a reasonable job of defending my mines with archers, but farms and pastures were harder. And even the mines got periodically sacked, when they swarmed me three or four at a time.
Looks like fun. I think we might be seeing some unhappy spoilers, though, if people suffer big setbacks early.
peace,
lilnev