I hope I didn't miss anything in the game with Saladin.
You missed (or misunderstood) this:
Next tech alphabet, but switch to 0% until the end of the turn set. We want to gather somebefore turning back to 100%. This is almost always a good idea right after writing and you should wait until you've built a library before turning tech back "on".
It is actually quite an important idea that I think many players fail to use properly. The logic is that a library gives +25%


Anyway, let's carry on, we can live with that small mistake.
Tech: Slider to 0%.
Capital: switch to madrassa. Turn on "citizen automation", "emphasize food" and "emphasize commerce" or manually set it to work fish, cow, farmed fp, cottaged fp and unimproved clam. Whip it next turn! Finish warrior, send it to Medina to fortity, start warrior.
Medina: keep growing, building chariot. Next warrior. We are going to whip a settler from this city soon, but first need to grow to size 4. Growing on lakes is ok as they give some commerce.
Damascus: After warrior, start granary. After growing to size 3, take a cottaged floodplain from capital.
4th city: Note how beautifully the settler and boat arrive on the same turn, making sure that this city is working an improved tile right from the start. Just the way it should be. Start work boat. We will use it as a scout!
Issues in the northern area:
Spoiler :

Both warriors spawnbust (=prevent barbarians from appearing) 2 tiles to each direction creating a 5x5 area (black boxes in the screenshot). The issue is that there is that red X where it's possible that a barbarian spawns. One way to prevent the disaster is to move the northern warrior 1E.
Red ? are tiles where there is possible seafood. Settling the city kills three northern ones of those, so that area should have been scouted. Anyway, I can spoil you that there is nothing interesting there and we can settle as planned.

Otherwise I like how you've scouted and protected the area.
Warriors: After 4th city done you might relocate them to better spots.
Chariot:
Spoiler :

Scout for seafood and fogbust in the west. It's a bit of a waste to use chariot there as he could be gaining exp by killing barbs in the open, but safety first for now.
Workers: Road NW, then road NW. Reason for this direction is that you will settle the cow spot at some point so you are roading to the right direction. Then cottage floodplain.
Another thing that I forgot to tell you earlier: open borders with everyone.
Post when capital grows back to size 4 which should be not very many turns.