The strategic error was succumbing to wonderspamming by starting the Hanging Gardens; at that point I really needed more galleys and settlers. Followed advice and moved the yellow and blue cities -- sorry, Groogaroo, but your agreeing with my original plan came a bit late! Current map:
Tech path: I had researched pottery > mining > BW by 3000 BC and picked up Mysticism and Writing from huts (yay! also lots of gold). I finished AW > fish > sail > hunt and started exploring islands with a galley and a scout that popped shortly thereafter (eventually putting a 2nd scout on the same galley when the first popped him; eventually I'll move him to a separate galley). One of the scouts hit two Experience huts to unlock the HE, but I'm still far from getting Literature.
Next was masonry from yet another hut, while researching math > meditation > priesthood to try for the oracle in Istanbul -- which I missed. Fortunately I finished the GLH in Edirne (North at the clams) in 1150 BC. Then CoL (getting Confucianism) > Alphabet; I continued far enough before backing up to see that Mansa will trade some useful techs. Currently 5 turns from Currency, which, with the pile of hut cash, might mean trading fewer techs to Mansa.
My current plan is to expand east a bit:
Light green gives copper access -- and since barbarians are coming soon, that's a high priority. It has 3 floodplains, so might also be useful for some commerce. Light blue has some commerce and some production possibilities, and looks to be about as far east as is useful to go. White is on the river, but if I give that up and move 2E I can fit in both it and yellow. Yellow itself picks up one copy of all the resources in that area, though, so maybe I forget about white until I happen to want yet another city.
I might follow Groogaroo's lead and claim more of "Mansa's" territory -- I'm not as eager as KaytieKat to wipe him out, since I like turning him into a vassal.
Light blue is coastal and gets all that dye. White probably belongs 1S, which keeps it both coastal and on-river and gives more room for light blue. Not sure about red; it needs the fish and gems, but maybe settling 1SW on the sugar is better. Maroon is only useful if I'm going for Sushi; getting it early might be a mistake unless I want to block Mansa from taking it.
The NW islands aren't that good; I'll wait to see if a hidden resource shows up.
Early pottery for an early granary did me no good:
I'm currently focused on infrastructure -- the original 2 cities are working on Hammams for higher population, while the recent two are still on granaries (after monuments). The original 2 will need to build more settlers and defenders, because I want to REX a few more cities.
With the first Great Scientist, in 6 turns, I plan on doing something I've never done in a previous game: bulb Philosophy instead of building an Academy. The reasoning is that I can spread Taoism to a suitable GP farm, switch to Pacifism for +100% GPP, and get a 2nd GS in as few turns as I got the first. I don't expect to do any warmongering for a while so won't have a huge military nor a need for Theocracy. Any advice on post-Currency tech path? I imagine Literature for the Great Library is high priority because I need to start it sooner, given the lack of marble. I could go for Civil Service > paper (Sankore and map trading) > Education: if I get that 2nd GS soon maybe I want to bulb Edu instead of building an academy. Or build an academy somewhere (where?), get city infrastructure as fast as possible in my newly-REXed cities, switch from slavery to caste, and run lots of scientists in a GP farm.
Don't want to study war no more, for a while, so I expect to head for a spaceship victory (finding culture a bit tedious).