Inherited : Set my preferences, check out the map. Seems as if the west splits in two where our scouting barb is.
Turn 1 2150 BC : Settler finished in persepolis, I start another settler because I like to expand like a sponge in water

. Worker near pasargadae starts road on mined square. Move towards the goody hut with the scouting barb. It seems there is a very very very thin chokepoint there =D. Move warrior and settler from Persepolis to spot 2 on the dot(number?) map. Start a road between Susa and Persepolis. End the turn with everything looking peachy.
IT : Barb moves near the settler and escort barb from the south.
Turn 2 2110 BC : Here's a dilemna. I can move the settler to the mountain where we will have a defensive advantage, or I can maneuver around the barb delaying settling by one turn. I choose the mountain because no stupid barb is getting between me and my settling. Pop the hut, we get a conscript ^_^ I send him south west for scouting. End turn here.
IT : I was afraid of this, the barb didn't care about the settler so he went straight for persepolis, no problem I can get a warrior there from pasargadae any time. Also another barb appeared from the same area! It seems there's a camp nearby.
Turn 3 2070 BC : Move settler and escort one step closer to spot 2, nearly there. Being the idiot that I am I forget about the MP duty and send the warrior from pasarg to persepolis to guard, I realize my error and delay alphabet 2 turns with lux. Sorry guys! >_< The isthmus I described earlier just ends in coast, damn... hopefully there's a fish or two at the end. Move the worker making a road to persepolis east instead of southeast to avoid the barb. Move worker at pasarg to the BG.
IT : That second barb attacks the escort/settler and we win without a scratch ^_^ the other barb pissing his pants retreats south.
Turn 4 2030 BC : ****! Spot 2 is right next to a barb camp, I move the escort first however so the settler moves north to be farther from barbs. I don't want to risk losing the settler. To undo my blunder I change persepolis to a warrior from a settler, no shield loss thankfully, anyway it needs an MP next turn. With the barb 2 squares away from perse, I return the warrior to pasarg and return our research to normal. Start mine on BG southeast of pasarg. Move west scout barb closer to barb camp to be close to settler just in case the barbs pwn our warrior.
IT : I made another blunder, the stupid barbs didn't feel like assaulting our escort.
Turn 5 1990 BC : Settler will settle in two turns, I also attack the barb camp for being asses. We destroy them, redline the warrior, it turns veteran, we get 25 gold. Take THAT!
IT : The people lub me, get a new lawn
Turn 6 1950 BC : Oh yeah, did I mention get get another settler in 5 turns? No? Well poo, perse also grows in 4. Worker mines near persepolis. Settler settles into spot 2 next turn. Northwest isthmus is worthless, west is coast, hopefully it's not coast further south.
IT : Bold barbarian takes a step towards persepolis which has an MP warrior. Nothing to worry about.
Turn 7 1910 BC : Antioch founded at spot 2, starts a worker due in 10 and grows in 10 too. When pasarg grows it'll have a nice mined BG to work

. Southeast is tundra and coast

End turn.
IT : NICE NICE NICE

Barb attacks, we fend off losing 1 hp, get a veteran guarding persepolis; warrior in Arbela finishes, starts a worker due in 10 and finally the people lub me, I get some stairs =D
Turn 8 1870 BC : Fortify warrior in Arbela, we may get some barbs in the north. @$#@ southwest is coast two, tundra coast. I get the feeling we're on a sucky island.
IT : Nothing.
Turn 9 1830 : Start another mine near perse, move worker to BG in Persepolis' range. More scouting; it's not so bad, the tundra has a lot of game to take advantage of.
IT : Nothing.
Turn 10 1790 : Alphabet due next turn. Eastern scout confirms we're stuck on a crappy island. Some movement, start a road on a BG, thats all.
Final Notes : !@!$% #$#%& (@$%&
I'll post the screenshot and save in my next post.