2550BC: Double check production on Rome and Veii... Send Warrior from Rome towards goody huts.
2510BC: Warrior from rome gets maps from the goody hut; Reveals a barb camp nearby

. Sent the rest of the warriors and naval scouts along their way... I can't believe how much jungle there is to the immediate south... Not only that, but there are also all those mountains and hills. Might be a good place to build "Hadrian's Wall" (line of forts), though.
2470BC: Veii builds Curragh. Set to Archer (I'm going to try taking out the barb camp since it's close to another fairly good city location), then settler (although maybe we should build another worker fairly soon?). Worker finished road to BG, send him to road Oasis. Sent newly created Curragh to explore south. Worker travelling to oasis sees enemy warrior. Nearby warrior sent to protect him until archer is done and can be brought into play. Northern warrior sent toward goody huts up north. Continuing to explore the Ikkistikki jungle to the south.. SW warrior spots a source of whales accessable from a hill to the south, making that about the only viable southern city area (at least until we get an army of workers to clear the Ikkistikki jungle).
2430BC: Barb warrior moves toward our warrior/worker. I fortify to guard worker. We get pottery from nothern goody hut

SE warrior finds Bannanas in Jungle near hills with gold in them. Another possible distant future city site, if need be. MM Rome so that settler completion coincides with city growth.
2390 BC: Barb warrior fortifies... Explorers keep exploring, not much else happens.
2350 BC: Barb warrior makes a move towards Rome, and since our archer won't be finished until next turn (during which time the warrior would sack the city), I attack with our fortified warrior, and lose 1 HP defeating the barb threat. Not much else happens.
2310 BC: Fortify warrior, send worker to mine BG beside river. Vieii builds archer, settler next. Archer sent towards barb camp. Southern warrior and Wandering Idiot find the southern extreme of our continent... Two more bannanas in the jungle and some swamp with game is our only reward. On the plus side, nobody else is going to be claiming that land anytime soon, either. Northern Warrior and curragh reach northern extreme of our continent... Still a lot of unexplored territory to the NW, but I'm beginning to suspect we're on a very large Island (or more like an Australlia sized continent).
2270 BC: Wandering Idiot and Southern warrior parties sent N to deal with barbs (if any are left once the archer gets done with them). Northern Curragh spots what could be an offshore island or a penninsula to the NW.
2230 BC: Warrior near Rome heals and is also sent to sack barb camp. Barb warrior spotted near our nothern warrior exploration party. Curragh is now beside what is almost certainly an offshore island to the north. Will circumnavigate to confirm.
IT: Assyrian warrior attacks our warrior to the north and gets his butt kicked.
2190 BC: Archer attacks first of two barb warriors in camp, barely wins

. Warrior from Rome reinforces archer. Will attack barbs on next turn. Northern warrior confirms that NW island is indeed an Island (at least it's not attached to our continent). He also found the NW barb camp that spawned the Assyrian warrior that attacked him.
2150 BC: Barb camp has already spawned another barb!? Warrior and archer fortify. Need to make more archers. Northern Warrior continues to explore, as does the northern Curragh. NW Island MAY be a full-blown continent, as it is bigger than initial reports suggest.
2110 BC: Rome builds settler, next is archer. One of the Barbs leaves camp. May have to use archer to deal with him before he gets to our settler. Attack NW barb camp with warrior (they were in the way of my exploration

), and wipe it off the map. Rome warrior attacks and defeats W barb camp. Wake Archer and deal with remaining barb. Now the settler is clear to settle between lake and oasis.
2070 BC: Veii builds Settler, next is archer. Our people love me, so I put a new lawn in at the palace

Archer sent to future city site beside lake, and worker completes mining BG, and is sent to build a road to the oasis. Veii Settler sent to coastal square between two BG and near two cows to the north (4 turn settler factory anyone?

)
2030 BC: Cumae founded between lake and oasis, set to build archer in 10. Rome warrior sent on barb patrol. Norther Warrior spots barb warrior and confirms that we are indeed by ourselves on this small continent. Curragh to the north confirm that NW island is a two (possibly 3, if you want to ICS it) city island.
1990 BC: Nothing interesting happens.
IT: Barb warrior attacks our northern one, and dies, but wounds ours.
1950 BC: Fortify wounded warrior. Road to Cumae completed. Note, we have no luxuries or known strategic resources anywhere on either the mainland or the NW island.
1910 BC: Neapolis founded on coastal grassland between two BG and beside two cows. Northern warrior on barb patrol.
1870 BC: Entire Coastline explored from the inside, all warriors sent on barb patrol. As soon as coastal tiles have been thoroughly explored by curraghs, curraghs will be sent on suicide runs.
1830 BC: Rome produces Archer, next is worker. Archer fortified in Rome for now (most likely will be used for protectin workers later). Continue patrolling for barbs with warriors.
1790 BC: Veii produces Archer, next is worker. Archer fortified in Veii for the time being.
1750 BC: Worker finished road, sent to build road to cattle near Neapolis.
1725 BC: Research on Writing finished, set to code of laws next, then philosophy (for the Republic slingshot), tech rate set to 90% to get it in 37 turns (versus 50). Rome builds worker, set to archer, then (if growth rate is sufficient), settler. Worker sent to irrigate plains near Cumae.
Okay, I'm done. Looks like we won't be conquering anyone anytime soon, though.

I'm posting screenshots to give a general overview of where we are, as well as marked down some potential city spots.
Here's the NW extent of our small continent and the Island:
And the Southern area, including the Ikkistikki Jungle and Uckimuki Swamp:
I was also wondering how you got it so that the faction name is included in the cities? I've been wanting that feature for the FF mod, but even after I got the v 1.22 patch, it wouldn't do that for me, and none of the user preferences seem to enable that feature.