Turn 0, 4000BC: scout moves E and spots fishes. Save and discuss.
Second session: Considering that we are probably on a small island, I rather lose a turn with the scout than with the settler, so scout S. Interestingly enough, there is another spice resource on the tile 2E of the settler. So save again, and back to the discussion board.
Third session: move the settler 2E.
Turn 1, 3970BC: scout moves north and finds stone.
Mozcow settled, it starts a warrior and we begin research on fishing.
Turn 2 - 8: nothing but scout moves. We find a source of rice, two gems, three more fishes, a cow. The starting island is bigger than I thought, and we seem to be close to the tropics.
Turn 9, 3730BC: Mozcows borders expand, and we are taught how to fish: we can now feed ourselves for a lifetime

. I tentatively set research to BW. Our capital is very low on production and I am starting to lean towards whipping a worker or settler. I switch the capital to workboat, we'll probably need it more than the warrior. Our scout discovers more gems, and the culture expansion brings another stone in view.
I'll wait a bit for discussion, and continue later today or tomorrow. My plan would be to research BW, and after that Wheel -> Pottery. I think sailing can wait, because we have at least two or three good city spots on our own island. Monarchy is also nice to have and combines well with the expansive trait, but I think this can wait too.
Here are some dotmaps to discuss. Obviously things can still change as we uncover more land, and blue dot in particular is a blind guess.
(EDIT: it is hard to see, but red dot also has clams).