Played,
The save
Turn log:
I will implement the temporary city idea. Not because I think it's necessarily best, just because I like

.
It will also keep our score low for some time, so others might wonder what we are doing

.
Turn 0 2190:
Move units. Settler towards hill.
Change Ulundi to worker.
Notice Arabia has no city besides capital. That smells like war

.
Turn 1 2150:
Archer takes out camp. Warrior kills barb.
Cur1 sees suspicious waters. Will continue north to egypt.
Cur2 will try suicide crossing, when it gets there.
Turn 2 2110:
Temp city built, workers start to work on the "big Project".
Curraghs row.
Turn 3 2070:
Zimbabwe archer-warrior. The next settler will be sped up, by a forest chop.
Ulundi takes cow.
Curraghs do their thing.
Turn 4 2030:
Suicide curragh sees blue border (Germany according to mapstat).
Turn 5 1990:
Meet the Germans and the Egypt. Both have the same techs as everybody else.
Another camp, another 25.
IBT:
Writing comes in. Monopoly at least for the people we know.
I trade with Germany for IW, TW and CB.
Arabia Mysticism, HBR and 125g.
Egypt Masonry and 13g (she wants to keep 5g, oh well she can have it).
Gandhi gives 31g writing.
And Mao 11g for HBR.
Set research to philosophy, republic slingshot is pretty unlikely, now that I distributed writing to three factions.
We have now 228g and all techs known to our "friends".
Build embassies with India, Egypt and Germany for 122g.
Not so hot capitals, I would say.
Turn 6 1950:
We have iron and horses sw of Zimbabwe and near the southern lake.
Germany and Egypt-Arabia have math.
Get it from Germany for mysticsim, HBR, 3gpt an 11g.
With mathematics known (opens up the expensive construction), there might still be the chance for republic sling.
Change science to CoL.
Turn 7 1910:
Workers work. Curraghs curr.
We meet France. They are allied with Germany. Interestingly they are pretty behind in tech. But they have no money.
Germany has all the money now. I buy some of their money, before they waste it all on rushing nonsense.
Zimbabwe settler->barracks.
Turn 8 1870:
France has taken out a camp. I take the opportunity to gift her a few coins and then sell her math and HBR.
Germany has really rushed something. Most of their cash is away.
Turn 9 1830:
Moves.
Turn 10 1790:
The same.
Turn 11 1750:
Build Hlobane near sheep.
Okay even turn - stop here.
The irrigation to Zimbabwe will be done in 2 turns. 2 more to irrigate the cow.
In 6 turns you will be asked if you want to give up Temp city for the settler.
One could also keep it a bit longer by using a scientist instead of the gems.
It's currently one of our best research cities.
But in the long run we have to get rid of it. It's to small a city to take the lowest corruption rank.
So either leave it as is and move it in 6, or apply a scientist and move it in 12.
The worker in Zimbabwe is supposed to road to Hlobabane and then further to the lake.
We are even in tech with everybody we know, which isn't too shabby for this start and all the alliances.
One observation:
We don't need more than MM to reach Germany and France. With differential naval movement Galleys can safely cross. This makes Germany one of the easiest targets to reach, at least before we have built a lot of roads.
We want to settle our green meadows, but also shouldn't neglect the desert in the north. A city in the corner will turn ship chaining to Germany into a piece of cake.