Pre-flight MM WSPton for max gold for a turn (and the extra gold lets me turn lux down 10%). Switch rax in WKBurg to a warrior, planning to follow with a worker. Settler in PHVille seems OK to me, too.
Our advisor says there are tribes near PHVille. Of course, that could be just about anywhere. I'm not really comfortable with the idea of letting unescorted settlers run around, though. Building a few extra reg warriors is a minor inconvenience (and they can be used as cheap MP's, if nothing else). Having a settler eaten by barbs would be really annoying.
1 - 1725 BC WSPton rax->settler.
Re-MM to get the settler in four turns, including the chop. Have to turn lux back up.
2 - 1700 BC
Sure enough, a Saxon warrior appears out of the fog to the north. I think we're definitely going to need warm bodies (preferably carrying sharp objects) to protect our settlers. And exploring to the north doesn't look to promising, so I'm recalling Alpha 5 to help pacify the natives.
3 - 1675 BC
Another barb warrior (representing the Zapotec community) appears from the west. And a barb galley sails into view from the north.

Not looking real good for the Republic slingshot, but we're committed now.
The Saxon warrior is dispatched flawlessly by PHVille's archer. Since WKBurg is about to finish its warrior, Cap'n Kill 'n maim 'n hack 'n slash (or whatever his name is) is dispatched to have a word with our rowdy neighbors to the west.
4 - 1650 BC PHVille settler->warrior. WKBurg warrior->worker.
Settler sent toward the olives. The forest chop at WSPton revealed a BG.
On the tech front, Greece and China now both have Writing.

It looks like the Greeks learned it and immediately traded it to China. I'm going to be officially amazed if we pull off the slingshot now. But we have too much research invested in CoL to abandon it.
5 - 1625 BC
Cap'n Whatsisface is attacked by the barb warrior and wins flawlessly.
WSPton settler->warrior. We don't quite have the shields to run a four-turn settler factory (too many flood plains), but I think we can get a warrior+settler in 6.
Both barb camps are now visible. The Saxons are parked on the olives, while the Zapotecs are a space north of the dark blue dot (and have a horseman in camp

). It looks like we'll be able to get both settlers in safely, barring really bad RNG luck.
6 - 1600 BC
The barb horse sallies forth from the camp, but Cap'n Killnmaim lives up to his name and dispatches the lout (with the aid of the mountain I parked him on), though he is red-lined in the process.
7 - 1575 BC WSPton warrior->settler.
Idiot Academy founded by the olives (which, unfortunately, we can't work at the moment, due to the unwashed masses loitering in the vicinity). The Saxon camp is dispersed, but now has a horseman in it. IAcad set to warrior, at least for the moment.
8 - 1550 BC PHVille warrior->warrior (not growing fast enough for a worker).
The barbs north of IAcad apparently feel that they are sufficient idiots already, as they choose to mill about rather than storm the town.
9 - 1525 BC WKBurg worker->warrior.
Wooden Fork City founded on the blue dot, dispersing the Zapotec encampment. Set to warrior for now.
10 - 1500 BC
A Zapotec horseman attacks WFC, but accomplishes nothing except to promote the defending warrior.
Our empire at 1500 BC:
Notes:
If I'm doing the math right, WSPton should work a forest upon growth, giving us enough shields to complete the settler. Please feel free to double-check my work.

Not sure whether it's better to send him to the white or orange dot.
There are three barbarians wandering around (two warriors and a horseman). WFC has both an archer and a warrior; one of them should probably be sent on barb-chasing duty. If we don't build on the white dot next, I recommend sticking somebody on the mountain NW of WFC to eliminate the fog there.
And do keep in mind that the barbs have horsemen. In particular, be careful with workers near our borders.
Feel free to change my warrior builds; since they're all ending after my turns, I didn't spend too much effort deciding whether something else would be better. WFC in particular should probably be building a worker.
Roster check:
eldar - on deck
Tubby Rower
soul_warrior
Beorn
Minute Man - just played
jb1964 - up!
And
>>>The Save<<<.