OK I played. And I even made an irregular
21 turnset to get our first contact.
Save is on the results page. Edit: taken out link.
Turn log:
Okay opened the save. Nothing new to see in the fog.
Surprise: f10 doesn't show the other civs. That means probably spaceship victory is disabled.
And CRpMapstat also doesn't show anything in the civ info tab.
Okay let's start.
Turn 0 4000BC:
Move the scout two south. There are 2BGs available if settling south only one guaranteed if settling se.
I go for the guaranteed 4-turn factory, forfeiting coastal capital. Settler south, worker se.
Turn 1 3950BC:
Settle Washington -> warrior, worker irrigates, set science to CB at 0 because there is a GH to pop
scout sw s pops GH for WC, there is another GH available in 2 turns so I keep science at zero till then.
Turn 2 3900BC:
scout w nw
Turn 3 3850BC:
Scout nw pops BW, washington works plains, which will be irrigated next turn, science to alpha @ 100%.
We already see another island over a narrow straight.
Turn 4 3800BC:
worker roads, scout 2n
Turn 5 3750BC:
scout 2n, looks like there is still another island visible.
Turn 6 3700BC:
worker ne on lamb so it is already prepared at expansion, scout e n
Turn 7 3650BC:
worker irrigates, washington warrior->granary, warrior goes a little scouting east but will sonn return,
scout ne n
Turn 8 3600BC:
warrior still scouting, scout nw pops GH for CB (well should have stayed on CB and 0 research
to get something better)
IBT: There is a barb warrior appearing from the se, that's crazy early and can get ugly.
Turn 9 3550BC:
scout n, warrior on the way home
turn 10 3500BC:
scout e, warrior still on the way home, but will not make it in time
, worker roads
IBT: barb carries away all our 20gp
turn 11 3450BC:
warrior is home and fortifies, culture expansion, scout e pops GH for 25g
Turn 12 3400BC:
scout n, worker on first floodplain
Turn 13 3350BC:
scout n, worker irrigates
Turn 14 3300BC:
scout 2n
Turn 15 3250BC:
scout w n
Turn 16 3200BC:
scout w n. worker roads
Turn 17 3150BC:
scout n
Turn 18 3100BC:
scout e,growth to size 3 and the governor doesn't do what I want, so have to change sequence slightly, lux to 20%,
worker on southern forest.
Turn 19 3050BC:
worker chops, scout 2 n
Turn 20 3000BC:
scout n sees green border (on our island)
I decide to continue one turn to get contact so we can discuss this right away
IBT:
Turn 21 2950BC:
scout n, control-D gets us Greece
Greece will sell us alphabet for either CB+22g or CB+1gpt+4g.
I generally prefer the gpt variant this early, so they have more incentive to stay peaceful.
But in any case we should do the trade and research writing full steam after that with negative gpt.
When money runs out I would take a loan 1gpt for 16g to keep research high.
Greece has masonry, pottery and WC already. I think they have another contact. So we should look to find these people also.
Chop will finish next turn, granary in 2 turns.
You can micromanage away from the BG to the irrigated floodplain next turn to get another 2gp.
If you then micromanage from FP to forest and back to floodplain after the granary completes, you will get 10sh in the following 2 turns for either a worker to get our factory up to speed or a warrior if you're nervous.
Generally we should have +4 (+5 later) food on the growth turn. This ensures that the governor selects a forest on growth for another 2sh.
For the 4-turn factory to run we need both BGs mined and another FP irrigated. And don't forget that one forest has to stay.
We will then have 6-8-7-10 shields from starting from size 5.
From the look of what has been explored, I think we will get quite a few contacts soon. So trading/brokering should go smoothly.
Currently I still think republic slingsshot could be possible, but we will see how the others do in science.
I'm away for the weekend within a few hours, but will probably check the discussion tomorrow at some time, if I get hold of a computer.

Save is on the results page. Edit: taken out link.
Turn log:
Okay opened the save. Nothing new to see in the fog.
Surprise: f10 doesn't show the other civs. That means probably spaceship victory is disabled.
And CRpMapstat also doesn't show anything in the civ info tab.
Okay let's start.
Turn 0 4000BC:
Move the scout two south. There are 2BGs available if settling south only one guaranteed if settling se.
I go for the guaranteed 4-turn factory, forfeiting coastal capital. Settler south, worker se.
Turn 1 3950BC:
Settle Washington -> warrior, worker irrigates, set science to CB at 0 because there is a GH to pop
scout sw s pops GH for WC, there is another GH available in 2 turns so I keep science at zero till then.
Turn 2 3900BC:
scout w nw
Turn 3 3850BC:
Scout nw pops BW, washington works plains, which will be irrigated next turn, science to alpha @ 100%.
We already see another island over a narrow straight.
Turn 4 3800BC:
worker roads, scout 2n
Turn 5 3750BC:
scout 2n, looks like there is still another island visible.
Turn 6 3700BC:
worker ne on lamb so it is already prepared at expansion, scout e n
Turn 7 3650BC:
worker irrigates, washington warrior->granary, warrior goes a little scouting east but will sonn return,
scout ne n
Turn 8 3600BC:
warrior still scouting, scout nw pops GH for CB (well should have stayed on CB and 0 research

IBT: There is a barb warrior appearing from the se, that's crazy early and can get ugly.
Turn 9 3550BC:
scout n, warrior on the way home
turn 10 3500BC:
scout e, warrior still on the way home, but will not make it in time

IBT: barb carries away all our 20gp
turn 11 3450BC:
warrior is home and fortifies, culture expansion, scout e pops GH for 25g
Turn 12 3400BC:
scout n, worker on first floodplain
Turn 13 3350BC:
scout n, worker irrigates
Turn 14 3300BC:
scout 2n
Turn 15 3250BC:
scout w n
Turn 16 3200BC:
scout w n. worker roads
Turn 17 3150BC:
scout n
Turn 18 3100BC:
scout e,growth to size 3 and the governor doesn't do what I want, so have to change sequence slightly, lux to 20%,
worker on southern forest.
Turn 19 3050BC:
worker chops, scout 2 n
Turn 20 3000BC:
scout n sees green border (on our island)
I decide to continue one turn to get contact so we can discuss this right away
IBT:

Turn 21 2950BC:
scout n, control-D gets us Greece
Greece will sell us alphabet for either CB+22g or CB+1gpt+4g.
I generally prefer the gpt variant this early, so they have more incentive to stay peaceful.
But in any case we should do the trade and research writing full steam after that with negative gpt.
When money runs out I would take a loan 1gpt for 16g to keep research high.
Greece has masonry, pottery and WC already. I think they have another contact. So we should look to find these people also.
Chop will finish next turn, granary in 2 turns.
You can micromanage away from the BG to the irrigated floodplain next turn to get another 2gp.
If you then micromanage from FP to forest and back to floodplain after the granary completes, you will get 10sh in the following 2 turns for either a worker to get our factory up to speed or a warrior if you're nervous.
Generally we should have +4 (+5 later) food on the growth turn. This ensures that the governor selects a forest on growth for another 2sh.
For the 4-turn factory to run we need both BGs mined and another FP irrigated. And don't forget that one forest has to stay.
We will then have 6-8-7-10 shields from starting from size 5.

From the look of what has been explored, I think we will get quite a few contacts soon. So trading/brokering should go smoothly.
Currently I still think republic slingsshot could be possible, but we will see how the others do in science.
I'm away for the weekend within a few hours, but will probably check the discussion tomorrow at some time, if I get hold of a computer.