Nice guide. Long time ghost/first post. Deity on a good run player.
I have a few things to add, for once (I've kept ghosting often because by the time I logged and read a post you guys are on it) as I have spent the last few weeks running a 100 turn start with Shoshone each night after work.
Ruin Order:
1. If you move your settler to say plant on a hill, you will often have the opportunity to grab a ruin the turn you found your 1st city. You cannot use the culture for 5 more turns anyway, so under this circumstance pop first is clearly better. If nothing else, you tend to have at least 2 good squares and this will get your second pathfinder out sooner... which gives you more shots at more ruins etc ...
2. When you take a pop ruin you receive exactly the food to advance your pop one whole level. That means that (from epic epic cause it was on epic I did the math and kept notes) 1-2 is 22 food, and 2-3 is 26. Say you are 4 turns from going from 1-2 using a 2f/1h square. If, for instance, you have two 2f/1h production squares available you do not win anything by waiting (get 4 more food from the ruin for missing 4 hammers and 4 science...) and you slow your scouting (2nd path faster...). Basically, don't wait more then a turn to take the pop.
3. If you do make 3 pathfinders, an outcome that is worth noting is getting 2 CB upgrades and making sure your 3rd pathfinder gets some xp off barbs. The pathfinder gets the scout upgrade tree so 2 levels of survivalism (+50% def and heal 20 in any territory) means it can tank an early city no issue. 2 CB + a Pathfinder tank = free city. This is not the point of the OP guide so it is an aside, but worth knowing as you may get the opportunity even if you don't go out of your way for it.
4. Under some circumstances it is better to "bet" on ruins for early pop then to grow your cities the normal way at all. An example of this would be a capital plant with 2 sheep and a 2nd turn ruin. Basically, more early scouting > more pop then 2 grasslands (but < 2 oasis...).
Build Order:
All in all, I think the guide is dead on. There is only one deviation I really think needs to be mentioned and it is an early worker based entirely on your "hand":
1. Path -> Worker: 2 early salt justifies it. If you compare the range of possibilities you might get from getting a 3rd Path out 8-10ish turns early vs the quantifiable results of getting 2 salt producing and sold earlier, 2 salt wins.
2. Path -> Worker: Easy luxuries can justify it as well - if you don't have to change your tech order to get a few luxes seriously early (ie mining luxes) AND you meet civs early that are likely to take an early DoF AND you are playing on normal speed, the math says early worker is better then gambling on ruins. Here you have to compare average 3rd path results vs. 240g + delayed 3rd path results.
3. Last but not least, there are a few alternate build orders based on starting with a lot of forests and chopping hard early that are worth exploring.
Here is one: Assume you prioritize stealing one worker and build a second early (timed to build before stolen worker gets home so say for turn 30ish so this can be either P->W or P->P->W depending) and have 4 trees to chop. If you start 2 chops at the same time, flip to settler production for one turn before they finish, flip to your normal build order when chopped, and repeat the cycle, you pop a settler while only losing 2 (or less) turns of growth/production. If you have 8 forests OR settle a second city with 4 forests you can run this cycle twice with the same crew...
If you want to experiment with this, I'd suggest the Arborea map. Anyone can do it sometimes, but Shoshone can do it consistently.
Policy Stuff:
While it is not as clear cut as Poland, Shoshone are another viable exception to the don't split SP trees rule of thumb. While you don't get straight up free policies like Poland, you do tend to get more early culture then normal, have consistent outcomes where you get a lot of early cities up, have consistent outcomes where you found a pantheon early, and have a better shot at Oracle then most civs.
I've hit situations where both trad/lib and trad/piety were valid. Arguably, there are valid lib/piety situations as well (ie; jungle start with faith NW = +1 culture per jungle pantheon, fast settle NW + several early plants with jungle, and sprint for an early reformation/CV).
General Stuff:
Shoshone starts are about eXploring and eXploiting the terrain. Any civ CAN get the same outcomes with luck, but Shoshone needs far less luck and can do it faster.
The early intel mixed with your diverse build options (ie: see a faith NW and you have 4+ forests in initial capital radius = time a worker steal with a hard built settler, save a close hut for a pantheon, and start the planning for a logging plus wide faith based start / see a neighbor with a salt capital nearby = prioritize path-CB upgrades/path-tank xp farming / see initial conditions that make a run for a liberty GE Deity Petra possible = build early monument, plan for desert/culture pantheon, and swerve into liberty etc....) means you can see an gambit opportunity earlier and execute faster then any other faction.
The +15% in their own lands bonus, extra city sight radius, and option of an early CB means you can lean a little (about 1-3 fewer archers, depending) when deciding how many archers to build. Even on Deity, this can lead to situations where squeezing a wonder in is a little less suicidal... again, opening gambit options.
The bad news is either you use these early advantages to the hilt and get a good lead on the general timeline (which you might convert to eXtermination,

) or your boned, as late game you have nothing special going for you.
My apologies for the wall of text. Started typing and it just came out. Many thanks for this and the other guides and useful posts you have contributed.
- Copper
P.S. - Hi!