Ok, here is where I am taking over:
Some observations:
1. Q has found us a very nice capital. We have Dragon Bones, Yggdrasil, and a plains hill start. Dragon Bones+Incense will give us a good tech pace early. Main problems: no fresh water, 2 peaks and a useless ocean tile in the fat cross. Not a big deal, 3 wasted tiles won't matter as we'll probably move our capital to a city with a better palace. We also have +2 happy from the features.
2. We are already at war with the Sheaim (WTF?) but luckily they are far away and Elohim are a hard counter to them. I think Arcane for collateral is a risky choice, as fireballs won't do much against PZs. I think it may be better to go for Poisons+Priesthood to get Devouts-->Stonewardens with Destroy Undead. I still think we should try to tech AH at some point to see if we have horses nearby, and if we do, go for Defender horse archers as our midgame army.
3. Q has already set us up with a good path to Aristocracy. There are a lot of rivers and potential good city sites. I would normally go with God King or mining at this point to get more warriors and settlers out quickly, but we are far from any neighbors and have a lot of room to expand. Maybe it's better to get to Aristofarms first and then power through the tech tree and backfill at the same time.
4. Q pointed out Clan far to our east.
5. Tomb of Sucellus and Standing Stones are nearby, as is a raw mana node. We are looking at 6 manas pretty early, although few for the useful towers (Divination and Necromancy.) We also ruled out researching necromancy, I believe. Strangely, there is a premade Fire node far to our north. The Sheaim have Letum Frigus. Water mana will be good to improve our land. Nature mana will be good when we have Devouts. Spirit mana has useful buffs and also opens Shrine of Sirona. Life we actually don't need, because we have Devouts. Earth I have found to be of dubious value other than the passive--the spells seem pretty useless to me, except for when playing Amurites who can actually use Stoneskin on their core army units. We will probably go for Body and Fire manas on our first 2 raw nodes. Those will put us close to Tower of Alteration and Elementalism, though whether those are worth investing in or not is an open question.
Now some questions:
a) I am cool with Education-->Code of Laws as our next techs. Does anyone know if Mining or Mysticism gets you settlers out faster in a REX situation?
b) Why are the next 2 city sites placed so close together? There's a lot of overlap with the main and especially for city 2, we don't have the gold and oasis in the first ring.
c) My plan is to spam warriors until we hit the happy cap, then start a settler, as Q suggested.
edit - I'll play the next 20 turns sometime tomorrow. I'd like to hear what others have to say on these, my favorite part of SGs is the discussion. I learn a lot debating the pros and cons of different moves.