Thanks for the response. I'm not sure what stop playing like Cv means exactly, other than maybe focus on conquest over building. Certainly being in a mad dash to expand into every available city-site does not sound that different from Civ.
The fact that you can just park a scout to claim any city-site anywhere on the map is annoying, and the fact that there's no peaceful way to remove them but they can easily be removed forcefully does indicate this game wants players to be at war a lot.
The rate of cranking out anything is painfully slow. If I have three cities, I'm not cranking out settlers and warriors very quickly (and that leaves out workers and other useful units). What-to-do advice is useful, but how-to-do advice is foundational. Military units require military points, but the cities aren't generating lots of them early on without any improvements.
Okay to try and help you with the first 20 or so turns. You mention Greece in the OP so I'll answer based on that. I'm also basing this on starting on the Good difficulty.
In general, you want to try and have your capital have as much growth as possible. Growth is what builds settlers/workers. So have a look what resources are around your capital. And at least while you're learning the game, maybe restart till you get some growth resources in your capital starting borders. Take a look below. The city site location gives me two growth resources (crabs and wheat). However if I move south-east one tile and found there, I get four growth resources (2 crab, 1 wheat, 1 cows).
Look at your families, to see who might work best here. I would advise as Greece, found the capital as Artisans. Your capital will focus on settlers initially, so no point having Champions and that family is military focused. Patrons or Sages may be attractive here, but with Artisans you get a free worker at the family seat (first city of that family). They also have ship bonuses which will be handy later (being a coastal city). That extra worker though will be huge as you can hook up 2 growth resources at a time. So in 6 turns you'll have 3 resources hooked up (pasture requires husbandry so it'll be later). This is a 60% increase in growth, meaning faster settlers.
Promote your warrior, and start moving your scout last. Turn 1, the order is workers first, promote military unit, move scout. Tech wise, some key starting techs (no matter who you play) is the ironworking, trapping (for warriors/slingers) and stone working. You also have a choice, but not important turn 1, is what discontent mitigation method you want to use early on? Paganism (divination tech), religion (really only applicable for Clerics families at this early stage) or odeons (drama tech)? It might be easier for you to manage one path instead of 2 or 3. Paganism and religions do create potential issues later on with the families. As Greece you start with drama tech, so probably not important specifically for them. In general, paganism gives shrines and is quicker to setup than religions which give greater benefits, but take longer to get going properly. Odeons/theatres/ampitheatres can be built in any city with weak/developing/strong culture (hence why culture is important for Greece).
The next few turns are more of the same. Add your leader as the general of your unit (free on turn 2 if tutorials are on) and promote again. You should move your scout such that you stop on each resource and harvest. Ones to especially look out for: elephants (possible random event free elephant, which will make you dominant over barbs/tribes so early) and resources that give culture as harvest (such as honey). Your goal these first few turns is to find the couple of free city sites (empty, no barbs/tribes) and a barb camp. Once you find a barb camp send that warrior to it and destroy it as fast as possible. Leave the warrior on the captured city site.
Important note here: you have about 10 turns to find and occupy your free city sites before the AI can potentially grab them. They leave them alone at the start. This may mean you might need to stop exploring to park your scout on one until a settler arrives. Free sites are the best ones. Then barb sites.
Eventually your workers will finish their first builds. Order of priority for workers is growth resources, stone, iron then food. Greece's captial it also pays to bang up an early odeon too.
Turn 5: note here I didn't find a barb camp, found 3 free sites (warrior now on 1 of them) and Babs close on my south-east front. In this instance I'm giving up on the early barb camp and going to occupy 2 of my free sites with the warrior and scout, and settle the third. Till I can free those units up with more settlers.
It's time for city 2. I have Carthage and Babs on my southern front. I'm thinking it's a good idea to put my Champions seat (military family) on the southern city site. Have that city build a worker first to start improving it, then onto unit, unit, specialist, unit, unit, specialist etc. Capital should immediately start another settler. You want to get to 4 cities pretty quickly.
You probably finish research about now too. Remember the important tier 1 techs I mentioned earlier, and if you get offered tier 2 techs good ones are Labor Force (roads to connect cities) and Military Drill (barracks).
I chose four cities for my first ambition. With no barb camps, pointless going for kill 5 units. 4 cities will definitely be before that happens.
One tip with cities. Urban improvements expand your border. Urban improvements can be build on non-urban tiles if there are 2 adjacent urban tiles. See in below image (and refer to above). I have built the odeon on what was a grass tile, next to 2 urban tiles. The odeon has pushed the border and any resources the border increase touches is also included. So now I also have the honey tile in my city's borders.
So here I am at turn 10. I have two nice city sites up the north half, with silver, salt, animal resources. Oh trick with scouts. If they're occupying a city site, use their movement to your benefit. They have 4 move so they can move out two moves, and then back to the city site each turn. Plus the can harvest around the city site. Military units probably best to move 1 out as they only have 3 move (unless Rome who gets +1 fatigue). The capital has 3 growth resources, a quarry, an odeon and a mine and second quarry on the way. It is 1 turn away from developing culture, when you can start rushing production. Use civics to rush finish your settlers.
Down south is going to be trouble. Carthage is already stiring trouble demanding tribute. I'm still paying at this point to palm them off till later. That Champions seat is going to be critical in defending when war with them comes (which it will). Luckily I have some good forest and mountains to defend in the south. Slingers in the forest with guard 1 promotion will be difficult to dislodge. Which is why the capital's quarries will be important (slingers need stone).
Over the next 10 turns the Champions seat focuses on slinger-warrior builds. They're currently 5 turns each to build in that city. You'll also want to build some barracks in this city. Parking a melee unit on one will give +10xp each turn. Free (or cheaper) promotions that means. Plus barracks help build more training, which means faster units.
Up north, 10 turns should have you settled those other two city sites. Again, build worker-unit-unit-specialist-unit-unit-etc in those to assist with defending the south. Have some slingers and warriors on city site clearing duties and settle as you clear them. For my 3rd family I would pick Sages. They are the tech generating family. In their family seat I would use a different build order: worker-inquiry-inquiry-specialist-inquiry-etc. Do inquiries instead of units. You'll zip through the tech tree as a result.
Basically, the first 20 turns your goal is to found 4 cities and get some units on the ground. Techs you want to have iron working and trapping (warrior and slinger) plus a discontent management tech (divination or drama) if you don't have Clerics family, and maybe even labor force or military drill (for roads and barracks). This period is when you are in major suck up mode with the AI. Do whatever it takes to keep them cautious or better. You leader's influence mission can really help here too.