I played 23 turns.
Switched to Masonry. After the Warrior I started on the settler (at size 4).
Sometime early I lose the scout trying to get rid of the fog in the middle of the map.
2320BC
Masonry > AH
2160BC
Found St. Pete, start on TGW. This has been mentionned somewhere but I'm not sure it was that serious. Thing is, we'll be expanding rapidly after we get the mids built. We probabely won't have 2 units per city to ensure it's safety and will be happy we can spam settlers without worrying about defense. Oh, and it will pop St. Pete's borders
1880BC
AH > Pottery. And guess what:
1800BC
Joao techs Writing (no OB yet).
1720BC
Pasture finishes. 2 turns for the road. Moscow grew past it's

-cap. 2pop-whip a chariot in 2 turns into the mids. Mids at current speed due in 19, TGW in 13 (but you can count on half the time as it'll grow in 2).
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I think you might not like the GW. But St Pete didn't have anything useful to build (only warriors, and our (woody-1) warrior does a good job fogbusting) and couldn't start on a settler as it needs to grow first. If some AI finishes it (I don't think they will tough, we're now +- there when it gets built on deity...) I'm fine with it as we'll get a decent amount of gold.
If we don't find other AIs, spamming settlers while crashing the eco could really profit from a GSpy to infiltrate Joao...
Sometime in-between settler-whipping after the mids, switch in a WB to scout that other island.
Map of the continent as we know it (didn't find any food near the incense

):
My attempt at a dotmap (gotta love the Strategy Layer feature from BUG):
Save:
View attachment UNGY06 BC-1720.CivBeyondSwordSave