Edit: Oh, dear lord... I just remembered I forgot the post the save... and then went to post it and realized I had forgotten to save on my last turn... going to replay as accurately as possible from my most recent save (turn 9/15)...
Edit #2: Okay, that wasn't so bad. It's funny how easy it is to remember moves this early in the game. But... one caveat - the AI's behaviour changed a lil' bit. Mao never converted to Buddhism... and the hand-drawn snake is gone... otherwise, everything else is the same.
Okay, I played my turns. I wasn't sure how many to play, so I played 15 since it ended nicely at 1000 BC (and with no turn counter...

)
I think I might have made some really

moves. We're not in a bad situation, but it's really precarious... without further ado, the turnlog:
Pre-Turn
First off, I'm going to veto Alphabet for now. We need something to pop our borders so we can get at our copper, so I'm going to research Mysticism. Also, we might as well take advantage of those lake tiles, so fishing & probably sailing - St. Pete's only food source is the 3F2C lake tiles. Our first 3 cities will all have water to work.
MM Moscow a bit (we were working a 2F1P forest when we have a 2F1P1C available...) I set research set to Mysticism (due in 5.)
I send St. Pete's warrior out to make a path for the settler.
Turn 1 (1560 BC)
Moscow Settler->Worker - we need a couple more of these, we have a long road to build. We will chop this one out. Settler heads to the site to the SE of Pete's, the only real place we can put our snake.
Start to scout Gandhi's lands.
Sign OB with Fred to move through his lands - he has no religion, so no one should hate him yet.
Our other scout ends up next to a barb warrior
Turn 2 (1520 BC)
Scout is killed by a barbarian warrior.
Bombay is the jewish capital, it's on a hill... tough to crack...
Turn 3 (1480 BC)

Settler is moving into position...
Turn 4 (1440 BC)
Erf. Our third city site is pretty weak. No resources. But, we have a nice 4th city site that gets Ivory (+happiness for whipping out axers!) and Cows (finally, a food resource!) I have both workers chop out a quick settler.
Turn 5 (1400 BC)
Research Mysticism -> Fishing
St. Pete finishes Granary -> Obelisk (to be whipped for fast access to copper)
We're not in slavery... revolt to it.
Novgorod is founded, giving our snake a new head. It starts on a granary. It's a ho-hum site (no +food at all) but has some grassland and plenty of coast to work.
Gandhi has a gold mine. Going after Gandhi should be able to secure us both gold & silver.
While I initially liked Mao as first target, I think we should strike the Indian first now.
Turn 6 (1360 BC)
Anarchy in the RE!
Turn 7 (1320 BC)
Sign OB with Napolean (he also has no religion yet) to poke around his lands.
Warrior moves to protect next settler. Obelisk is

.
Turn 8 (1280 BC)
St. Pete finishes Obelisk -> Warrior (running kind of fast and loose here, but it's Prince and we're very well shielded from barbs atm.)
Workers go to create a trade connection to St. Pete.
Gandhi settles a third city, Crabs+Silver. Should be nice
Turn 9 (1240 BC)
Research Fishing -> Sailing. We have two cities that are basically worthless without Lighthouses. Has to be done. Since it's Pangaea, we could probably chop the GL in St. Pete's.
Turn 10 (1200 BC)
Moscow Settler -> Library. It's the only city that can run two scientists, let's get an early library here and take advantage of Philosophical.
Mao converts to Buddhism, might anger Gandhi (but who cares?

)
Turn 11 (1160 BC)
Mao asks us to cancel deals with Gandhi. I agree - Gandhi won't declare early, but Mao will. Plus, we just finished scouting Gandhi's land, but not Mao's.
Turn 12 (1120 BC)
St. Pete's Warrior->Warrior (garrison)
Turn 13 (1080 BC)
Mao has gold, too! And wine...
Turn 14 (1040 BC)
Whip Library in 'scow.
Turn 15 (1000 BC)
Moscow finishes Library->Granary. Hire a scientist.
Rostov is founded by the Elephants & Cows.
Notes
I'm very uncomfortable with out current situation. Building a fourth city might have been a completely

move, but... there wasn't much else I could do since we don't have copper hooked up yet. We need more workers to get our cities up and running... settling 2 cities without any resources is a huge hit, and building cities along a "snakey" line hurts with upkeep.
St. Pete's borders will expand in 3 turns (the fastest it could be done) giving us access to copper, but with no food sources we don't have production either from hills or the whip. This will be tough. I think Moscow might need to make most of our army. On the other hand, with 2 +happy resources waiting to be connected, we can "triple-double" whip it (set production to a new axeman, whip, put overflow into a new axemen, grow, repeat 3x) to get 6 axers in about 10 turns.
I have a warrior being sent down to protect Novgorod, but we'll need an axer in both there and Rostov to protect it against early aggression from Mao or Toku.
I hope my moves weren't too awful - this is a really novel situation for me. Looking back, I think it would have been much better just to have founded 2 cities, and axed our way into some more snakes first, rather than pursing this single snake to worse and worse cities...
Sailing will come in in two turns, which will make our two awful cities slightly better if we can build some lighthouses there. Novgorod can be cottaged, also, but priority #1 is getting the copper mined and the beavers/elephants wrangled I think
Here's our snake:
p.s. you can go into globe view, strategy layer to remove the snake if you don't want it bugging you (or want to draw a better one

)