For techs IIRC, I finished wheel then went pottery, writing, masonry, AH, myst, med, PH, math, Oracle Currency, HBR, Archery, Aest, Trade for Alpha / Monarchy / IW / Sailing, Poly / Lit (due in 3)
My key thoughts on this were:
Creative = cheap libraries. Want them asap and pott more useful than AH to begin with.
Masonry/AH for 2nd city
Oracle - This was an afterthought. I was going to skip it and go Math/HBR but as nobody had got SH/TGW by 1500BC and we had some spare gold I thought last oracle might be ok. Came in at 1080BC.
Math - cos lots of forests and some people nearby to HA rush.
Currency - I love currency
HBR - It was a bit late for this really but I thought - monarch, wth.
Builds, improvements & cities (again iirc)
I stopped the warrior that was queued and built a settler. Fast cos of our traits. Worker action also cancelled, went to improve gold. Scout explored peninsula to SE. Found cow and knew I wanted 2nd city 1SE of copper. Warrior in cap not needed for military presence at the mo so he went NW to Hannibal to find a worker steal, got one (to make 3rd overall) from marble hill to the west of his cap. After steal he went west to meet other AI.
One warrior after settler to size four, then a worker, then warriors to 5, settler for 1N of eastern corn, library to size 6, more settlers / workers / a bit of failgold on SH, oracle (1080BC) when PH in, then Mids (650BC). City 4 on coast 1SW of clam (to get marble). 5 1W of horse. 6 4W of cap (to grab land).
Up to 475BC got: 6 cities, 5 granaries, 4 libs, 2 barracks, 1 stable, oracle, mids. 13 HA, 2 axe, 7 warrior, 7 worker, 1 settler
Great People
Got prophet at 20-30% odds
Settled in cap.
Next due in 10 turns.
War
Declared war with 13HA (5 on route) in 475BC.
Carthage (2Arch) should fall next turn.
Future
Still space for two nice cities in NE + crappy peninsula cities.
Hannibal likely to add 2-3 cities to cause, depending on how many are worth keeping, so should be well over 10 cities before 1AD.
TGL next build for capital.