Turns played (about 2 1/2 hours ago). Good news, we ate'nt dead; bad news, gobbos can grow at cultured camps.
Right the turnset:
I settled on turn zero 1SE of the gold as indicated:
Used the warrior to pop 35 gold from the hut while running the scout SW>SW to explore. Set up a warrior build in the capital.
On turn two I eventually revolted to nationalism when prompted by the game. It didn't lose us anything, mainly due to the turn zero settle. I also met the Svartalfar, the left handed elves (or so they tell me anyway)
Turn 4 border pops with still only an archer in the gobbo camp.
Turn 6 I use the Mirror of Heaven unique feature (which gives sun mana if in your land and roaded to your capital or on a river connecting your cities) to reveal a lot of land, plus a griffon and two scorpions (next player might as well delete the griffon notification at least):
Next turn I get a free gold event (I never pick the happy as it's temporary and in EitB I don't run slavery much), which gave us 45 gold just shy of the maximum.
On turn 9 my scout dies to the griffin who proceeds to wander north of us into the fog.
Turn 10 the city grows to size two and as the increase in gold and hammers from the gold doesn't compensate for the loss of food, I leave both citizens on floodplains.
Turn 13 Agriculture comes in. I pick Calendar as it unlocks agrarianism culture (super food farms for -1 hammers on farmed tiles) and plantations for the incense.
On Turn 15 the warrior pops just as we grow to size 3 (didn't time this it was just right timing). I go to worker build because we need a few farms and other stuffs.
Belatedly on turn 17 I spotted that a gobbo unit had spawned in the barb lair, about two turns previously or so. This breaks my original theory (though wildlands could change barb codes

)
Finally on turn 18 a second gobbo spawns and moves out to our city next turn. He's on a forest across the river so don't attack. He'll cross the river to attack us and as we've two warriors an culture bonus we should win handy.
General thoughts:
1) Our worker comes in one turn after Calendar so revolt when he pops and farm to the west and south of the city.
2) Emphasise military for now. We should make sure to have a few extra troops in case Orthus spawns next to us. And anyway EitB early game barbs are deadly.
3) My thinking on tech is go either Edu>Mining next or Mining>Edu (we'll have to research Mining's precursor either way but I forget its name) then onto a religion but which one?
4)
Settling.
What do we do. The south is a wasteland of desert for a long time. Good land peters out in the east at the end of the river we're on and to our west in the grassland are the left handed elves. I've picked out what I think are our two best local sites, thought the more westerly on a plains hill is very close to the elves and will need to be rushed. Figuring out where to plop down our settlements early is the key to victory here, I think.
And finally, the save.
The first person to post a got-it gets the save. Traditional etiquette is 20 turns, 15 turns, 10 turns from then on. With EitB's sluggish start I don't mind the next person taking twenty if nothing happens.
Good luck.
Travelling on a mote of dust, suspended in a sunbeam.