Suggestions:
Remember the discussion about extra hammers from overflow from discounted builds? We have a good chance to leverage this now, if we want a settler (I think we can afford it, given DeGaulles slow tech rate)!
StP has a huge overflow, which will almost finish a settler (10

short). This means that if we switch to settler 1 Turn, then back to troops, then CHOP the remaining forest into the settler (possibly with even more overflow if we time the chop right).
As I am writing this I realize that an axe is 35

. StP has 17 base

. So two turns of production will be 34

. We want one more axe anyway.
So we can do exactly this: Switch to settler this turn -> Switch to axe for two turns -> Switch to catapult until chop is two turns from complete -> Switch back to axe -> Finish axe with 16

overflow -> Switch to settler and complete chop -> Finish settler.
If I am not mistaken, this will yield an amazing return:
-The overflow from the axe will double as it goes towards a settler, meaning 32

.
-The settler will cost 10

more to complete with 32

from the axe overflow, 34

from double base production and 60

from the chop added.
-Total overflow should amount to 32+34+60-10=116

, which should become 100

+16

.
-Half that is going to be just plain hammers invested given the indifference of build order when it comes to discounted builds + normal builds (as beestar demonstrated earlier)
-So subtract 58

and our profit is 42

and 16

. Not too bad

Disclaimer: Since I am nowhere sure of the weird rules of overflow, we should of course TEST this.
Settling the marble site: I think we should do it (with a settler from StP). We want it for various reasons:
-Without marble soon, and if we trade aesthetics to Gandhi, we can forget about GLib.
-The HEpic can be built soon. And it is such ridiculously powerful building that we want it ASAP.
-Silver and deer will allow all our cities to grow another pop.
-It can support numerous riverside cottages. Those are good to get going soon.
-It will more than pay for itself quickly, with silver available.
-We are looking much better on worker turns now, meaning we can probably spare at least three workers to get it running fast.
Workers and units
-Have the remaining StP worker chop the silk forest to complete the settler overflow scheme, then clear the fallout from the other silk at StP, then cottage the remaining grass tiles at Moscow.
-Have the other two workers help the CI ones build those two mines. Then have three work the marble site. The remaining scrub/cottage the northern grass tile at CI (CI can help grow it since it is shared with the marble site).
-The two working on the road should continue that, with the support of our newly produced elephants, who should eliminate the roaming french units along with the axe. The axe should try to gain two XP so it can get a shock promotion.
-I believe we want most of our elephants to promote down the combat line. So our first ones can freely take CII to improve combat odds against the roaming archers and swords. Of course we want a few with shock to attack spearmen in cities, and at least one ready for the charge promotion if DeGaulle somehow manages to get to catapults (he still lacks writing).