Once you get to a large number of cities, and we are medium big imo, you have to specialize the cities. Much depends on chosen victory condition, imo, so that is a bit of a challenge here. At this stage of a solo game I would start to add to the city names, army, navy, science, gpp, etc., so when I get to a new build, I have a starting point from which to evaluate.
Basic infra for every city is gran/forge/ch, that's it imo. Coastal cities get LH. The AP adds Temples as options where useful if the 2 hammers helps get to a 25% bonus for an effective 3. Normally I don't even build temples, I would just whip the cities smaller to save on maintenance.
I would approach the cities this way going forward in the short term,
Cities:
Athens: Full infrastructure
Lakeside: units
DoubleGems: units
Beaver Isle: navy
Tripple Fish: GPP + secondary navy
Whorses: units
TriClam: secondary GPP + navy
Popcorn: commerce
IronWoll: Navy
NorthFish: units
Nongoma: LB > basic infra
ShakaWhales: basic infra
The Hague: basic infra
Ulundi: basic infra
NotuMg: basic infra
New cities: basic infra for a while. Get worker support and WB's from closest navy city
Unit cities get barracks.
Navy cities get drydock when available.
If/when we don't need navy/units, those cities build wealth, exception is Lakeside and Ulundi who always build units.
We will eventually want in the neighborhood 20 galleons minimum I would guess. We also want the production capacity to produce 3 units per turn continuously. Lakeside with the HE and Ulundi with the 2 settled GG's make sense for non stop troop production. I would whip the temple at Lakeside if we hit the happy cap there. Probably need 5-6 cities building units to get 3 per turn.
3 Fish needs buildings that provide specialist slots, so Market and Observatory whips at some point here makes sense.
For workers,
As I said before, I would not build any new cottages except at Athens. I would farm/mine/watermill/workshop/chop forests.
I would work the Temple builds only where needed to get 3 hammers or for happy cap reasons.
I would like to get all of the other civs infected with Christianity in case we can go that way, so I would like Missionary builds worked in somewhere.
I would always prefer to whip the unit and overflow into the building instead of vice verse because you get the use of the unit sooner.
No Monasteries except Athens + 1 more somewhere in case we need to missionaries in the future when we are out of OR.
Athens Continue Oxford, 2pop whip a temple once the forrests are gone.
Workers > Cottage (also replace the farm West of the wheat)
You have to be less than 20 hammers invested in the temple to 2 pop whip(100% bonus), I would do it now as you will be at the happy cap in 2 turns. You have to come off the south mine to stay under 20 hammers.
Lakeside suggest we invest in Monastary/Temple as well as a Aquaduct
Workers > Farm
I would build units here, the health problem I caused by trading away our corn for sugar from Mao. My bad, but you can fix it with the trade to Liz.
Double Gems 2 pop whip a Monastary, finish Treb
Workers > Farm
whip the unit > temple
Beaver Isle gets Crabs to grow, 2 pop whip a Temple and Monastary, use overflow to finish the Galleon
whip the unit, we are trying to grow Athens asap, I would leave the Crabs there.
Triple Fish 2 pop a Temple for an extra specialist slot (anything better than a spy)
Finish Galleon
Spy specialists are actually quite good imo, whip unit > Market/Observatory
Whorses 2 pop whip a Temple, overflow and finish Galleon
whip unit 1st
TriClam 2 pop whip a Temple, finish Galleon
whip unit 1st
Popcorn, doesnt have Christianity yet, slow build a Settler for riverside. Finish courthouse
Temple here + Eng gets us to 20 hammers, I would keep it growing and maybe get settler somewhere else. So CH > Temple imo
WB for Kwa could come from Ulundi or even chop a forest on site.
Rest looks good except for the cottages.
Updated PPP and pause at 5 of 10 turns please.