good point
irrelevent though, since the wheel is only a few turns away, and anyway less than the 15 turns it takes for the monument to give you the border pop.
Meaning that it's pretty obvious that the worker will only be able to chop for some time if he doesn't go for the wheel before myst.
EDIT : I'm not saying that wheel before myst is better because of this.
Let's examine both options:
1)Myst>wheel
St Petersburg will be able to start on the monument sooner, helped by chopping from the worker who has nothing else to do anyway. The worker can even prechop the monument while waiting for mysticism to come in.
The worker will be able to mine a hill after his chopping, which is certainly useful in preparation for a later rush. He can also chop barracks for StPete.
2)wheel>myst
The worker will be able to connect the gold for happiness and to build a road between both cities while waiting for myst. St Pete will be size 2 in time to whip a monument as soon as myst comes in (well, a warrior or a workboat maybe could be whipped on the turn before the tech comes in and the overflow would build it in the first turn). The iron could be roaded while waiting for the border pop.
To me, it all comes down to one less forest chopped if you go for the wheel first and 5/6 turns earlier iron connection if you go for myst first.
5/6 turns are a big deal this early. Every game is a bit of a time race, there never is "enough" time. The earlier you meet your goals, the earlier you reap the rewards gaining further advantage. In our case early iron hooking means no opposing axes. Happyness ASAP is also far from needed.
Those of you contemplating tech research order realize it will take only about 7 turns for each of mysticism/wheel. Timing is not perfect but the worker can prechop a forest for the monument and prebuilt the road connecting the iron.
also remember that the iron would only be connected to St pete for a while (going for sailing before agri, pottery, writing seems a bit too much for me)...
Good production city when it has grown, which requires happiness resources (hint : connecting the gold

), but not as good as 2 production cities

.
As for prioritizing sailing, would you rather have a farm in Moscow, a granary or a hooked iron and a lighthouse and an early chance at galleys. Not to mention that between boats, barracks, swords and later a second worker there is no gap for growth improvments. All 3 initial cities are all coastal depending on sea food.
AH is inapropriate at any rate, imean what do we need it for.
A small remark concerning barracks. The CRI promotion is needed to get swords over unromoted archers in 40% cultural defence city or CG1 promoted in a 20% one. But St Pet should rush out at least a couple, send one to the hill N of copper and attack an escorted settler heading towards the copper. If the come out late they should pillage copper immidiently and fortify there. Not allowing axes will make things much easier even if the price is spamming archers, wall in Rome. Besides if Julius 2nd city is offed he ll be very crippled expansion wise may try another crazy settler.
I am quite fond of weak token cities to just hook metal myself. But, when you get a respectable site they are of no use.
PS: Golden ages may be a good idea towards the very end, what with lbulbing weakened in BTS and all. I am still thinking of pyramids mostly though.
