I've played my (boring) turns:
Turn 0 (22): Decide to stick with the worker
Turn 1 (23): whack enter
Turn 2 (24): whack enter
Turn 3 (25): whack enter
Turn 4 (26): whack enter
Turn 5 (27): whack enter
Turn 6 (28): something happens:
also: whack enter
Turn 7 (29): whack enter
Turn 8 (30): whack enter
Turn 9 (31): whack enter
Turn 10 (32): whack enter
Turn 11 (33): whack enter
Turn 12 (34): whack enter
Turn 13 (35): worker done, sent him to the hill directly besides the city, queue in wb
Turn 14 (36): start chopping
Turn 15 (37): Sailing in, think about the wheel/pottery but decide to stick with the plan and pick masonry
Turn 16 (38): whack enter
Turn 17 (39): whack enter
Turn 18 (40): chopping finished (30h) 2 turns left on wb
Turn 19 (41): start mining
Turn 20 (42): wb finished, pick lighthouse.
Stop here as there may be different opinions on what to build next.
I would go lighthouse (whip) regrow with next wb > settler TGLH, but that's just my opinion.
Don't explore with this wb; the food will be necessary for the whip. The worker can prechop the forested hills and the grassland river forest. I would chop at least one forest for TGLH to free up another hill. Whipping TGLH is also a possibility.
The hill the worker is mining atm should be worked immediately upon finishing. You might want to switch to a forested hill after growing for one extra hammer instead of food.
Dotmap of our grand island:
Reasoning:
Yellow dot picks up both wines. Too bad settling on one of them is the only option. Placed this way it can also borrow a crab from Carthage.
Red dot: Placing it not on the northern tip we get more coast and less ocean = more commerce.
Red dot should be settled first of course.