Ok, inherited turn. As Chriseay mentioned, I played this at 05:30 hours this morning,so hopefully I didn't screw up anything. I think we are still on track.
The new city will go on a hill? That sacrifices about half of its production potential, but I see that it's simply going to be an uber specialist city, so I'll give it a shot. Should be interesting. It would be nice to be spiritual to flop back and forth between slavery, cause this city will need to be whipped to build anything. In fact, Saladin would be nice in this kind of variant, huh? Easy swaps between caste system and slavery woulda been fun. In any case, I will defer to the teams dotmap
I go ahead and call for a revolt to bureaucracy immediately. We are getting most of our research money from the palace, so we should modifiy it as soon as possible, and we will need the +50% production for the Pyramids anyway. Revolt pre-turn!
Turn 1 - We come out of anarchy. Moscow still set to max growth and we have one worker building a mine for it, while our St. Petersburg worker mines the copper. Wheel should come after masonry as Sina suggested. We need fishing soon too, for the clam in St. Petersburg.
Turn 3 - Novorgrad founded and starts on obelisk. It's working a floodplains that it can pull in with the help of Moscow's border expansions, but after it grows should work a forest to speed the obelisk.
Our third city founded on the blue dot.
Turn 4 - Masonry comes in but I leave Moscow on max food - set to grow in two more turns. I'm not going to build another worker out of there right now. I want to get started on the pyramids as fast as we can. I'm going to mine the last plains hill. Once that's done I'll start chopping, and I may indeed chop a worker instead of the Pyramids - I'll have to take a look when the time comes. While still set on max food the Pyramids will take... 450 turns

Still, growing to size seven is necessary to work all four mines, and it won't take long.
Only 450 turns. We are sure to get it!
Turn 5 - Start the fourth plains hill mine.
Turn 6 - Moscow grows, and is set to grow AGAIN in just two turns, which will be it's happiness limit. I'm keep letting it grow!
Turn 7 - Wheel comes in, start fishing, due in just 2 turns.
Turn 8 - Stonehenge built in a far away land. A stupid barbarian warrior kills our warrior guarding the cows in St. Petersburg - doesn't look like I'm going to be able to prevent our cows from being pillaged. As soon as I saw the warrior I moved our warrior to the cows and fortified, but he still lost. Curses. I don't see anyway I could've prevented it. I probably should have sent both warriors and left the city empty. In any case, I suggest archery after fishing... In better news, Moscow grows to size seven (already!). I set it to work all four plains hills, and the pyramids are due in 17 turns, with chops still to come. I think we've got a real good shot at it. It's producing 27 hammers (in 800 B.C.) - That's 18 raw production times 50% for bureaucracy. None too shabby.
Turn 9 - As expected, the barb warrior pillages our cows before I can take him out. And, the first barb archer appears in the south. Yes, it's archery for us. Our worker near Moscow moves to chop.
Turn 10 - And that's it. Our worker is chopping in Moscow. The next player can put it towards the Pyramids or another worker as they see fit. A worker would be better long term, if you think the Pyramids are locked up. Have fun!
http://www.civfanatics.net/uploads11/CS-1_-_Farmer::s_Paradise_BC-0750.Civ4SavedGame