Go worker techs (animal husbandry), then bronze working for chopping. We could have chosen the wheel for a fast chariot rush, but we already have it and this is going to be a 2 city rush/
Warrior while growing, of course. He serves a very important purpose: extra happiness for a size 5 capital. In lower food capitals, you might send him to scout instead or garrison your second city.
Improve the pigs first, of course. It takes 4 turns, corn takes 5.
Then corn, and horses next. Note without bronze working, we can't improve any tiles after size 3, so immediately after reaching size 3, we swap out the warrior in the queue for a settler.
A good second city site: food+hammers. You don't want to waste money on a monument if possible, so non-creative want it in the initial 8 tiles. Since we're creative, we might as well place it to grab the stone.
Do you want to revolt? Advanced tip: of course not! Why waste a turn of production if we're not going to whip? And even if we do want to whip, we will revolt at the last possible moment.
My worker had an extra turn before the settler popped, so we roaded the hill to save worker turns for when we do want to start chariot production.
New city, note there's copper, so technically 1S would be better, but why complicate things for now. Barracks first to grow, if connected we could try chariot first without a barracks, since our second city will be lagging behind our capital.
We improve the hill while waiting for our creative border pop. For our non-creative civ, we'd improve the food first.
Meanwhile back at the capital, we kept delaying the warrior, because we faced the same, we can't work improved tiles problem, and got a worker to improve those hills.
We send our valuable overflow into the more important 3rd worker. We go 3 workers because we have to chop to mine every hill, and we have a long road to our second city. In other games, we could skip the 3rd worker for a chariot rush, while axe rushes we would still want him so we could road to the enemy.
After the one turn of worker overflow, we swap back to the warrior. Our worker is chopping first vs straight up mining the hill. You don't want to chop into a warrior that often because overflow is capped at around 50% of the unit cost, so we'd be wasting hammers and getting the barracks too fast. But in this case, we chop first ...
to drop it into the 3rd worker. And get exactly 60 hammers, perfect.
What do workers do next? Mine. Improved tiles generate more hammers than chopping in the long run, so they are our priority.
Barracks next. Note we haven't connected the road yet to the horses, since we're not producing chariots yet, and worker turns creating food/hammers are preferable to worker turns producing nothing.
Border pops, food first. I want to point out that I'm not going to bother farming that corn for a rush. For rapid expansion, that food is useful. However, we will grow to happy cap in this city with pigs alone, and food does not produce hammers.
Our mine is done, tough decisions abound. I could send both of them to mine the plains hill to get it done faster. Or I could road the horse, or I could split them up...
I choose to road the horses with one and then send him to the far plains hill, and send the other to mine the plains hill to the right. I lose a few hammers from not getting the plains hill faster, but I save a worker turn. An imperfect decision.
At our 2nd city, our pig is pastured, and as mentioned before, we will not improve the corn. He goes straight to improving the other hill.
Reached size 5, and remember food does not create hammers (and whipping is inefficient without a granary). So we stop working one food tile so we can work all the good hammer tiles, even if they are unimproved. You could just do emphasize hammers with the governor of course.
I forgot to mention tech paths. After worker techs, military techs, and the road, you want writing. Why? Because it's on the path to alphabet/aesthetics, but more importantly so you can scout their territory. It is very important to find their copper/horses/iron so you can raze it the first turn of war, finding windows when they leave their capital lightly defended... or deciding not to rush.
After roading the horses, he starts on the other plains/hill. Note I had to road first because the barracks will complete before the hill gets mined, and I want to build chariots immediately after the barracks finishes.
After barracks completes, we alt (continually) produce our attacker of choice.
On a hill (bad) but only 1 warrior (good). It's not possible on higher levels, but we want to minimize the archer count on that hilled capital, so we should attack as soon as we're sure we can take it.
After writing we got masonry because we could spare it before starting on alphabet. On higher difficulties we'd probably just skip masonry and just work a forested tile to save beakers. We get alphabet or aesthetics (if we think we can trade it for the AIs alphabet) so we can extort techs out of our victims, a very good followup to a rush.
After mining the hill, we need to complete the road network to our second city before the barracks completes.
But we're too slow by 1-2 turns. We build a garrison in the meantime for happiness.
We still have overflow and no chariot capabilities, so we could just build extra warriors to finish off weak defenders/lure archers from cities (very good tactic). In this we dump hammers in the great wall until the chariot completes for failure gold.
Road network finally completes.
Our now unoccupied workers go to improve the stone/chop as much as possible to speed up the rush. In case of an axe rush, we would also be roading to our opponent, since 4 worker turns saves 1 move (accelerates our rush by 1 turn). In the case of chariots, 8 worker turns saves 1 move, but we could just chop 2 forests and get about 1 1/3 extra chariots. Slower difficulties, the more worker turns you need to road, but the slower you produce.
The other 2 quarry, because improving is usually better than chopping. This close to the rush, you might get more out of just chopping though.