Hm, not so sure about AH first. You'll have a worker with nothing to do for a long time.
I'd start with fishing and with 5 hammers of production that WB will be out really fast. Then proceed to BW for whips and chops. You could easily be boxed in so you want to have ability to send those settlers out quickly. If you really want that GLH, those pigs will have to wait until you research Sailing and Masonry.
Interesting how I suggest BW again.
Edit: That grassland tile is very suspicious...
I'm thinking of this city as an eventual GP farm so was thinking of farming the floodplains so the worker wouldn't be that idle. GLH isn't a priority to be honest, it's just a side benefit that if it comes, it comes, but it's not what I need/want.

Yes it is and it better not be ******* iron
I won't move 1N if I was you. To me...it is always a

>

unless a special condition forces me to move onto a food (another juicy resource, settle on food resource to start exploding...). You settle on that FPH, you win something. You settle on that flood plain, you win nothing except a bit of more hammers long terms and possible pig sharing. But faster starts are something very precious. And consider that green bare plot to bear something like a copper/horses or iron plot, thus by definition you third production plot.
BW vs AH is a matter of what the surroundings are proposing. And here is a little trick (which I won't even consider an exploit given its almost non-existent gain): at Turn 0, unselect your tech choice until T5 and do this for each turn. At T5, commit your tech choice as all the time, you accumulated the beakers in a virtual "bank". If you don't commit at T5, you may either get the beakers distributed either on Hunting or Archery (not sure for hunting).
While holding the tech committing, sometimes, the warrior has time to report nice and lush plots.
And a large lump of beakers are more sensible to natural pre-requisite-techs-discounts like AH receives a 20% from each pre-requisite tech (Agri here). But given the power of Fishing in that situation, I agree of starting boats. And think about the timing: working that pig while training a warrior takes 8 turns...both. And fishing is about the same time. And then your work a grass forest plus that plain hill forest. That means 6

per turn for a 5 turns WB.
SIP it is then
Thanks for the trick! That's really neat!!
To also bear in mind though is that green tile may be a resource, and barbs may be pretty tricky for me on this level so I'd want to try my best to try for a resource ASAP.
But my reasoning is below. I hope I made some sense
You re-rolled because of 1 gold. How much commerce do you get from 3 clams?
I managed to get 4 golds in that game
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On SIP, I get a worker in 12 turns.
It takes me 13 turns to research AH so I will have one idle turn with the worker where I can half build a road on the pigs.
So 4 turns for a pasture, 2 for the road, 7 for farming the floodplains. That's 13 turns in total once the worker comes out, so on turn 25, my worker will have run out of things to do.
However, if I get horses in the BFC, the worker will be busy for another 6 turns so I will be free with the worker hopefully just in time for my settler.
But, if it turns out being copper in the BFC, the worker will have 12 free turns in which he could road to next city site. If it's neither, I'm probably screwed
RE fishing, Clams only give 4 food so putting 30 hammers at the cost of growth for those 4 food makes little sense to me because the floodplain can be farmed in 7 to give the same result and the city grows whilst I'm farming the FP.
Plus, if I am on a coast, I'd like to also have BW asap (for copper and chopping/whipping) otherwise I could get boxed in fairly quickly.
Two routes concluding from above:
1)AH->Mining->BW->Fishing
2)AH->Fishing->Mining->BW
Both will give me great power over pumping out settlers due to lots of food, however I am leaning towards route 1 purely because I could later chop out wb's at leisure.
Further insight would be great!
