Worker:City ratio is really the wrong way to think about it.
About 1.5 workers per city is a ballpark, but the real goal is to have enough workers that your cities aren't working unimproved tiles. Your land is modestly forested and has no jungle, so I'd be surprised if you need more than 4 workers for your first 3 cities.
Chariot rushing... probably too late already. A chariot rush has a very early expiration date, because ideally you're hitting before they have many (if any) spears... since you'll lose 90-100

of chariots for each 35

spear the AI makes. Since you do not have horses pastured or roaded yet, you wouldn't even start making chariots until about when a chariot rush should ideally be
arriving. Generally on Monarch 10 chariots is a bit of a gamble, 12 is safe (more if the target is PRO or has a hilltop capital).
On the other hand, a Horse-Archer rush is a definite possibility on this start (in fact, I'd say it's almost certainly the right move). If you decide to go that way, tech HBR -> Archery, build a stable in the capital while teching archery, spam out a dozen HAs with slavery, chops, and such. If you can take out Ramses you'll be in terrific shape going forward... two holy cities, lots of floodplains, multiple gold, and plenty of empty land to fill. Since it's Monarch you might even be able to steal a late stone wonder or two after the rush goes through.
Priority techs... it'll depend on your plan. If you're thinking HA rush, then you go HBR -> Archery right now. Otherwise, the land you're working with calls for Bronze Working, Agriculture, Fishing, Animal Husbandry, The Wheel, then you're good to head off along the Pottery -> Writing -> Alphabet/Math/Aesthetics line unless you want to try something fancy. Basically I'm just looking at what resource tiles you really need to improve and calling out the worker techs needed for them.
Important buildings... every city gets a granary. If you're thinking HA rush, consider trying to sneak a barracks in with your capital and/or Sparta; otherwise, that's the only infrastructure I'd get at least until Writing here. Then your capital will want a library for the 2 scientist specialist slots. More generally, your cities should be specialized - decide whether a city is primarily there to give you commerce, GP points, or production, then get the improvements that are needed for that purpose only. Commerce cities get libraries, often markets, and not much else until the Renaissance. Cities working water tiles get lighthouses. Production cities get forges, barracks, and maybe stables. GP farms get libraries or markets (often not both). Cities that need a border pop get a monument unless they don't
urgently need the border pop and need a library anyways, or you have a cheaper way of getting them 10 culture.
City placement looks good. Sparta is an excellent choice for your second city site; in fact, it doesn't even really need a border pop (make sure you transferred the wheat from your capital to it). Mine that hill, work wheat + cow, get a library and throw two scientist specs. down there, and it's fine at size-4 for a while (at least until you get around to raising your happy cap). The deer-fish-furs site to the north is quite strong in the short term (especially if you steal that plains-hill mine from the capital). The
really nice land is all off to the west, but taking any of it will likely require attacking Ramses at this point.