Spoiler T52-62 :
T61 Pyramids as planned above, followed by 1 turn of anarchy for Representation/Slavery switch.
Workers just finished a cottage NE of capital, one of them should probably road to sheep city (for pre-sailing trade route but more importantly perhaps having city settled 1 turn earlier). Other one would have time to build mine NW of Washington which would allow the city to get 20 hammers/turn towards settlers at size 5, and it probably needs to remain a settler factory for a while, letting go of that NE cottage.
New York granary is at 17/60 with a worker at 39/60. It could 2-pop whip the granary next turn and then finish the worker with the overflow. However, I'm not actually in a rush and would rather let it grow to 5 to do the same, losing less cottage-turns. When it grows back to 5 a 2nd time, the worker can chop the forest E of horse and 2-whip the library. New York should run two scientists to create the first Great Scientist, letting the 2nd great person to Washington (hopefully a GE for Machinery).
Spoiler Big planning time :
Picture below shows my next city locations in approximate order of settling.
S1: Sheep and floodplains, THE science city here. With towns and rep. scientists it can reach 46 raw beakers at size 9. (Of course, my happy cap with Rep. and silver is only 8 here, but I could run 4 scientists at size 8 half of the time to break even with food, or see if some HR switch is possible alongside Caste later.) Will use the single forest in 1st ring to whip-chop granary at size 2 and then 3-whip library at size 6. Needs 2 workers to get started but 1 can keep up with the cottaging given the whip, letting 2nd worker move on to S2.
S2: Dry rice is bad food, BUT we have 2 forests and 2 green hills in 1st ring, can work a mine to 1-whip granary at size 3 and 2-chop library (assuming math at that point). So it can actually grow its border, chop a boat and lighthouse, work 2 more cottages in 2nd ring, all that in 30 turns after settling or so.
(next cities need Math for 30-hammer chops at founding, and Sailing ideally)
S3: Chop the workboat to start, then 2 hammer city centre and silver mine can just build the lighthouse at size 2, saving the 2nd forest to chop a workboat for S4. Needs caste at size 3 to run 2 scientists.
S4: Crab and cottages. Getting the boat supplied from S3 allows chopping the lighthouse with the single 1st ring forest to speed up growth. Goal is size 5 to work 2 cottages and 2 scientists (with caste). Same worker as S3 can take care of this next, so my 3 workers (2 current and the one being built in New York) should be good for a while here.
(next cities need Code of Laws - Caste System at founding)
S5: It feels like I should settle this earlier because it's so close, but it will be so much easier with caste. Just chop workboat and lighthouse, grow to size 4 and work 3 scientists.
S6: 2 crabs in 2nd ring, only one forest. 2nd boat needs to be supplied by S3 or S5.
S7: Pretty far away, might not get to it pre-optics. A few water tiles were not uncovered in the NW tip of the island (outside of picture), but this location doesn't kill any potential seafood there.
With this plan I think I would go for Math before Sailing after Writing, even if I don't road to S2. After Sailing, then Myst-Poly-Priesthood-CoL. After that either IW or MC if I worry about barb galleys.
Great person plan: Washington and New York should get first two. S1 (sheep-FP) will run 4 scientists by turn 100, so 3rd scientist should be easy. The question is whether I can get one from S2 (rice-clam) before that and have S1 pop the 4th one.