This city has 2 non-riverside plains that are actually capable of being farmed. However, for the potential purposes of this city, there are several reasons I won't bother until much later, if ever:
-Even without the cow, oasis + green farm will net +2fpt at size 2 and at size 3 let me run a PH mine (also 5 worker turns) instead of pFarm, until it's possible to 1-pop-whip in a Lighthouse in <6 turns, at which point I can just grow onto 4 yield coast tiles continously. Can't run scientists this way, but it makes the city viable without a "real" food resource.
-Workshopping them is likewise wasteful as I can just mine the hill in 1 less worker turn and get double the yield per pop as a weak 2h workshop. I don't even need to do
that anyway to make it economically viable as running a pair of scientists while yielding +3gpt building wealth and +3 commerce is pretty decent for such a small city.
-This city has enough food to just sit there and run scientists at size 3 on the cow only, or run scientists while slowly gaining food (+1) at size 4. There's no need even for a Lighthouse or even the green farm if I don't wanna do anything else, though the green farm helps get to 4 faster so I don't have to delay the scientists as long.
-Most important in the bigger view: this city is one of 11 so far and I'm quickly adding more to grab land and resources post-Currency. I can't afford to spare the worker turns on relatively useless tiles when this city could be plenty profitable overall just running a couple scientists while building wealth with the cow tile's free hammers (the intended purpose of this city). Post CS it will have
plenty of food to use with those green tiles in reach.
This is all compounded by the fact that I'm chopping heavily in marble wonders ATM in this particular game in order to fuel future research with failgold, and all the spare worker turns I can manage after hooking up cities and developing tiles need to go to chops.