Well having dutifully set my goals for this turnset as soon as I started playing realised I must have been
when I set some of them !!
This one is a doozy
next city, I think we should go for Pink dot.
Without Iron working Pink dot would just kill our research. Basically we need Iron Working imminent before we settle any of our dots to be able to make them productive.

The good news is I puzzled this out before settling.
So anyway
Turn 1 start by moving Warrior to South of Mecca out beyond our borders as thats where he needs to be to remove Fog of War bor Anti-Barb-Spanwing duties. In a couple of turns he will get to his ideal spot (see screenshot below). Additionally move the healthy warrior out of Mecca to Join our warrior threatened by 2 Barbs. Although he will easily kills the first (being Woodsman 2) he might have needed help versus the second.
Turn 2
Turn 3 Now with the copper mined I queue up an Axe ahead of the Obelisk in Medina. (why . I want to chop the forest north of Medina for another mine - we need hammers)
Turn 4 So Pottery learned and decision time. I had been said I would go to

to Animal Husbandry next due to cows near Mecca. But Mecca has tons of food producing tiles at the moment so actually go to Iron Working. The sooner we get that the sooner Pink / Red Dot will be productive!!
Turn 5

Barb Watcher from first turn has reached an ideal spot , this one person is clearing a lot of fog all by himself, and much more efficient here than inside our borders.
Turn 6. Now Mecca has reached a

sweet spot. Now some view this as excessive MM or a bit of an exploit. What it means is if you need slightly over a multiple of 30 hammers at Epic Speed (e.g 61 - 89) to complete a project then you actaully get much better value for Money. In this case

2 population nets me 90 hammers as opposed to the normal 60. A bargain and with our difficult start one I gratefully accept. These 90 complete our lighthouse and make a big dent in the Granary (remember to queue up the next building before

) we will need the Granary as I predict another

for a libary / temple at some point.
Turn 7 Barb watchers doing a sterling job sitting in woods and letting the barbs come to them when they are easy meat.These two warriors are making it safe for unescorted workers to build paths out towards Pink Dot
Turn 8 The chop in Medina comes in and simultaneously completes its Obelisk. WHoever queued up Obelisk it was a good choice as we need the Border pop later for the cows (when we have AH of course)
Turn 9 - 11 (Meant to take 11 turns to take us up to 900BC as it seemed a nice round number ) Then of course hit enter and stuffed up
Turn 12 So as you can see we are now ready to move the settler out and Build Pink Dot (see below)
So where are we at:
Mecca needs a little carefull MM to maximize commerce / research. Currently Iron working in 18 , this will drop as it regrows population with the right tile assignments.
Keep an eye on it 'cos the City Governor won't hack it!!
Watch the happiness limit in Mecca, it wants a military unit (they are coming free). After the Granary it should prebuild a Work Boat for Pink dot. Note don't settle it until Iron working is fairly close
Medina has good production for churning out more axemen than we will need. When it gets big enough : whipped: A worker has just been freed up there and should go for a cottage or two.
Once Pink Dot settled it will need an Obelisk for a quick Border pop. there are lots of useless trees out side its big cross we can chop to speed it along
Research post Iron working I guess AH is still the priority. I didn't manage to explore Hatty's land but we seem to have largely eliminated the Barbs wihtout lsoing a unit so far !!