On build order.
Okay, here's my (as always subject to discussion/revision) total minimum build list for the next few turnsets:
3 settlers, 3+ warriors, 1 Pyramids, 1 granary.
I think we need the warriors to go with the settlers to protect them from barbs. The barbs will (IIRC) be warriors and archers on turn 50 which is only 4 turns away now.
Assume we
only build the pyramids while stone is connected, then our total hammer needs are:
Settlers (3x150), Warriors (3x22), Pyramids (338=675/2), Granary (45=90/2)
Using the steady-state return of 15hpt (see previous post),
that's about 60 turns of production. (We don't have the mines in place yet to get that pure steady-state, but any whipping we do is more efficient, so this is a decent rough guess.)
Note that forests are about 30H or so knock off about 2 turns each. We have 7 in range, but won't be able to chop all for any one project, I suspect.
We could add a worker in here for 90H more--and I used to favor that--but I'm leaning toward wanting these things faster.
Note that 60 turns is about 850BC(?). I think we want the pyramids finished sooner, so I recommend putting off 2 settlers (10 turns each) until the end.
With this list, it's a bit easier to just rearrange the units into a suitable build order. This depends on priority. My priority list (highest first) is: granary since it doubles the value of our food, fogbust since archers are around, a settler to the copper site since that's the most likely AI landing spot, the pyramids, and the other settlers (who can be whipped if an AI settler party is spotted).
Build warrior(s) until we can build a granary. Put a turn into the granary and whip it to completion. Overflow into warrior (or pyramids if stone is connected) and grow until size 6 (ignore any unhappy citizens). Switch to settler and whip it (3pop=132 of 150 required). (But don't whip unless previous whip anger has abated.
Now, overflow into pyramids (stone should be hooked up by now). The turn before whip anger abates, switch to a warrior. Next turn, whip it putting overflow into pyramids. Try to stay at size 4 for all of this. (We could figure out this micro, or the player can wing it.)
Basically, after completing the granary and the settler, build the pyramids to allow whip anger to heal. Whip warriors when whip anger abates and use overflow for more pyramids (how true to history

). Repeat. Whip the pyramids as soon as we can (maybe 3 turns from completion). Build last 2 settlers at the end (might need to build a library or a boat or something to build up population first, but maybe not).
On settlers: I don't think settling the cities is a priority until after pyramids and AH. I think being able to settle the cities instantly so that the AI doesn't screw up our dotmap is a high priority.
Key Points:
Try to have chops go to pyramids.
Try not to have unhappy citizens unless building up pop for a big whipping (settler or pyramid finale).
Move warriors into fogbusting positions (warning: my map is not optimized for the dispersal; it's only best if all 6 busters are available)
Move settler into blue dot position but don't found unless AI threatens to grab spot. (Since that's 11 turns away, I give it priority.)
Maybe build another settler before pyramids complete and move to green dot (secondmost vulnerable spot).
We probably don't need more than 5 total warrior plus replacements for any who die. If we get more, whip workboats or galleys instead of warriors to use up whip anger.