BLubmuz
HoF Quattromaster
I'll try this one, with settler before worker 2.Try WB, Worker, Warrior, Settler...
Save the GW for city number 2 to build as it grows.
But i seriously doubt we can do better than my best attempt.
I started worker 2 in turn 18, right after the warrior 2 was built, and size 4. Then i started the settler, so nothing changes for growth, we "only" lose a windmill for 6 turns, but let's see if this can be compensated by city 2 4 turns early.
We need the wheel, but it's not important the order until masonry.
Nothing change if we go
1) Wheel - Myst - Masonry
2) myst - masonry - wheel
it's important to research Myst before masonry, for the bonus (you save 2 turns)
But the wheel must be in before start poly or med, the windmill hill must be roaded.
Keep in mind windmills and FP along river gives 3

my careful MM was to start work the improved tiles before the worker was free: as you know, the turns needed to build an improvement count from the start to the turn the worker is free, but the improvement is ready 1 turn before.
In a quick game this can make the difference in the early stage.
I don't think it's unsafe delay Oracle to turn 49, if we can avoid pollution on the GS points.
Sure it's worth a try.
Another note: in all my tests i farmed the corn around turn 60-70 and built the LH even after. Capital has better tiles to work and too quick growth must be avoided.
Another important build, after Oracle is an airship: i managed to contact all civs and to circumnavigate around 100 AD moving it in the first visible AI city, then recon mission, then another city, rinse and repeat!!!
Needless to say, i has OB with anyone.
GB, for the move trick: we don't need those petty things, we know enough of our starting position, and we're plenty of time to explore for the other cities.