Folks, I am deeply concerned about two things: 1) our upcoming rate of development and 2) our worker actions. I hope you'll take this post seriously. I feel like I'm repeating myself somewhat...
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Our rate of developmentRule #1: In very important, low-hammer cities, do NOT build something that another city can build for them.
Rule #1 applies to Two Fish and Marble City. We want these two cities working max sci asap. These two cities must 1) build needed infra and 2) grow asap. Period. Nothing else. Not wbs. Not workers. Not settlers.
To grow asap, both Two Fish and Marble need wbs asap, built elsewhere. Those 5 fishnets are more important than
almost anything else right now. They can
not wait for exploring wbs to circumnavigate and return. These two cities plus Delhi will be the lifeblood of our research. We can't be taking 20t to research techs, which is what we're looking at with Currency right now. We should be thinking of how Two Fish can be working 5, 6, maybe 8 sci 20t from now. This is 1000X more important than an extra fp in Rice city (that will have to be farmed rather than cottaged so we can irrigate the rice

).
Our worker actionsRule #2: Fast workers should make some improvement on some tile every turn, even when their goal is to move from A to B.
Rule #2 will of course have exceptions, but very very few. Good grief, guys, they have 3

!!! Moving a worker from the pigs to chop Delhi is an exception because of the Pyramids. Moving a worker onto a forested hill is an unavoidable exception. There are vbery few other exceptions that are justifiable in this game, believe me. Moving from the horses to the cows should have left two turns of roading on some tile, but I can't find them (pls correct me if I'm wrong). If you move straight from the horses to the cows, you can't do anything else this turn, so why not stop a tile or two short and road? Eventually we'll want those cities connected by road for unit movement.
Moving around Delhi offers a ton of possible 1t improvements: roading selected tiles, cottaging river tiles, mining chopped hills, chopping forests.
Example 1: Suppose the worker at Delhi 1S finishes his chop and you want him to mine Delhi NE next. The can move NE-E and cottage 1t. Then next turn he moves onto the hill and mines. No lost turns.
Example 2: Suppose the worker at Delhi 2W-NW finishes his chop and you want to send him to pasture the cows at Marble, which will be settled in 3t. He could move NE-N-NW-road1t, then 3NW, then pasture cows. In this case, the forest south of the cows forces a 1t rule exception, but we still got a partial road in at Bombay 1W.
If we obey this rule and think carefully about which partial improvements to makes, we can build lots of roads and cottages. Note that we can even partially chop forests while moving--something impossible with normal workers.
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Edit: I forgot something:
Rule #3: In an SG turnset, always cancel worker actions. Every worker. Every turn.
Now they hate me for sure...