Capturing Paris and our Galley City
Not sure how you guys are viewing Rostov, but because it will start with massive unhealthiness (4

/7

), I see no point in trying to grow it to pop2. With the plains hill mine, it will build 3 galleys in 30 turns (5hpt*30t). By then, we should have rice, pigs, deer, and clams connected, and it can begin to function like a normal city.
The first galley can transport a chariot or two for worker stealing. Edit: And disconnect his metal, if needed. Any worker on the coast will not run and hide, of course.
Capture
High-culture cities like Paris are hard to capture by land, easy to capture by sea. The main reason is that by the time our land units walk to the Paris Gate, he's already built 2-3 more defenders and now we have to defeat 5-6 archers/axes/spearmen. Disaster. Note that Paris will generally have 2 base defenders for his capital plus one more for founding Buddhism (or building the Mahabodhi, can't remember which).
Luckily for us, we can station a scout at Paris 2SE without provoking him to build more defenders. The problem is, Paris will occasionally build archers to escort his settlers, or because there's nothing else to build. Hmmm...got to be clever. So this is how we could play this:
1. We bascially need 2 axes per archer in a 60%-culture, plains city. So we add 1 for safekeeping and we need 3*3=9 axes, assuming only three defenders.
2. We need to guarantee there are only three defenders when we attack. We do this by
a. Our scout at Paris-2SE watches when there are only 3 defenders (his settler and escort team leave the city, etc.).
b. Meanwhile, we monitor the Paris espionage screen to see what he's building. As soon as he's he's building something bigger than an archer, our 3 galleys drop 6 axes next to Paris and pick up the other 3 axes.
c. It's too late for Paris to build an archer that turn, but he might start one. (He could poprush one, but I doubt it.) The following turn we have 6 axes to attack by land and 3 backups to attack from sea if needed to mop up.
d. There is also a possibility that a wandering archer would slip back into Paris, so a second scout on the other side of Paris would be a safeguard against that.
Requirements
2 scouts
3 galleys
9 axes
Cheap!