Voila! 2clams now has 7 National Park tiles. Forest grew. Still could get to 13.
The new forest blocks fresh water to two of the three remaining plains tiles that could be farmed.
Sharp eye!
Yes, 2 east of Rice has a new forest now.
City 7: (dblSilver? Let's pretend yes) I wanna see how fast we can get it ready to produce GSs
It needs a wb from Canal right after GW. Ideally born T72.
City founded: T77 (or 1t before CoL/Oracle) Why? to try to get Confu founded here.
Either we get Confu or we use Caste/Bureaucracy for 5t. Borders pop in 2 or 3 turns. fyi, we use this 5 turns to get GS (or two?) for Education)
So, no monument (ah, that feels good to say out loud)
T78 anarchy, 1food in bin
T81 (or T82--let's go with 81) borders (needs crab nets), 3 food, start Deer camp
(for super speed, could chop 2 for granary, but I'll go with 1 chop)
T86 size 2, working Crab, Deer (30 + 8 hammers)
T90 size 3, Crab, Deer, silver, (46h granary)
T93 granary complete at about 13/26 food, start lighthouse (crab, deer, Horse)
T96 size 4, whip lh? or soon anyway.
T98 size 3
T100 back to size 4 (I think)
T110 size 8
Founding the 7th city costs us -5

per turn if we work a coastal tile.
Mmm, might have to go to T79 Oracle chop if we want to settle the 7th City so fast.
That would be T80 anarchy.
Looking at all 3 city sites, I squint trying to see the hidden Iron.
T65 Real Game 3 city sites
Horse + Silver + Crab (1S of silver)
Max of 7

per turn. (No fresh water)
5 additional coastal tiles
4 Forests in BFC
10 Forests when city reaches 100

At Size 10, the city will be +2

per turn, +8

per turn, and +23

per turn without trade routes.
Horse + Silver + Crab seems best positioned to get the most hidden resources at 500

It also gives us a monopoly on horse, silver, and deer resources.
If this area has our only source of Iron, getting Cannons + Cuirassiers would significantly speed up and ease our world conquest.
Crab + Clam (1E of plains hill)
Max of 8

per turn. (No fresh water)
5 additional coastal tiles
9 Forests in BFC
12 Forests when city reaches 100

At Size 10, the city will be +2

per turn, +10

per turn, and +15

per turn without trade routes.
2 river tundra tiles can be cottaged for the long term.
At Size 10, working 2 towns instead of hills would give +4

per turn, +5

per turn, and +27

per turn without trade routes.
Twin Clams (2S2E of Rice)
Max of 8

per turn. (Fresh Water)
3 additional coastal tiles, 2 ocean tiles
6 Forests + 1 Jungle in BFC
10 Forest when city reaches 100

(1 belongs to Science City BFC)
At Size 10, working
8 towns (long term) on plains+river tundra tiles, the city will eventually give +0

per turn, +7

per turn, and +49

per turn without trade routes.

Can still grow to Size 12 and get +4

per turn more due to 2 more coastal tiles.
The river will also allow +4

with levee, and there is a plains hill for a +4

surge as needed.
This city also shines the most during golden age.
This city appears to have the most teching potential.
It can also be chopped into existence very fast with Workboat, Monument, Granary, Workboat, and Lighthouse due to 5 forests in 1st ring that all have useful tiles underneath.
Here are all 3 city sites when all our cities have reached 100