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