I wouldn't consider ToAR for failgold without marble, even if we are IND.
Yes, skimp meditaiton+priesthood. No need for them!
Yes, absolutely move from cottage to grassland hill to get settler 1 turn earlier!
The cost is 3C you say, but you also gain 2H right away.
You also get the city settled one turn earlier, and even the worst city still yields it's city center 2F1H.
Regarding rep scientists, I would make sure that I get the first scientists early, so whatever city is closest gets to work 2 scientists all the time to get the great person out quickly.
But other than that, I would prioritize getting cities larger, rather working 2F2C coast or cottages or whatever 2F tiles are available to get the size up.
Once closer to happycap, i would stagnate on scientists.
I would chop the forst into Pi-Ramses to get 30/60H into the granary to be able to 1pop whip the granary.
The only way you can save a workerturn on the way to the riverside, is if you step onto the roaded plains tile and make 1T of workshop/cottage there, and then move to the riverside next turn.
Thats good practice, but largely irrelevant.
(I would pick workshop)
But the path I would choose is probably: jump onto hill -> chop -> road cow -> goto riverside and farm, thats one turn slower farm, but it gets another cow connected.
I would want to get IW before commiting any more settlers, so I don't by accident settle with iron just outside of reach, or settle on iron.
How does the tech trading and resource trading situation look?
City spots I see is 1N of wheat, 2S of wheat and NW of the clam, perhaps also on the horse to grab whale eventually.
And ofcourse something in the center for that nice river and all the forest. (Spices are nice too.)
Settling on the center spice looks nice, as that gives immediate access to the floodplain, and allows tile sharing of the rice+horse.
But perhhaps some other citys culture is about to gain floodplain?
Yes, skimp meditaiton+priesthood. No need for them!
Yes, absolutely move from cottage to grassland hill to get settler 1 turn earlier!
The cost is 3C you say, but you also gain 2H right away.
You also get the city settled one turn earlier, and even the worst city still yields it's city center 2F1H.
Regarding rep scientists, I would make sure that I get the first scientists early, so whatever city is closest gets to work 2 scientists all the time to get the great person out quickly.
But other than that, I would prioritize getting cities larger, rather working 2F2C coast or cottages or whatever 2F tiles are available to get the size up.
Once closer to happycap, i would stagnate on scientists.
I would chop the forst into Pi-Ramses to get 30/60H into the granary to be able to 1pop whip the granary.
The only way you can save a workerturn on the way to the riverside, is if you step onto the roaded plains tile and make 1T of workshop/cottage there, and then move to the riverside next turn.
Thats good practice, but largely irrelevant.

But the path I would choose is probably: jump onto hill -> chop -> road cow -> goto riverside and farm, thats one turn slower farm, but it gets another cow connected.
I would want to get IW before commiting any more settlers, so I don't by accident settle with iron just outside of reach, or settle on iron.
How does the tech trading and resource trading situation look?
City spots I see is 1N of wheat, 2S of wheat and NW of the clam, perhaps also on the horse to grab whale eventually.
And ofcourse something in the center for that nice river and all the forest. (Spices are nice too.)
Settling on the center spice looks nice, as that gives immediate access to the floodplain, and allows tile sharing of the rice+horse.
But perhhaps some other citys culture is about to gain floodplain?