Ok so I think I have a plan!
With the flood plains near by I think that settling the stone becomes much more attractive.
I'm thinking that we should try to get a warrior and worker out before SH. The warrior to guard the Stone and the worker to make a mine and then start a road towards the stone. Then finish SH and get a settler out, trying to time it so that the settler arrives just as the worker finishes a road to the stone.
1) Agree for settling on stone for sure. Decent site + stone without worker turns
2) The critical path is not SH but SH + TGW. We need to get this before 2250BC to be safe I think. Ideally a few turns before that (ie ~turn 65)
I think we can get a 1T warrior with the overflow post SH
Did a mock run thru on the simu map and I can get
SH + TGW + settler + worker + 2x warriors by turn 66. Requires some careful management for sure. Here is the proposed plan
T23 WB 2 will be done, start SH
T24 work 2x fish to grow
T26 Growth to size 3, work 2xfish + plain hill forest
T32 Growth to size 4, SH at 55/180. Start worker
T36 Revolt to slavery
T37 2 pop whip worker, overflow to SH
Work fish for max regrowth
Worker moves to grass hill to chop then mine
T43 1st chop complete (into SH)
T44 SH done, warrior
T45 warrior done, start TGW
T49 Mine done, move to chop
T55 2nd chop done (into settler, switch from TGW for 1 turn), start road to stone
T56 back to TGW
T58 growth to size 5, stagnate so 18

/ turn
T59 TGW @142/225 so will complete from overflow of 2 pop whip, continue settler (NB due to Imp 2 pop whip for settler is not 103/149)
T61 2 pop Whip settler into TGW, move settler with warrior to stone site
T62 TGW completes start warrior
T66 warrior complete
Tech path would be BW->Mason->Wheel
It does mean no further scouting for now but gives us 2 early wonders and early stone for mids. Could then go 2nd settler here aided by chop from worker
20 turn sets based on Cripps 1st set then. I will play tomorrow assuming we are ok with the plan above