Finally had to take a look in the game. Comments on cities, followed by workers, followed by random stuff.
Cities:
CM: Grow to size 8, 3-pop whip settler (or 2 pop?) and then overflow into lighthouse. That looks fine.
MIT: I'd suggest switching to a worker next turn (at size 5). I'm not sure if whipping is necessary, especially if there are cottages that need to be worked.
Stan: Ok, axe is fine. Do we plan to complete him or alternate between settler/axe? I really don't think Stanford needs a barracks; it's not going to be a military production powerhouse.
Berk: Library is fine to put overflow into this turn. The axe and wb are 29/35 and 29/30 in production, respectively. When will they start decaying? WE'll probably finish both of these units before the library, right? And if we go to HG plan we'll need to finish both units anyway. We might get some decay on the library but it will be small and our cre bonus makes up for it a bit.
Cor: You mentioned the possibility of building a spear; that's fine but to cut costs down we really shouldn't complete it unless we really need to. Here's one idea: Grow to size 4 while building a spear, then whip a worker for 2 pop and put overflow into barracks, then finish the spear. ?
UIll: Nothing much to say here, continue with the workboat.
So cities with libraries, as of next turn:
-CM, MIT, Cornell
Cities with barracks to be built (we don't have a barracks yet):
-MIT, city#7 (UWashington), possibly Cornell
One thing we need to start thinking about is which cities make military? MIT and city#7 have a lot of production potential, so it should probably be between those two, and that's why I think there should be barracks in those two cities. Having one in Cornell is fine, if only because it's close to Care Bears and we might need it down the line.
Workers:
3 near Cornell, we can see them here:
The stone road will finish next turn, then both will quarry. Straightforward. Worker E is farming, ok. But after the stone is connected in 5 turns, we'll want at least one of those workers near Berkeley for chopping, right? If so we might consider moving worker E on the farm over and letting one of the quarrying workers move.
Berkeley/UWashington area:
We have 1 worker in the area, another on a road. I'm thinking that the worker on the farm can move 7 and mine, since both berkeley and MIT can use that tile, and after the mine is done, that worker can move to one of the farther forests to chop.
Worker G (on mine at MIT): we have a grand total of five cottages in our capital, none riverside! Next turn I suggest he move 2 spots onto Stanford's grass hill, then the turn after he cottage that riverside grassland. Thus, I disagree with him roading towards Illinois.
Workers at Illinois: how about both of them contribute to roading back? We won't need the deer anytime soon.
General thoughts:
1. Why are Team Dinosaurs never posting in their thread but logging in 3-4 times each turn?
2. Research: We can finish Math in 3 turns at 100%, and next turn or the turn after that we will have enough gold to finish. I assume we want to get mathematics ASAP, right?
3. Hanging Gardens plan; it's still available so I think we should go for it. Berkeley had a 5th forest grow so I think it's safe to say we should build it there. WE want 4 workers there to chop, right? Plus sufficient overflow from aqueduct whip.
Sorry for this garbled mess of junk; we should formalize an official plan this weekend, but for now the above should suffice.
Cities:
CM: Grow to size 8, 3-pop whip settler (or 2 pop?) and then overflow into lighthouse. That looks fine.
MIT: I'd suggest switching to a worker next turn (at size 5). I'm not sure if whipping is necessary, especially if there are cottages that need to be worked.
Stan: Ok, axe is fine. Do we plan to complete him or alternate between settler/axe? I really don't think Stanford needs a barracks; it's not going to be a military production powerhouse.
Berk: Library is fine to put overflow into this turn. The axe and wb are 29/35 and 29/30 in production, respectively. When will they start decaying? WE'll probably finish both of these units before the library, right? And if we go to HG plan we'll need to finish both units anyway. We might get some decay on the library but it will be small and our cre bonus makes up for it a bit.
Cor: You mentioned the possibility of building a spear; that's fine but to cut costs down we really shouldn't complete it unless we really need to. Here's one idea: Grow to size 4 while building a spear, then whip a worker for 2 pop and put overflow into barracks, then finish the spear. ?
UIll: Nothing much to say here, continue with the workboat.
So cities with libraries, as of next turn:
-CM, MIT, Cornell
Cities with barracks to be built (we don't have a barracks yet):
-MIT, city#7 (UWashington), possibly Cornell
One thing we need to start thinking about is which cities make military? MIT and city#7 have a lot of production potential, so it should probably be between those two, and that's why I think there should be barracks in those two cities. Having one in Cornell is fine, if only because it's close to Care Bears and we might need it down the line.

Workers:
3 near Cornell, we can see them here:
The stone road will finish next turn, then both will quarry. Straightforward. Worker E is farming, ok. But after the stone is connected in 5 turns, we'll want at least one of those workers near Berkeley for chopping, right? If so we might consider moving worker E on the farm over and letting one of the quarrying workers move.
Berkeley/UWashington area:
We have 1 worker in the area, another on a road. I'm thinking that the worker on the farm can move 7 and mine, since both berkeley and MIT can use that tile, and after the mine is done, that worker can move to one of the farther forests to chop.
Worker G (on mine at MIT): we have a grand total of five cottages in our capital, none riverside! Next turn I suggest he move 2 spots onto Stanford's grass hill, then the turn after he cottage that riverside grassland. Thus, I disagree with him roading towards Illinois.
Workers at Illinois: how about both of them contribute to roading back? We won't need the deer anytime soon.
General thoughts:
1. Why are Team Dinosaurs never posting in their thread but logging in 3-4 times each turn?
2. Research: We can finish Math in 3 turns at 100%, and next turn or the turn after that we will have enough gold to finish. I assume we want to get mathematics ASAP, right?
3. Hanging Gardens plan; it's still available so I think we should go for it. Berkeley had a 5th forest grow so I think it's safe to say we should build it there. WE want 4 workers there to chop, right? Plus sufficient overflow from aqueduct whip.
Sorry for this garbled mess of junk; we should formalize an official plan this weekend, but for now the above should suffice.