Looking at the Great Person plans, I think Anvil Chorus is so far ahead with the NE build that it's going to be very difficult for any other city to beat it to both the 300 and 500 point GP if I keep Caste. Stormy Weather is about to grow to size 5, and it will just about get the NE complete in the GA, or it can accumulate something like 150gpp maximum in the golden age, and Kalamazoo has an empty food box. That only leaves Sold American as the remaining Great Person production city, but even that is unable to reach 300 points in the golden age. Given that I lack Drama for a Theatre, I can't even complete an Artist there at 400 points, I have to go for a GM at 400.
This puts me in a rather awkward position, that if I keep Caste, I can push out a GM OR a GA roughly 12 turns after the golden age finishes in Sold American, ie T156, but Anvil Chorus will pretty much finish NE at the end of the GA and have a GS (or low odds GE) popped out right at the end of the GA anyway. And then it will be able to maintain 6 specialists in Caste, and push out a further 36gpp/t but with the low odds Artist. So the obvious plan would be to get the 400 point as the GA from Sold American, the 500 points from Anvil Chorus, and allow Stormy Weather to finish the NE using the iron and grass hill and then grow to size to get the 600 point GP (most likely a GM). I think this is better than trying to rush the NE by using the plains workshop, but then put hammers into a market whilst growing: better to time growth to size 8 (with the much earlier CS, can chain a farm to the southern grassland to be food neutral at size 8). OTOH, timed growth probably still works the plains workshop for the majority of turns (growth of size 5>8 with a granary and half full food box is 51 food, working the plains workshop, iron and grass hill, food surplus of 5fpt, and NE takes around 9-10 turns to complete with the GA hammers and workshop).
So that would roughly T144, 2 completed NE, the 300 point GP as a GS/GE, 225-ish points in a none NE city, and no accumulated points in the NE cities. So in the case of Caste, that is 38gpp/t in AC, 32gpp/t in SW and a mere 15gpp/t in SA. I'll look at slowing AC to get the 300 point GP as in Sold American next turn, but that should give a GP in Sold American eot148ish in Caste, or...eot156 with Slavery. OTOH, if I rushed the NE in AC, and I risk a double GE for the 300 and 400 point GP, then I could get a GM/GE from Sold American eot151-ish and a 400 point GS/GE from Anvil Chorus T156-ish.
This could work, but then I can't get an Artist without Caste so I would forced to grab an Artist in Anvil Chorus as the 600 point GP, and use Stormy Weather to produce a GS for the 500 point GP as it has no other spec slots without Caste (not even a Forge). The problem is I need to make the decision next turn...actually, that's wrong. If Sold American goes Artists in the golden age and finishes off with Merchants and an Engineer, then that can still fit with Anvil Chorus. If I stick with Caste after the GA, that just makes the GP for the third golden age easier to generate and plan for: I can save the Artist from Sold American and delay for the 500 point GP from Anvil Chorus. That means Slavery doesn't break too much.
tl;dr
Run Artists in Sold American, run scientists and 1 Engineer in Anvil Chorus but still work the grass hill to push along the Industrial NE build. Stormy Weather just grows to size 8 and builds the NE, and hedge on the need for Slavery after the golden Age.
This puts me in a rather awkward position, that if I keep Caste, I can push out a GM OR a GA roughly 12 turns after the golden age finishes in Sold American, ie T156, but Anvil Chorus will pretty much finish NE at the end of the GA and have a GS (or low odds GE) popped out right at the end of the GA anyway. And then it will be able to maintain 6 specialists in Caste, and push out a further 36gpp/t but with the low odds Artist. So the obvious plan would be to get the 400 point as the GA from Sold American, the 500 points from Anvil Chorus, and allow Stormy Weather to finish the NE using the iron and grass hill and then grow to size to get the 600 point GP (most likely a GM). I think this is better than trying to rush the NE by using the plains workshop, but then put hammers into a market whilst growing: better to time growth to size 8 (with the much earlier CS, can chain a farm to the southern grassland to be food neutral at size 8). OTOH, timed growth probably still works the plains workshop for the majority of turns (growth of size 5>8 with a granary and half full food box is 51 food, working the plains workshop, iron and grass hill, food surplus of 5fpt, and NE takes around 9-10 turns to complete with the GA hammers and workshop).
So that would roughly T144, 2 completed NE, the 300 point GP as a GS/GE, 225-ish points in a none NE city, and no accumulated points in the NE cities. So in the case of Caste, that is 38gpp/t in AC, 32gpp/t in SW and a mere 15gpp/t in SA. I'll look at slowing AC to get the 300 point GP as in Sold American next turn, but that should give a GP in Sold American eot148ish in Caste, or...eot156 with Slavery. OTOH, if I rushed the NE in AC, and I risk a double GE for the 300 and 400 point GP, then I could get a GM/GE from Sold American eot151-ish and a 400 point GS/GE from Anvil Chorus T156-ish.
This could work, but then I can't get an Artist without Caste so I would forced to grab an Artist in Anvil Chorus as the 600 point GP, and use Stormy Weather to produce a GS for the 500 point GP as it has no other spec slots without Caste (not even a Forge). The problem is I need to make the decision next turn...actually, that's wrong. If Sold American goes Artists in the golden age and finishes off with Merchants and an Engineer, then that can still fit with Anvil Chorus. If I stick with Caste after the GA, that just makes the GP for the third golden age easier to generate and plan for: I can save the Artist from Sold American and delay for the 500 point GP from Anvil Chorus. That means Slavery doesn't break too much.
tl;dr
Run Artists in Sold American, run scientists and 1 Engineer in Anvil Chorus but still work the grass hill to push along the Industrial NE build. Stormy Weather just grows to size 8 and builds the NE, and hedge on the need for Slavery after the golden Age.