I had played the turn already when I saw your post, retep. We are doing things similarly, but not the same. I think your plan has a mistake, because worker C can't move 3N2W on turn 39 and still finish the road.
Anyway, let me show what I did, I want to make this post a good guideline for my plan going forward:
Regarding the workers:
Worker A and B on the horses (I'll change the name of the workers when the next save reach me), go to the pigs. They'll road next turn:
Worker C, just borned in EG, goes 2NW and drops a cottage turn, cancel next. He'll move 2NW again next turn and start a road.
On turn 39, worker C finishes the road NW of the pigs ans worker A and B go 2NW and finish a road. On turn 40, worker A and B finish a road on the tile 1N of the gems and worker C moves into the deer. We settle the city on t41, worker A goes on the deer (to finish it on t42) and worker B mines the gems.
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Worker D and E didn't road the corn, they spent 1t cottaging that forest 1E of GT (2/5 cot). The next move is to go finish the cottage 1NE of LS.
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Worker F is the most interesting one:
Why do this? It involves the plan for PPM:
PPM will do a monument this turn 5/20. Then, it'll finish the warrior 12/10, overflowing 2 hammers, just as we reach size 4. When we are at size 4, we start a settler. On that turn, we'll work 1 unimproved tile, a grass forest, but for a reason. It'll give 13 prod (11 + 2 overflow that turn) on that turn + 12 prod on the next one (with that mine finished), for a total of 25/65 on the settler. Than we whip the settler and overflow 15 hammers exactly on the monument, finishing it at 20/20.
This settler will go for the sheep + copper city. The marble city will be delayed, in order to accomodate this. The Marble city is worse than the sheep 1, because it doesn't have a first ring resource tile just for it. And growing LS is easier than PPM, due to more tiles workable.
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EG will start a settler at size 6 and whip it to oveflow into a 1t worker. After that, we get some military.
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LS will slooowly build a spearman (this warrior will upgrade into it, the timing works). It'll finish just as the city hits size 6 (the city hits size 5 on the exact turn we get gems online, so no unhapiness), when we'll whip it.
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GT will be whipped next turn for the granary. After that, we grow on cottages and we likely 2-pop whip a worker into another worker or something (+ chop, perhaps).
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Here's the tiles workerd by the cities next turn:
The forest in EG and the forest in PPM (not worked next turn, but mentioned above) are the only unimproved tiles worker in the next 5 to 10 turns (apart from the deer for 1t in 5th city). I need to think a little better about the micro in GT, but it'll likely be whipped into workers if we need to work unimproved tiles.
After this settling, we need to focus on:
*Getting military.
*Getting more workers.
*Finishing Mono and thinking about where to go next.
We'll have:
*Gems hooked.
*Monument in PPM for culture to hook the ivory.
*Axe in sheep city, spear in marble city (need more!!).
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I didn't take a picture, but moving the scout 1SW didn't reveal any food on that fogged tile. So, city 3E of the Capital it is...
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Demos:
We don't look so bad military, even though there are people fighting...
Feel free to ask questions about what you didn't understand from my plan.
Do you like this plan, retep?