At least we started near tea.
China has a nice mix of early, mid and all game boosts
Early: Extra charge on workers and ability to rush Ancient and Classic age wonders with workers (15% per charge)
Mid: Medieval era Unique Unit
All around: 60% eureka's
???: unique improvement (great wall)
Since we started near enough desert, a pyrmaids rush seemed like an obvious thing to attempt:
Seemed like a great thing to go for. We have stone in our initial city ring (meaning we can easily get the eureka for Masonry), and the free worker that we get from the pyramids almost pays for itself (since a 5 charger worker gives 5*15 = 75% of a wonder) meaning the extra worker charge is almost free (and will of course be useful for rushing out other early wonders).
Turn 1: found in place and start a scout.
Turn 2: we move our warrior nw and ...
That seems a bit early.....:
Turns out we started on a continent border (but oddly enough, because our settle didn't actually reveal any new tiles, we didn't get credit on turn 1).
Jumping forward a bit we are almost ready to start on the pyramids (after building two workers, one for improvements, one for rushing):
Of course, shortly after we start them, all the barbs show up (ended up having to rush out two extra warriors just to handle them).
With a bit of help from the citystate on the right we eventually push them back.
A few turns later, we finished grabbing a pantheon. Looking back, I'm pretty sure this was a mistake (I handn't yet realized that you could rush a wonder while working on other things yet). Fairly certain that with china you generally want to be building other things while you build early wonders (at least after you have the pyramids):