I didn't really like any of the earlier dotmaps as I thought they were trying to fit too many cities on this landmass. My attempt at a dotmap:
If anything, I think that Sisiutil should be trying to cram as many cities as possible into the dotmap. This is the only continent you have with a capital. If you're going to keep your maintenance low enough to not collapse even a merchant specialist and/or low science town economy, then you're not going to want to found more than a couple of cities off of that continent. If Oil is somewhere else, you'll want to grab it with a city (to the point of even founding ON the oil and just accepting the fact that you have a junk city if circumstances warrant). I doubt that you have oil with all of your plains/grasslands and just a couple of flood plains. Oil likes desert and tundra, so maybe there's some up north and/or off your coast, but I wouldn't count on it.
Other than grabbing Oil and maybe claiming an especially seafood-y island or two, you're going to want to stay away from founding off-shore cities, especially on another continent. The last thing you want to do is start paying colony fees.
As for the Iron carrying island to the west, if the Romans were still in the picture, I might consider grabbing it to deny Caesar his Iron after we made him mad at us, but since we gave unto Caesar what belonged to Caesar (a good thrashing, that is), I wouldn't worry about it.
Here goes my first attempt at a dotmap posting to CivFanatics:
Edit: picture didn't show up. Here's a second try.
City 1 grabs pigs and gold.
City 2 is very close to Rome for lower maintenance and can work some nice floodplains. Move it 1W if you want to keep City 6. I made a boo-boo on my drawing.
If you don't want both City 2 and City 6, then skip City 2 and found City 6 as your next. If you place it 1 SW of where it is on the dotmap and you can at least work a couple of the flood plains and still get both seafood. Wtih city 6 where it is now, it will claim a tiny piece of the island to the north on its second border pop and that might be a good thing to let you station some troops there without any cell-phone roaming fees. (I'm convinced that the "away from home" cost for units is just roaming fees for their cell phone calls home.)
City 3 is just a quality generic city that can be either good at commerce or production or even a bit of both as the need arises. It also busts a good bit of fog without being insanely far away from Rome.
City 4 grabs Marble at about the time that you'll want to start the Great Library. It also grabs your only non-metallic happy resource as soon as you trade something to your neighbors for Calendar.
Cities 5 and 6 claim Copper and Horses and both cities can work those tiles relatively easily.
City 7 is just a riverside city that isn't an outstanding site, but it will help connect its neighbors to the river there and can work all of its tiles once biology comes around. Before Biology, but after Civil service, this will be a massive farmland. If you need a wonder chopped, this is also the city to do it since you don't need the trees for the city's health and you don't need the trees for National Parkistan.
City 8 is the next to last city on the continent and it has an amazing amount of overlap with its neighbors. It can borrow the corn and pigs from the neighboring cities to grow quickly and whip out a library so that you can get the National Epic started if you decide to pair National Epic with the 15-18 specialists from National Park. You don't need to actually claim the Forest Preserve tiles for the city as long as they are within your cultural borders and within the city's big fat cross. The neighboring cities can work the tiles to get the 1/2 or 2/1 food/production (and massive happiness bonus) while National Parkistan gets the insane number of specialists.
City 9 can work a couple of nice resource tiles at 4 food and a couple of commerce each, but it's mostly just there to make sure that an annoying AI doesn't found a city on your continent. City 9 can be a semi-decent commerce city even if all of that water were Mountains instead of something partially useable.
Speaking of which, the Colonization fees don't start until you have more than 1 city on a landmass. It might be worthwhile settling a beachhead city on a neighbor's continent if you want to try out the conquor-your-neighbor-then-spawn-a-vassal thing here. Probably not worth doing, but if you want to experiment with that part of the game, a beachhead city that runs artists off of whatever food surplus it has would be handy.
The little P islands are just potentials depending on what the work boats and Galleys tell you. Might be worthwhile to allow you to harass neighbors more easily, but mostly to keep your cultural borders safe from encroaching AI settlers if there are seafood resources that make the island worthwhile. I'd say that the Maoi statues have an obvious home in Rome, but it might be funny to rush buy them on an island with 20 water tiles.
