Galley: 2S or S SW, unless we agree to gift it.
Gelderlander: Heal
Zuurstof: SW W, barb bust as much as possible, maybe uncover another tile of FoW.
Stikstof: SE, check if there is any seafood around there
Barentz: NE
Waterstof: Upgrade and attack to kill one of the warriors, but upgrade to what?
IJzer: NW
Goud (and worker): S
Charles: S SW (protect second worker)
Note for Charles and Goud, and the workers: this is the most efficient way of getting the settler to the south, so even though it appears to waste worker turns it actually isn't.
Now the fun stuff in the NE:
We have to move a worker to the plains hill forest before we move anything else to check for barbs. If it's clear, we can barb bust the majority of the land using just the axe and the chariot (leaving only 10 tiles for barbs to spawn on in the N and NE)
NB that we need 1 unit to barb bust on that desert; a chariot out of IS or FC can do that after the wonders and critical infrastructure by around t115, and that should give us the entire NE free from barbs.