Looks like another fine set,
Too bad for the archer... may he find a happier life in the lands beyond Civilization.
Some things:
No need to fogbust anymore, let's pull back the warrior to the north. He can serve as city garrison to the end of his days.
Why are we roading corn? We have between 9 and 11

surplus everywhere. Cancel the worker doing so and get him to do something more useful... like improving the new city.
Churchill has just started on his next settler. My feeling is he will settle the copper but... where? Hopefully he is smart and goes for the hill.
Moscow: call me crazy but I'd queue another worker and then a settler. We can *try* for Mids later on.
St-Pete: let's add a chop or two for the library. This way we can generate a GS faster than the GSpy from TGW in Moscow. Also farm the fp 1E of it and give it to Novgorod (it's halfway built already)
Next city: sheep/wine to block the north to ourselves.
Can the next player move the marker 1N for the marble city? Just so we don't get confused.
Techs:
Without the ability to trade, there are several things we need.
-Monarchy for wineries/HR if we don't get the Mids and
-Feudalism for obvious reasons
-CoL perhaps for a religion (or maybe we can grab Taoism instead)
-Currency for economy
-IW for jungle and iron
-Aesthetics/Literature
The question is, what order?
I think we can discard CoL as a priority. Taoism should be fine enough and is an easy bulb.
IW should be fast after the economy is settled.
Monarchy would allow unlimited happy and make Feudalism easier should we start having difficulty with troops.
Currency... should never be delayed too much
Aesthetics/Literature are extras but could quite be worth it as an economy source.
Churchill is currently researching Sailing by himself which isn't bad but in the future please kindly redirect his research on the correct path.
Techwise... I'm not quite sure. Hooking up marble is quite far off.
Currency is several techs away so I'd stick with monarchy for now.