Ok..looking at cities:
First, I think Krikav should pop the GM first. On reason is that Krikav will have a harder time producing one later once other GPs pop, and it is only 3t away. Another is that Krikav has the only pure GM points. (you have rather high odds on non-GMs in lymo, nz and my)
You can adjust your ships to start from SE of the Coanda pigs, with the new Galleon from Gumbo moving down there to start the chain.
Looking at this chain, I think the target for the path could be Cordoba. Drop off GM in Cordoba. The Caravel that is now near Rome could move to 2S1E of Seville in that inland sea and pick up GM and sail into Cumae to drop off there for walk to Rome. (Unfortunately you just don't have enough ships here to chain all the way to Rome, but I think the path I described is your fast method. Given the odd proximity of Rome it's not bad)
(edit: Looking at this again...Madrid is also good drop off point....same really as Cordoba, except pickup 1SE of Sevilla. GM will take a turn to move either way before stepping into boat. Exception would be if Izzy has actually built road NE of Cordoba which is hard to tell right now. If so, the GM could move from cordoba directly into the boat. Otherwise it takes a turn, plus GM loses turn exiting a boat)
Cities:
Thebes - no need for engineer now. working gold is much better yield
My City - Work the horse, of course (pay attention to tiles). Every citizen not on pigs/clams/horse should be a merchant this turn. Keep gpp maxxed as much as possible. Then following turn, take off just enough merchants so that Krikav can pop its GM.
...this city can finish a couple more spies now
Lymo - Fine now...but next turn take off just enough merchants so that Krikav can pop GM first, but as with My keep enough merchants running to keep within 2t from popping. In other words, always keep cities maxxing that gpp as much as possible.
(to clarify, if Krik is 2t from popping, lymo, my, nz should be 2t from popping..so adjust accordingly....don't...like..take off a bunch of merchants in those cities..still keep them maxxed as much as possible....)
NZ - Again, keep max on gpp this turn, then adjust a bit so Krikav can pop
Jnebbe - This is really an exercise, as I'm not sure this city will pop a GP or not. Notice food bar is at 34/36 and city is at +2 food surplus. This turn press avoid growth. No loss of food here +2 surplus with 2 food left store before growth. Next turn max out gpp by running all merchants other than fish, ofc, and probably keep horse too.
Gumbo - take the two plains cottages from Coanda for more hammers to finish galleon a turn faster to get into chain position quicker
coanda - shoulda always been working grass mine over workshop....do that now...and coast for lost plains tiles to keep some growth going there.
krikav - city is fine for now..
Remember - When Krikav is at 1t to pop GM all the other gpp producing cities can totally max that turn cause Krikav was settled before them. But until that point keep those cities max the most you can and just take off just enough merchants to slow them down a tad.
Grass tile at this point really should be workshops from now one. Like the tile above FishMan. Non-river cottages really have little value at this stage, and workshops will grow in value soon. watermills/windmills may come into play as well. But generally unless a city just has very strong hammers you will be whipping most cities anyway except Thebes.
Spies should stand 1SW of Sampsa, where I assume you will place a road now anyway. This will allow your spy army to move on roads to aksum a few turns before attack.
Lastly, trade pigs to JC for some gpt. Renegotiate trade with Chuck.
most every city should start on HAs unless they have something else they are building like galleons or spies. HAs will convert to Curs when GP finishes.
when AIs start getting a nice bit of gold..say 50+ you might start trading maps for gold