You can't share gold-cow city with bananas. There is no permissible spot for the city to settle that works them all. 2S1E cow is the only spot that reaches both cow and bananas, but it's too close to Machu Picchu. I'd just drop that one 1S cow or 1SW of cow (probably 1SW of cow to get two extra forests to chop).
You've picked out the right spot for cow-marble-copper city.
That far west region with cow, ivory, and floodplains is suddenly looking very attractive. My initial inclination would be get a city 1S of the cow, but scout a bit further west in case something changes the thinking there. 1S2E of the cow is a decent plainshill city spot, not quite as good as 1S of cow but it leaves open the possibility of an additional cities even further west that would be too close to a city 1S of cow (something like a city 2S1W or 2W1S of cow if there's reason to want to settle there).
The barb bananas + double gems city down south is a nice one, albeit worker-intensive. As your cities grow a little more productive you can squeeze out a spare worker or two and Iron Working becomes a pretty cheap tech, which moves it up in priority as well.
Longer-term there's a couple marginal city spots to the northeast which are primarily for their luxury resources. 1N of deer at deer-crab-double fur city; camp the deer, double chop + whip a library, whip a work boat, grow to size-4, work deer + crab + 2x scientist specialists. With Representation that city is contributing 12 beakers, 4 commerce, 6 Great Scientist GPP, and a single hammer (it probably just builds wealth for the rest of the game after finishing the work boat). And 1W of the corn, sandwiched between the silver. Daisy chain farms with Civil Service to irrigate that corn (1N of cow, 1S of silver, city tile, corn), chop + whip a library, and you've got a silver + corn + 2x scientist specialist city that does basically the same thing. Neither of these are powerhouse cities, but they cover their own cost and give your whole empire two luxury resources. If you're feeling peacefully inclined grab them after the earlier city spots are gone; if you're feeling more aggressive maybe delay these cities until after you've conquered a neighbor or two. Both of them can skip getting a Terrace; they need a library anyways, the library will provide the culture they need for border pops, and you aren't going to be whipping them much or growing them to a big size. Whipping to get a Terrace would just slow down getting them to where they need to be.
You're getting a little stretched for worker actions. Ideally you'd have a cottage 2E or 1E2N of Machu Picchu (as Pyramids finishes you'll want cottages on both those tiles to grow for eventually handing off to Cuzco), one more road tile connecting Ollantaytambo to your trade network (+2 commerce a turn, and lets it potentially throw a handful of hammers into a wonder before canceling the build and making it somewhere else for stone/marble + industrious failgold), Tiwanaku is about to be able to grow up to size-6 pretty rapidly which will surge how many floodplains cottages it can handle. Plus all the normal demands of improving brand new cities with your new settlers. It's not a major problem yet, just an issue looming on the horizon - your 4 workers aren't going to be enough very soon.
You've picked out the right spot for cow-marble-copper city.
That far west region with cow, ivory, and floodplains is suddenly looking very attractive. My initial inclination would be get a city 1S of the cow, but scout a bit further west in case something changes the thinking there. 1S2E of the cow is a decent plainshill city spot, not quite as good as 1S of cow but it leaves open the possibility of an additional cities even further west that would be too close to a city 1S of cow (something like a city 2S1W or 2W1S of cow if there's reason to want to settle there).
The barb bananas + double gems city down south is a nice one, albeit worker-intensive. As your cities grow a little more productive you can squeeze out a spare worker or two and Iron Working becomes a pretty cheap tech, which moves it up in priority as well.
Longer-term there's a couple marginal city spots to the northeast which are primarily for their luxury resources. 1N of deer at deer-crab-double fur city; camp the deer, double chop + whip a library, whip a work boat, grow to size-4, work deer + crab + 2x scientist specialists. With Representation that city is contributing 12 beakers, 4 commerce, 6 Great Scientist GPP, and a single hammer (it probably just builds wealth for the rest of the game after finishing the work boat). And 1W of the corn, sandwiched between the silver. Daisy chain farms with Civil Service to irrigate that corn (1N of cow, 1S of silver, city tile, corn), chop + whip a library, and you've got a silver + corn + 2x scientist specialist city that does basically the same thing. Neither of these are powerhouse cities, but they cover their own cost and give your whole empire two luxury resources. If you're feeling peacefully inclined grab them after the earlier city spots are gone; if you're feeling more aggressive maybe delay these cities until after you've conquered a neighbor or two. Both of them can skip getting a Terrace; they need a library anyways, the library will provide the culture they need for border pops, and you aren't going to be whipping them much or growing them to a big size. Whipping to get a Terrace would just slow down getting them to where they need to be.
You're getting a little stretched for worker actions. Ideally you'd have a cottage 2E or 1E2N of Machu Picchu (as Pyramids finishes you'll want cottages on both those tiles to grow for eventually handing off to Cuzco), one more road tile connecting Ollantaytambo to your trade network (+2 commerce a turn, and lets it potentially throw a handful of hammers into a wonder before canceling the build and making it somewhere else for stone/marble + industrious failgold), Tiwanaku is about to be able to grow up to size-6 pretty rapidly which will surge how many floodplains cottages it can handle. Plus all the normal demands of improving brand new cities with your new settlers. It's not a major problem yet, just an issue looming on the horizon - your 4 workers aren't going to be enough very soon.