I was looking at the game settings again and I'd like to point out two things.
No City Razing is enabled, which means that we have to be able to support every city we conquer. This was a big problem for people in RB Epic 9, too, and many of them solved it the same way I think we should, using the Pyramids and various specialist synergies. I think this is another argument for building a strong economy first, because to kill civs (to stop war weariness) we'll need to take all their cities, and each city will be a big maintenance burden. We have plenty of land, the only rush is to suppress the barbs and settle it all, not to go taking enemy cities we can't afford yet.
Barbarians are set to Standard(!), AFAICT. I think this makes it much more advantageous for us to try to stay on top of the productivity curve than to try to rush early military out the door. I think we should still aim to fog-bust our island, but we don't need to rush it as much. As long as we have enough warriors in place for fog-busting by 2000 BC or so, we should be fine. We can support eight units without incurring costs, so we should be able to have six military units and two workers before our tech rate drops. (We should avoid that as long as possible.) Here's my suggested build order.
The only thing I can see worth delaying the first whip for is a worker, but it takes two pop to whip a worker so that would require growing again, which would take 7 turns; that's half a whip cool-down, so just not worth it. The first and second turns, I think we should revolt to Slavery and whip the workboat. I'd put the overflow hammers into another warrior.
We'll grow back almost immediately, to size 2, with 4 food still stored. If we work the fish, clams, and floodplains, in that order, we'll generate 7 food/turn at size 2 and 8 food/turn at size 3, growing to size size 3 in 5 turns and size 4 in 6 turns. By the time the city hits size 4, it should have finished the warrior, who we'll need to prevent military unhappiness in. Not long after that, it should have cooled from the workboat whip, and I suggest our second whip should be a worker: I don't think it's possible to get the worker out the door any sooner. Let Moscow continue to stockpile food after it hits size 4, but don't let it grow to size 5 before whipping the worker. Keep in mind that whipping settlers and workers is a much efficient conversion of food into production than building them normally.
Our worker won't be able to improve any tiles (for lack of tech) without cutting forests, so other than doing obvious road-building, I think it should chop, mine, and road the hills while we wait for Pottery to come in. Two chops will allow us to whip the settler at size 4. (Again, we should grow to size 4 ASAP and then micro to stay below size 5; hopefully by that point, we should have at least one mine we can work.)
I have two questions here: first, what do we build while waiting for the city to grow during this period? The two possibilities I see are warriors for fog-busting and workboats to start exploring the map and meet more civs. (Each civ we meet may reduce our tech costs!) Second, do we build a settler or a worker with our third whip? If we're building a worker, we can just whip it straight at size 4 (after putting a turn into it, of course), and put the chop hammers in more warriors/exploring workboats.