I largely agree with what's been posted since LK's turnset.
This is sort of a think-while-you-type post, so please bear with me.
We want to build the pyramids and our other cities on this island as soon as we can for two types of reasons: Fear of loss and hope of gain. (We want other things too, but the issue of settler vs. pyramids seems primary.)
Loss reasoning: If we don't build the pyramids quickly, some other civ will. If we don't found blue dot quickly, another AI will found a city that will--even if we take it later--result in poor placement of that strategic resource city. If we don't found green dot quickly, another civ will, again possibly in the wrong place.
Gain reasoning: We want the pyramids so we can start earning the GPP and switch to representation. We want blue dot so we can start building a modern military. We want green dot because it will be profitable.
We're currently at turn 69. Turn 100 is 1000BC and my (our?) tentative goal for completing the pyramids to make sure we get them.
The
fastest way to get another settler is to grow to size 4, then build the settler until we can whip it at that size. With our worker away putting pasturizing the St Pete cows, he won't be back near Moscow in time to chop any forests to speed that up. This should be about 17T (4T to size 3, 6T to size 4, 6T work on settler, 1T whip.
The
fastest way to get the pyramids is to start work on them immediately after finishing this last warrior build in Moscow, then just crank away at it. Both workers should be able to add chops which will expedite the process.
I'd like to propose the following option, which is sort of a compromise between optimizing either build: After finishing the warrior, start the pyramids. Work our best (F+H) tiles (C is the tiebreaker) at all times. When we hit size 6, which I expect we'll do before we finish the pyramids, switch to settler, put a turn into it, and whip it. Then, back to the pyramids and finish them up while we grow back. (Note that before any mines are finished, our flood plain is our #4 tile, after a mine, the mine will be better.)
(I'm not convinced this is the best approach, but I want to have the team vet it.)
I don't really fear losing either the pyramids or blue dot. (Green dot is a remote possibility, but considering that the AI would almost certainly be initially defending it with a single archer, I'm sure we could build a couple blue-dot axemen and take it out. When we have a settler, we should note where any blue circles are; that's where the AI will found its cities.)
Because I don't really fear timing, I don't see a need to prioritize one of these goals over the other. While blue dot brings us resources, it also incurs maintenance and will probably require an accompanying worker to pasturize the horses immediately.
It seems to me that the best approach is to maximize our tile usage. Before a granary, 1F ~= 1H, so I think the best production approach is to use our highest (F+H) tiles all the time.
Founding blue dot is a must and is a high priority. But, it will cost us too. Because of maintenance, it'll slow any tech discovery after it. I guess if we have (or nearly have) every tech we critically need by the time blue dot is founded, then we may as well get the initial dip in empire productivity over with and get it founded asap. That leads me to pose the following:
Question: If our research rate plummeted, what techs would we want to be sure we had by then?
I'm thinking: Bare minimum: mysticism (10T, obelisks), pottery (14T, granary, cottages), sailing (17T, trade routes, galleys, lighthouses).
Next: Writing (21T, libraries--research, specialists; open borders for exploring), IronWorking (35T, jungle chopping, Can we bring swords to the party?)
(I just used the in-game research times for the latest save to get the research times, actual numbers will probably be bit less.)
Our fastest-settler option starts building after 4T, completes in 17T, takes 12T to move and found. We'd be about halfway through sailing at that point.
A couple of other notes:
If we see an archer and a settler on an AI galley, they won't attack, but will found a city. If we see 2 archers, we are going to get attacked.
In 8 turns, our culture protects us from at-peace, closed border civ settlement parties from the east.
No sign yet of anyone to the west. That's probably good.
Mao is the powerful AI we've met. He has 3 cities already. He looks somewhat impressive on the demographics screen. He'll probably be our first target.
We need to discuss (though not right away) what kind of infrastructure we want in place before we go acquiring must-keep cities.
The jungle keeps advancing and filling in spots that might have had iron. We probably don't want to found green dot until we have ironworking. Both because it'll only have a seafood to work before then and because we might have iron near a fishing village. (Maybe that's okay though. If we're close to IronWorking, we can get a jumpstart on the city by starting on the seafood. And we can possibly found another city near iron or go capture it from our neighbors!

)
Edit: One last thing: I noticed while browsing the previous save that in the UN resolutions, it was 30/59 for all resolutions except victory which was 36/59. I think this means that we need 60% (not 2/3rds) of the world population for the diplomatic victory vote that we seek.