Regarding who to "love up to"
I have been thinking ... WK is the odd one out on that continent beeing all the way east it is unlikely to have his religion spread to the Zulu. So the Zulu's soon will belong to the Inca/Russia block. It is probably better to have 3 AI like us than to have one AI love us, get attacked and die/be vazalled with 2 cities left.
So I am good with any plan to
1) Love up Inca/Russia, probably Shaka too
2) Get us technologicaly faster up the tech tree.
Hopefully Russia/Incan/Zulu will be loving eachother to trade monopoly techs amongst eachother to enable trading to their other friend as well. We just need to avoid a AP loss or diplo loss

.
As a result I would:
1) Trade CoL for Mono with Hammi (keep the WFYABTA counter low on the other continent)
2) Give CoL to Joao
3) Distribute Alpha and get some +Diplo points as well as speed up tech over there.
That is your option #2
Regarding exploration...
Only thing priority right now is
1) Circumvention for +1 movement of ships should we want to use them
2) Defog our content so we can see all land
Once that is done, get the Zeppelin home to support our defence of Bear town... Possibly even before... Keeping bear town is way more important than knowing exactly what is where at this time.
Military
Use the XBow in Athens / Island city to help defend Bear town, once he is there as a backup we whould never have trouble keeping it...
4 archers may get lucky and take out 1 XBow, with 2 defending. But ever so more unlikely with 3 defending.
@Sleepless' Self-research vs trade.
I neglected to mention this but you are having Currency as both Trade and Self-research?
@Calander/MoM
Calander is a 2 turn research and MoM is "only" a 12 turn build in Sleepy's (assuming Marble and 13 base hammers a turn)
Now add to this some trickery:
- Barracks
Pre-build the barracks to less than 13 hammers invested (12 is possible!) And whip for 2, take it out of que to store the hammers. We store 19 (assuming 12 hammers production) + 12 = 31 hammers overflow to MoM, or 2+ turns overflow saved towards MoM.
- Courthouse
Pre-build the Courthouse to less than 60 hammers (4 * 13 = 52, 4 * 14 = 56) whip for 2 and do the same trick to store the hammers.
Or
Prebuild to less than 40 hammers and whip for 3 (pretty harsch whipping here!) and the same trick.
- Library
Prebuild to less than 10 base hammers (= this turn or next turn) and whip for 2, same trick.
In particular the Library and Barracks are very doable before we get Marble up, with each of these builds not beeing absolutely usefull (yet) we can life with the (small) delay in finishing them.
We can however only overflow so much so we cannot go Barracks > Library > MoM without turning hammers into gold, but Barracks > MoM > Library > MoM we can do.
But Barracks > Courthouse > MoM will work, in which case we could send 5 or 6 turns worth of production to MoM on the first turn! Leaving only 7 turns to build it.
We should then endevour to make Sleepy our Artist wonder city, so that some day it may produce a 100% pure Great artist.
Make JH our GP wonder city... and hope that LM never spawns a GP.
Some idea on Moaui...
LM is already low on hammers, building a national wonder that is quite expensive without stone AND has marginal return (3-5 hammers?) will not make LM into a powerfull producer. At best it will go from weak production to less weak/low production.
Instead we maybe add Moaui to SdL, it has already decent hammers and some nice boosted coastal tiles with Moaui. The added hammers will add to its strength, production, while we run some specialists where/when it makes sence.
Globe should take care of happyness issues, while health we have plenty for the moment. Harbor, Aquaduct (etc) and hospital may just add to health more if needed.
On worker turns
WorkerTurns said:
- Emmett Brown (SW of capital) finishes preserve. Move 1NW,1NE for another preserve. (to get closer to LM which also needs preserve on that grass forest). Then road that tile for eventual hookup of marble.
- Obama (near CiB) finishes windmill, then moves to forest for preserve.
- Arcadic (on island) moves 1NE to build road. Then 1NE to build road (to speed later movement). Then use completed roads to move to fur tile and camp. Then use road to move to forest and preserve.
- Worker (on island, needs name) moves 1N to build road. Then 1N to road furs. Then camp (helped by Arcadic), then use road to move to forest and preserve.
- New worker from JH will move 1E and build road (1 turn only). Then 1SE and build watermill on the open grass tile.
- New worker from LM will move 1E and preserve forest, then 1 SE and preserve forest.
Emmett Brown
I dont know about moving 1NW, 1NE and putting a road there? That road is basicaly useless, 1N as per your original plan atleast the road will serve a purpose... IMHO.
From 1N he can go to connect the Marble, dont exactly know how many turns we need to make the quary.
Obama
Make sure to do the "important" forest preserves first (the one next to the open tile)
Arcadic
Why not build a Preserve for 2 turns instead of an additional road, puts us closer to the preserve and +1 happy... The road adds nothing that cannot be done later.
1NE, Road, Preserve 2 turns, Camp furs, Finish Preserve
Only 2 turns preserve, make sure to finish the road first on turn #3 and move Arcadic on the finished road or preserve for 3 turns....
Island Worker (without name)
He and Arcadic move together to the partial preserve? To speed up the first preserve. Then split them up?
New worker JH
Your proposal doesnt work, cannot build a watermill!!
I propose:
1SW (on the road), 1SE, Preserve
or if we want the Quary in a hurry and the road 2 west of JH is done, go help Emmett to hook up the marble.