I wouldn't build any ziggurats anymore. Ziggurats trade

to

+

, but we have no use for those two. The limiting factor on our victory is

, so we should use them wisely = build units! Missionaries are not important either. We have overbuilt buildings already on some cities, for example
This city has no food, so it would have been best to stagnate @size2 working copper+plains hill. Since no growth, granary is moot. How much

is ziggurat saving? Maybe 3

per turn, it's ok, but not great for 90

investment.

-points are not very useful for our situation - maybe for sabotaging walls or inciting city revolts just before attacking.
Ok, now that we have a granary there, it's a good city for 1-pop whipping from size 2 -> size 1. Spending worker turns getting 2

1

1

-tiles is not very beneficial. Don't try to grow a city that can't grow.
Worker actions: Plains hills windmills are weaker than coast. Also mines are weaker than coast. Mines are good improvements only when you are at the happy cap and can't whip (or have no granary).
I understand that our workers don't have that much to do. Chopping forests outside our cultural borders is one sensible thing to do. If you want to plant one city more, I'm ok with whipping a settler from Nibiru and founding crab-deer. After your turnset it's way too late to be founding cities. Workers should also build some roads to make sure our army won't lose any time after declaring on Hat.
The most important thing in your turnset, Jouzou, is to build enough trebuchets. ~50% of our attacking troops should be trebs.
If we get a GS, I don't think we need any more

s. If we get a GA (as in great artist), I suggest that you pause your turnset and post the save. We need to plan another GA (as in golden age) in that case.
Moai is crap. It can beat whipping only if you are running many golden ages (2

-coast).
After engineering, I suggest Nationalism @0%. Civil service can be obtained from trade if needed.
Earlier I mentioned 1500 AD (70 turns from now) as a target date. 70 turns is a lot of time and it's certainly possible to win earlier. Let's just focus on the right things (=building a winning army).
Micro tip: after you whip an unit, take it off the first spot in the queue. i.e. just whip it, don't build it yet.

start to decay after 10 turns, so you have time to whip other stuff and finish the builds on consecutive turns when you actually need those units.
edit: On the first turn of your set, cancel both resource deals to Hat, re-negotiate wine for spices and cow for

.