I think, bronzeworking is to late.
And this is bad news.
SD is in my opinion one of the most aggressive players here and plays one of the best combinations for an early war (not especially rush).
I'm not sure. I think Praets aren't that good as rush unit, but I'm not sure how good they are in combination with catapults against axemen/horsearchers+catapults.
And defensive are the one of the best (the best) UU.
~ 15 tiles distance.
Good new, you founded SD, I hope ?
A important information: SD knows at least 1 other player.
You can aren't able to not spent your EP points. So if SD don't invest EP in you...
And this is what I mean with bronzeworking.
forest aren't good fields.
You could have a mine on one hill or even better cottages near the river.
And you could could whip the settler in ~ 2 turns.
A second settler is okay, because your worker can't do something. - At a second thougt, maybe a seonc worker first and finished the settler with BW.
You need a terrace and more worker.
I don't like Tiwanaku. I think it's a good city, but not a good second city.
3 food ressource are good, but you need a monument to get them. This is bad. - And I would recommend to share the food ressources.
I like to have about 1 food tile per city - and more citys.
It would be better, if you built the city 1 or 2 tiles further north and you had the wheat next to it.
I forgot the east, but this is your north.
Where do you plan your next city ?
I think, I would go north.
Corn-8 on the coast maybe. - with another city later between the pigs and the silk.
Or the hill north of corn and pigs.
And at last a small point of civ machanics.
In the moment, you have a research rate of 90%.
You make +12 research (and +1 gold for +/- 0 gold per turn).
At 100% research rate, you have -1 gold cost per turn and + 14 research.
At 0% resaerch, you make 13 (14-1) gold per turn. (and 1 research per turn).
Civs rounds it numbers down. So you lose 1 commerce, if your research rate isn't 0% or 100%. Late not that important, but in the early game ?
So most players collect gold at 0% and research with -gold per turn at 100% to avoid the rounding losses.
This has a few secondary advantage too.
1.) You have more gold avaible. I'm not sure if you play with Events and gold costs, but even a emergency upgrade can help sometimes.
2.) You invest your commerce in research later. You get a small bonus, if you know players, who already have researched a techs.
I'm not sure, 3% ? This is (can be) only a rounding error, but still.
For example if you only have 300 research remaining at turn X and a research rate of 100 at +/-0 gold and 50% research rate, you get ~9 researchpoints more.
If you still have 600 research remaining at turn X, because you collected gold, but a research rate of 200 at 100% research, you get ~ 18 research points more.
Another important point. In most cases, you are with 0/100 as fast as +/- 0 gold.