I did not come up with a better plan, and making a sandbox on a single monitor is a pain. So I'll just roll with it. I considered moving the northern city further east onto the hill, but that would lose the lighthousable lake, move off fresh water (not as big a deal for an EXP leader, but still), and lose some grassland for what likely is ocean
Points spent
100 - Capital N of the crab
100 - 2nd city NW of the cow
44 - worker in 2nd city
25 - archer in 2nd city
15 - scout in the capital
136 left after mandatory purchases
44 - worker in the capital (I thought about spending 24 to pasture the sheep, so that I can work it right away, but not getting a cheap worker is too much of a cost)
22 - workboat in the capital (will ignore the crab and improve the sheep first once the borders pop)
60 - granary in the capital (the choice which city was going to get it: 2nd city can build its own granary, whereas the capital also needs a lighthouse, so better to get one building out of the way there)
This left me with 10 points I couldn't spend (the cheapest purchase, a road, costs 12), so I clicked to reveal the tile 2E of the cow for 6 points and called it a day
End result - cities placed as shown, capital has worker + workboat + scout, 2nd city has worker + archer, and capital has a granary