Option 1:
Settle the spot you marked with Moai, settle Stone, build Pyramids. Best city for that seems the city 1S of the wheat next to your cap. That can have 6 chops (with Maths and Stone thats 240 out of 335 hammers). Settle that first and grow it to 5 pop. Pre-build an Axe to 22h. One turn before you start Pyramids you 1pop whip it. 19 overflow. Work the two PH, two GH. Total of 15 hammers per turn with -4 food. Thats 30 with Stone. 2 turns (38 overflow, 60 production = 98 + 240 from chops is 338) and you have Pyramids. That helps with the happy-cap in a few cities and you have enough food that you can run in some cities 2 scientist together with the cottages.
If you lose Pyramids you still have settled 3 cities that are decent (the wheat-city is rather bad but at 6 pop it'll get 15 hpt, so 5 turn settlers). You do need quite a bit of workers though, 6 - or 3 with pre-chopped, pre-roaded tiles. I guess you should be able to get that done till T55.
Option 2:
Get Calendar and settle for Marble. Next two settlers go 2NW,1W of the cap and 3W of that spot. With border pop you have Marble. And 10 (!) forests to chop into MoM. Should be a cakewalk to get it. Not sure though if it really is worth it. I don't see all that many calendar-resources and only one that is currently in your borders. Not sure how long you need to get the Dyes in your borders though. The spices seem out of reach for some turns at least.
Anyhow, Option 2 really does not need much planning beyond getting those 2 cities up and a few War Chariots for defense imo.
Two points: Don't put too much emphasis on commerce. Sure you want to work cottages. But better you settle a few more cities and work with 6 pop each cottages that you can later on put together in that one city you'll get your academy in as well. Probably your cap. I think that can get 7 riverside cottages total + the silk and sheep + palace. Together with Bureau that can become a nice commerce-capital I think. Not absolutely great, but nice.
Anyhow, if you have worked all your cottages but have half the cities of your opponents, you might very well get rolled. This map is pretty small, so you should secure land now that you can. Decide on one direction and push your opponent there a little bit while you try to get your fair share in all other directions. Thats imo more important than cottage-growth. Not that you should ignore it. But you need some cities that can produce seriously.
Second point: I haven't looked closely at the micro but I think you should change the capital to build a settler. Build it 2 turns for 30 fh, double-pop whip it for 40 more hammers. +14 from natural production = 84 or 19 overflow. Together with the 6 hammers normal production (sheep, deer, cow, center) you'll finish the granary the turn after. Probably with avoid growth on as you'll get your food box to near full or full from the looks of your screenies. The turn after grow which will put the overflow doubled into your new food-box, getting you to approx. 16/18 at the start of the turn, so immediate growth back to 5. You should have till then the furs connected and not go into unhappiness. No direct micro as I miss the exact numbers but
T38: size 5, settler 15/65
T39: size 5, settler 30/65
T40: size 3, settler 84/65 - double-pop-whip
T41: size 3, granary 40/40 - avoid growth
T42: size 3, WC 6/20 - grow to 4 EOT
T43: size 4, WC 12/20 - grow to 5 EOT
T44: start worker 15/40
T45: double-pop-whip worker 70/40
T46: next worker 45/40
T47: WC 23/20 - grow to 4 (most likely, check numbers to be certain)
That produces another military unit, 2 workers, 1 settler and the granary in just 10 turns in that one city.
As for There You Go I would change it to a worker next turn. Work the cottage + horse + pig. That should finish the worker in 4 turns. You do not have any good tiles to work other than those, so growing it now while building the Granary doesn't strike me as optimal as you'll put the additional pop onto at best 3fh tiles. Better to build the worker from T38 till EOT 41. While that happens the workers do
T38: Road Horses
T39: worker 1 roads 1SW of horses, 2 goes into the forest 2S of horses
T40: W1 finishes road, W2 starts road
T41: W2 finishes road, W3 moves onto sheep, starts pasture
T42: W2 and W1 finish pasture together
On T42 you'll put your 3 citizens on horse, pig, sheep. Growth in either 2 or 3 turns (depends if you had this turn 1 food overflow or not). I assume 2 for now, so EOT43 growth to 4. At that point you will have 15 hammers in the Granary and 5 in a WC (T42 produce Granary, T43 WC). T44 double whip Granary. Should get you to around 9/16 food and finished Granary. Overflow into the WC to finish it as well on T45 while you grow back to 3. T46 should maybe get you to size 4 already. Not certain, depends on the exact food-numbers which I do not have. T47 you can start a settler and get 13fh per turn (pig, sheep, horse, cottage). 3 turns into settler, so on T50 you double-pop whip it, which yields a total of 39 + 40 + 13 = 92fh into the settler. Thats 27 overflow, so on T51 you finish another worker as well. After that regrow.
As always, please check if you want to follow this if I didn't do anything wrong
Also keep in mind I don't know the exact state of the game, so this play might not be viable. Also I saw that you got 2 more cities by T50 in your sandbox but I don't know from where and if you chopped them or not. My plan wouldn't need chops, but if you one or two you'll probably can get easily another settler in Queens Ballad.