I think you have to decide what kind of game you want to play, and work backwards from there.
PHI/EXP is a great combo for a one city challenge. On top of that, you've got a lot of small green wooden pyramids that you can convert into a big brown stone one.
You can have additional fun working out the timing of your scout & fishing boat builds, because the extra hammer skews the normal counts around.
Downchecks - you don't have a strategic resource in your fat cross (not a peak - just too many trees).
On the other hand, if you want to play a normal game, then you really need to split the food into two cities - I think I see some grassland hills in the shadows to the east.
In that case, I'd actually be targeting the capital for where the scout now stands. That's two turns the shortest way, so I would run the settler into the forest west of the corn on turn 1, and run the scout to the grassland hill. If nothing interesting turned up, I still have two more scout moves and one more settler move before I'm committed.
My plan would be to settle in place, with the intent of picking up the gold with an early satellite city. The gold will be fed by the crabs, and until the happiness issue is settled the clams can be shared. Since the clams and crab will be coming under the influence of the capitals culture soon enough, you likely won't need to worry about culture in the fishing village for a while.
I'm not expecting to have many land based improvements for a while, so I'm not too worried about defending them. I might well just grab archery, which will cover the cities and the mines, and punt the rest.
The normal procedure would be to grow as fast as possible to size two - that would give you 22 hammers, and then 6 hammers per turn after that until the boat is finished. 22 hammers is precisely what you need for a warrior or a scout.
So relatively normal plays are to build the scout/warrior until turn 11, then build the boat, which is ready on turn 19, with three hammers of overflow.
A second possibility is to put the boat at the top of the queue before the initial unit is trained - the boat is fast enough that you lose nothing in decay (
somebody should check this). That actually moves the boat up by a turn, without costing you anything but time for your first unit. If your first unit is a warrior, the marginal cost is pretty small.
Of course, the borders will have popped by the time Fishing is discovered, so you can also get the boat done in 9 turns by running no food surplus at size 1. At a cost of 32 food (plus a hammer per turn until you make up the deficit), you could instead run totally on hammers for the first 9 turns, allowing you to complete a unit on turn 5, and another on turn 9.
You need 34 hammers invested to whip a worker. With a 25% bonus, the sweet spot is population 3 - two plains hills and the fish nets you 10 hammers +1 food per turn. If you go Fishing, Bronze Working, that comes in right around turn 30. Three turns back from there is 27. Plenty of time. Note that to arrange the overflow, you'll probably want to train a unit that finishes on the proper turn, and may consequently need to sink some hammers into a building to get the timing just right.
postscript:
Agriculture? Not any time soon, I shouldn't think.