Ok, I put what I wrote in the spoiler. Feel free to edit or make any additions. If you already started on Iron Working I probably will have some overlap. It sounds like I'm taking a more pessimistic tone than you will about researching IW to try to discover iron alone.
These are the classical technologies that follow from Sailing and Bronze Working. Metal Casting requires Pottery as an additional requirement, and Calendar is displaced from the others in the tree by requiring Mathematics.
Unlike more general technologies like Monarchy and Currency, the priority for researching these techs depends heavily on the map. These technologies unlock several worker actions which may not find much use in every game, but are particularly useful in tropical areas: clearing jungle, building plantations, and early workshops.
In maps dominated by water they also gain in value. Metal Casting allows the construction of the Colossus Wonder, which adds extra commerce to water tiles. Compass allows the construction of harbors in coastal cities, which boost health and generate extra commerce from trade. And Compass and Calendar will both be required on the path towards Astronomy, the tech allowing trade and transport over ocean. Conversely, on a map with little water or plantation resources, there is not much value to Compass and Calendar. You could delay acquiring them for a very long time, but they will eventually be necessary for Physics, a key gateway tech for the late game.
Iron Working
Depending on the map, Iron Working can be an important technology that is researched alongside the ancient era techs. Jungle cities tend to be very poor early on, but often have major potential once the jungle is cleared - especially once you can build plantations with Calendar. Clearing jungle is very expensive in terms of worker turns, so jungle cities should typically be avoided early, but sometimes you simply must make the best use of your position. It's not rare to find rice or gems under jungle, which you can make good use of immediately.
The first thing you probably notice about this technology is not jungle, but iron. If you have no access to copper, you need iron to build the melee units of the ancient era. If you have no need to clear jungle, it is debatable whether the gamble of discovering iron is worth valuable turns of early research. It may be wise to delay any war plans and reconsider your strategy. For instance, heading towards Alphabet can improve your situation in other ways, and you can often get Iron Working easily in trade.
Iron isn't just a substitute for copper, it also allows the swordsman unit. The swordsman upgrades the city raider role of the axeman. Swordsmen are noticeably better than axemen for attacking archers in cities, and are stronger against catapults and mounted units in the field. However, swordsmen are countered very effectively by axemen, and are a little more expensive to build. It is debatable whether it is worth spending early research turns on Iron Working for swordsmen alone.
It should noted that this unit is radically different in the Aztec and Roman civilizations. The Aztec Jaguar feels much like a modified axeman. Since it requires no resources, the risk factor of researching Iron Working is eliminated....but if you do have copper, the merits of Jaguars over axemen are slim. On the other hand, the Roman Praetorian is essentially a cheap medieval maceman for the early game.
The value of the Colossus on water maps has already been mentioned...the other role of Metal Casting is increasing production. This technology is the bridge between both key military techs of the ancient and medieval eras, but has no overt military value itself. However, the forge building gives a production bonus which is very useful in military centers. The forge also can act like a temple, increasing the happiness from luxury mining resources. But be careful about building forges in non-production cities which may eventually be limited by health rather than happiness.
In regions with very low production, such as cleared jungle grassland, Metal Casting provides two limited ways to get hammers. The early workshop is a very weak improvement - it essentially turns grassland into an unimproved plains tile, and a plains tile into an unforested hill. Still, it is better than running citizen specialists, and may be the only source of production in some cities if you aren't running Slavery.
The other source of production is running an engineer, which is unlocked by the forge building. In terms of immediate production, the engineer is no better than the weak early workshop. But the real value comes from the great person points. The forge is one of the few ways to get the Great Engineer, which plays an important role in some strategies.
Compass is a very limited technology. Its only real intrinsic benefit is the harbor building, which can only be built in coastal cities. But the harbor is one of the biggest advantages of a coastal location. Besides the health benefits, it increases commerce from trade routes, which also tends to attract your better trade routes to that city. This, as well as the commerce from water tiles, means it often makes sense to specialize your coastal cities for commerce.
The other thing to note about Compass is that in many research paths it is a short step from Optics, which allows you to contact other continents and win the circumnavigation race. Compass unlocks the explorer unit which after Optics can travel via caravel to explore new lands. But the explorer itself is hardly a reason to research Compass - it plays very little role in most games.
The value of any of these techs is very map dependent, but this is especially true for Calendar. If you lack plantation resources there is no real reason to acquire this tech until Astronomy. Calendar centers your world map, but at this point in the game you should already have a good idea where you are with respect to the equator. More significantly, the tech obsoletes the monument/obelisk building, which is the cheapest way to expand borders in new cities. When you found new cities in this era, remember to build any needed monuments before acquiring Calendar. Fortunately, you can also get the more useful theater building with the Drama tech around this time, which is nearly as cheap as the monument.
This is not to diminish the importance of any plantation resources you do have. Unhappiness is often a problem in the early game, and Calendar can be a useful approach to the problem. The resource tiles themselves are also valuable to work. In particular, bananas are about as good of a food and health resource as grains, and dyes provide as much commerce as towns, giving double happiness with the cheap theater building.
Spoiler :
Jungle, Metal, and Water
Iron Working, Metal Casting, Calendar, Compass
Iron Working, Metal Casting, Calendar, Compass
These are the classical technologies that follow from Sailing and Bronze Working. Metal Casting requires Pottery as an additional requirement, and Calendar is displaced from the others in the tree by requiring Mathematics.
Unlike more general technologies like Monarchy and Currency, the priority for researching these techs depends heavily on the map. These technologies unlock several worker actions which may not find much use in every game, but are particularly useful in tropical areas: clearing jungle, building plantations, and early workshops.
In maps dominated by water they also gain in value. Metal Casting allows the construction of the Colossus Wonder, which adds extra commerce to water tiles. Compass allows the construction of harbors in coastal cities, which boost health and generate extra commerce from trade. And Compass and Calendar will both be required on the path towards Astronomy, the tech allowing trade and transport over ocean. Conversely, on a map with little water or plantation resources, there is not much value to Compass and Calendar. You could delay acquiring them for a very long time, but they will eventually be necessary for Physics, a key gateway tech for the late game.
Iron Working
Depending on the map, Iron Working can be an important technology that is researched alongside the ancient era techs. Jungle cities tend to be very poor early on, but often have major potential once the jungle is cleared - especially once you can build plantations with Calendar. Clearing jungle is very expensive in terms of worker turns, so jungle cities should typically be avoided early, but sometimes you simply must make the best use of your position. It's not rare to find rice or gems under jungle, which you can make good use of immediately.
The first thing you probably notice about this technology is not jungle, but iron. If you have no access to copper, you need iron to build the melee units of the ancient era. If you have no need to clear jungle, it is debatable whether the gamble of discovering iron is worth valuable turns of early research. It may be wise to delay any war plans and reconsider your strategy. For instance, heading towards Alphabet can improve your situation in other ways, and you can often get Iron Working easily in trade.
Iron isn't just a substitute for copper, it also allows the swordsman unit. The swordsman upgrades the city raider role of the axeman. Swordsmen are noticeably better than axemen for attacking archers in cities, and are stronger against catapults and mounted units in the field. However, swordsmen are countered very effectively by axemen, and are a little more expensive to build. It is debatable whether it is worth spending early research turns on Iron Working for swordsmen alone.
It should noted that this unit is radically different in the Aztec and Roman civilizations. The Aztec Jaguar feels much like a modified axeman. Since it requires no resources, the risk factor of researching Iron Working is eliminated....but if you do have copper, the merits of Jaguars over axemen are slim. On the other hand, the Roman Praetorian is essentially a cheap medieval maceman for the early game.
Metal Casting
The value of the Colossus on water maps has already been mentioned...the other role of Metal Casting is increasing production. This technology is the bridge between both key military techs of the ancient and medieval eras, but has no overt military value itself. However, the forge building gives a production bonus which is very useful in military centers. The forge also can act like a temple, increasing the happiness from luxury mining resources. But be careful about building forges in non-production cities which may eventually be limited by health rather than happiness.
In regions with very low production, such as cleared jungle grassland, Metal Casting provides two limited ways to get hammers. The early workshop is a very weak improvement - it essentially turns grassland into an unimproved plains tile, and a plains tile into an unforested hill. Still, it is better than running citizen specialists, and may be the only source of production in some cities if you aren't running Slavery.
The other source of production is running an engineer, which is unlocked by the forge building. In terms of immediate production, the engineer is no better than the weak early workshop. But the real value comes from the great person points. The forge is one of the few ways to get the Great Engineer, which plays an important role in some strategies.
Compass
Compass is a very limited technology. Its only real intrinsic benefit is the harbor building, which can only be built in coastal cities. But the harbor is one of the biggest advantages of a coastal location. Besides the health benefits, it increases commerce from trade routes, which also tends to attract your better trade routes to that city. This, as well as the commerce from water tiles, means it often makes sense to specialize your coastal cities for commerce.
The other thing to note about Compass is that in many research paths it is a short step from Optics, which allows you to contact other continents and win the circumnavigation race. Compass unlocks the explorer unit which after Optics can travel via caravel to explore new lands. But the explorer itself is hardly a reason to research Compass - it plays very little role in most games.
Calendar
The value of any of these techs is very map dependent, but this is especially true for Calendar. If you lack plantation resources there is no real reason to acquire this tech until Astronomy. Calendar centers your world map, but at this point in the game you should already have a good idea where you are with respect to the equator. More significantly, the tech obsoletes the monument/obelisk building, which is the cheapest way to expand borders in new cities. When you found new cities in this era, remember to build any needed monuments before acquiring Calendar. Fortunately, you can also get the more useful theater building with the Drama tech around this time, which is nearly as cheap as the monument.
This is not to diminish the importance of any plantation resources you do have. Unhappiness is often a problem in the early game, and Calendar can be a useful approach to the problem. The resource tiles themselves are also valuable to work. In particular, bananas are about as good of a food and health resource as grains, and dyes provide as much commerce as towns, giving double happiness with the cheap theater building.