How is it with my income am i earning enough for the time now and for the land under my control ?? Anything i can do to rise my income ??
Commerce is what is pulled from terrain tiles. Some goes to corruption in most cities. The rest is split between making citizens content, turning into gold and turning into research beakers depending on the sliders. Gold and beakers can also be directly produced by specialists. Expenses such as building maintenance and unit support are deducted from your civ-wide gold.
I suddenly realize that I've been talking a lot about corruption in the forums, and vmxa doesn't think about it. I suppose I also don't think about it in-game beyond understanding that improving the capital and cities closest to the capital first because improving those has more effect than improving more distant (=corrupt) cities. You have many workers which is good, but most of them are off in the outer parts of the empire when there is still plenty of work to do where it counts most.
Increasing income begins in the capital city, because no commerce is lost to corruption:
You do have some form of improvement on each worked tile, but some tiles aren't fully improved, and overall the tiles are not optimally improved, and you have no alternative tiles ready to switch to which is a shame because you're hitting max population / full food box next turn and will then be wasting 5 excess food per turn instead of working better shield- and commerce-producing tiles.
Notice that riverside tiles get one commerce, and a road increases a tiles commerce by one. I see 4 riverside tiles available to this city that aren't improved. Put a road on each and each will give you 2c per turn (when worked, of course). All four available river tiles are grassland, and two are bonus grassland. The riverside BG tiles would have been very high priority for me to mine and road.
The tile 1SE of the city is not roaded. It still gets 1c because it's riverside, but you're missing out on 1c per turn by not having a road here. For this tile also note that it is irrigated but not getting any more food than its neighboring mined bonus grassland tiles. The reason is the despotism penalty. Irrigated grass is worth 3f per turn, but the despotism penalty turns anything over 2 production factors per turn into one less production factor. So you spent 5 turns irrigating that tile (1 turn stepping on tile, 3 irrigating, 1 stepping off) for no benefit for the first 4000+ years of your game.
Growing the city to max pop also makes more commerce due to more tiles worked. Since this city is not on fresh water it is stuck at size 6 until you research Construction and build it an aqueduct.
Net income also depends heavily on expenses:
You have 11 barracks, so you are paying 11gpt maintenance for those. You have 8 more barracks under construction, so you will soon be paying 19gpt for barracks alone. You're currently clearing 22gpt after expenses and research. Let's look at Tyre and Tarsus: these cities are clearing 1spt due to corruption (or more specifically waste) but have barracks, and one of them is making a worker. Having barracks in these towns to produce vet Immortals every 40 turns is a poor return on investment and arguably a waste of gold supporting the barracks.
They are frontline cities in an upcoming war, so having barracks in one or both towns might be a good healing strategy, but as for production I would either build a long, slow courthouse, long slow catapults or workers out of a city like these. If planning to go to Monarchy I might make warriors for MP. These cities will be hard to keep happy past pop 3 or 4, so they can make workers to keep small or resort to specialists until they are more capable of maintaining themselves through future advancements.
You only have one temple and building three others, but you appear to be using them for specific culture battles, so I can't fault that overall. Good, limited strategic use of temples for culture purposes. Try to purpose-orient your barracks similarly. If the city can't build a unit in a reasonable amount of time, maybe it can build artillery, a courthouse or settler/worker and skip the barracks.
You have no granaries. With so many food bonuses one could argue you don't really need a settler pump on this map, but Perseopolis is a case study for a 4-turn despotic settler pump. Put a granary there, 5 extra food per turn grows 2 pop in 4 turns, and you have enough shield production already to collect 30 shields in 4 turns. There are enough food bonuses I think you could've managed a 2nd 4-turn pump and possibly 2 more 6-turn pumps (due to wasted shields, not lack of food). But the point is that controlling expenses while maximizing growth can be accomplished by granaries in select cities like you did with temples.
Unit support is another expense, but you do not have that problem in this game yet. Controlling that after despotism depends on smart positioning of troops and growing towns into cities size 7 or better to increase free unit support. (Unless you choose Feudalism as a government, then stay size 6 or smaller.)