Did you anger the RNG somehow ?
There should be 1/3 axes (ok also 1/3 warriors) and we got mostly archers.
Looks pretty straight forward for the next turn set (if nobody has any smart new ideas

).
Capital should grow to 4 after settler, building another work boat and 1 garrison.
Research first 1 turn wheel, then back to fishing to nab another turn of free beakers (feeling greedy

).
Worker finishes irrigation, does another irrigation on a jungle endangered river tile, then probably can start roading.
For clammy Drojf, I think worker first. Further digging in the code has shown that we pay 1g of number cities maintenance, if the second city grows to 2 (the algorithm is pretty obscure).
We want to be at 15 beakers for the pottery research (or do we want now something else first

), so we make max use of 40% prerequisite bonus. 2 river tiles in the capital and the clam should do the trick. But we then need the odd turn at 0 research to pay for the distance maintenance in the second city.