yeah that's super helpful, thanks. the great bath definitely murdered that early game, could have had multiple settlers instead (with early emp) which would be far, far better. temple is better than bath but still not very good outside of niche uses, if you wanted amenities you could have built the coli instead (comes later and more expensive but you'd just chop it anyway) which would have ramped your culture and pretty much covered your empire amenities on its own depending on overlap. pyramids are amazing though, definitely a good build.
you've got two much bigger issues though, first being culture. it looks like you don't have any monuments down by t50? at that point you should really have 3-5x that amount of culture. the next time you play, try hard building a monument first in every expansion city instead of a builder. political philosophy is a massive power spike that should really be coming t60 on the later end, more commonly in the early 50s and possibly as early as the low 30s depending on the game/culture CS available. if you can hit all the inspirations + build monuments you should be able to hit 55ish consistently regardless of the map. Ditto feudalism--that really ought to be in place by T80, preferably early 70s, and it looks like you won't get it until T106. it's hard to overstate how important early culture is for every win condition, honestly.
the other big problem is city growth, which is preventing you from slamming early districts (and thereby increasing their cost). coastal cities are amazing with harbors and lighthouses, but the loss of housing from 0 freshwater means that they can be hard to get off the ground. that's really hurting you here--nearly half of your cities are basically dead in the water (1,2,2 pop, plus a 3 pop that will take 16 turns before you can place another district) and one of them (wroclaw) isn't growing at all. the map obviously had a lot to do with that--it wasn't like you had many freshwater options. but if you do get boxed into those kinds of locations in the future, you really want to either get a granary as soon as possible (maybe even by buying it) or preferably rushing the harbor > lighthouse to get it rolling, then send the trader out for food/hammers. It seems like in general you're overvaluing stronger tiles when you ought to be thinking more about working a larger number of them.
here are two T100 shots for comparison, i'll try to post some more applicable ones later when I have my computer, only have these because i already posted them in another thread. the first is a good start to a pericles game, the second is a super ridiculous start to a kupe game. both of these are wildly better than the map you got stuck with so the numbers are besides the point but the populations/growth rates are what's important. 4 is just a really important number to hit early for that cheap second district.
as for the chopping thing, it's mostly a question of speed. if your game is taking 300+ turns, that might be long enough for a lumber mill to be worth keeping around. but if I'm aiming for a T200 science win I'd much rather have 150 instant production at T100 via chopping (w/ magnus) which could easily represent 50 turns of LM production depending on the tile. plus i can just work other tiles to make up the difference/slam a farm, whatever. disregard the kupe game here obviously because chopping really doesn't apply the same way.
as for the early city production bit mine are still pretty decent because the growth rate compensates for the crappier tiles. You can see in that pericles shot that I'm still improving the best tiles (luxes, mines, strategics) but a good number are unimproved. it's also way less of a concern for me early on because so much of the production (like districts and buildings) is either being discounted or is being supplemented with chops anyway, and if I can expand fast enough and place those districts early i don't really need all that much production. plus my builders are popping with 5+ charges a full 30+ turns before yours are, so any ground you gained with early improvements via builder spam gets made up really fast. and by then the improvements are worth more anyway--you might have 2x the number of mines, but if yours are giving +1 production and mine are giving +3 thanks to tech progress you're still falling behind.
and yeah, it's super common that you won't have all your stuff built by t100, it's just nice even number to aim for. you can see in that peri shot that i still have some new low pop cities at t100 and even a pair of settlers, so not a hard and fast rule. you could even decide that you'd rather wait for the chops to become more valuable and start chopping at t110 or t120, anything later than that though and you're really hurting yourself by delaying your snowball.
big picture for your next game, just focus on expanding early instead of building wonders, try to place more of those districts right away, build monuments instead of builders first, and try to keep your housing cap from slowing down your growth. that should help a ton regardless of what you do with chopping. it also might be a good idea to just pick a win condition on T1 and stick with it regardless of how the game turns out. not always ideal but a good thing to practice.
hope that's helpful! lemme know if there's anything I didn't address/was unclear on.