It takes just one country to screw you up, and russia and new africa are really unhappy with you.
Overall, you made some bad decisions about base layout. Too many aircraft, and you can't run effective research, manufacturing and interceptors/dropships in one base. I recommend running science in first base and workshops in secondary ones, that one starting workshop will do until you're able to build a new base. I never had the need to use more than one dropship and two interceptors per base, three bases in total.
Expanding your radar coverage early on with radar sites is a good solution, and build the second base as soon as possible. You will need to do some planning, so you better play one game just to the point where you get advanced radar so you know how much can it cover, then plan with it. Or if you want some layouts...I found that placing main base at east Crete, second in southeast Borneo, third somewhere in Texas, radar bases in south Africa, northeast Asia and south America works well. Also, get an UFO yard at once, put it near your future workshop base so you can disassemble UFOs quickly. I recommend capturing just one piece of any UFO, no matter what condition, and then capture just those that landed on their own, sell the rest. Only undamaged UFO will get you antimatter that you will need. Build SAM sites to add some extra protection to your bases, do not build them just somewhere in wilderness. They won't be able to shoot down any UFO on their own.
Filter out your soldier recruits. I see you are playing 2.4., so strength isn't important yet. I recommend keeping just those with speed and accuracy over 20 and mind near or over 30. You can right-click on a soldier's checkbox in recruitment screen to permanently get rid of him, some recruits are just that bad and you don't want them messing the screen.