Well... that was... interesting. Seriously... I have fought Prets with Immortals, but they are NOTHING compared to... Protective Archers on hills (Although it was actually the regular swordsmen who put up more of a fight. That, and poor luck)
RUSH!
1475BC - 335BC
1475BC: We left out empire, cut off, on a penensula, with only Protective civs to get more land...
1325BC: HORSES!! With this resource, we can (finally) attack the Chinese with Immortals. OK, it was about 50 turns later than I expected... but it should still be useful to get China while it is still off guard. That, and as my only direct neighbour (stupid penensula), and the civ likely to get the most land, I am forced to launch an attack on China... >.<
1150BC: Giggles gets Alphabet. I cannot trade anything, however, surely CoL should be a nice bargaining chip...
1125BC: Hinduism spreads to my lands. I choose not to convert... not yet. I want the diplo bonus!!
1100BC: Giggles researches Fishing, and I finally can trade a tech...

In this year, the Great Lighthouse is built (In Ethiopia, also the site of the Jewish AND Hindu holy city)
900BC:

Slave revolt. Fun. I choose the second option, as I need population and happyness... I already have 22 turns of whip unhappyness by now >.<
800BC: Zara asks me to adopt Hinduism. I oblige, and I get +1 diplo bonus!!
725BC: Sitting Bull adopts Hinduism
650BC: And then, so does Qin Shi Huang.
625BC: Research CoL, and found Confusism. I don't trade any techs for 12 turns, as I miss it >.< Dang, curse you silly mistakes!!
500BC: I see something that turns my blood cold...

China is trying to get Construction. This means Elephants. I am almost 100% sure that China has Ivory, so that means War Elephants. In otherwords... the obsoletance of my Army >.< Immortals are no match for Elephants, which means I have only a few turns to destroy the Chinese.
485 BC: First major tech trade, and it is a goody!!
And a mediocre one later in the same turn:
440BC: When Native America took CoL from Giggles (Curse you!!), the only person I could trade CoL to was Ethiopia (which was a nice surprise. I thought I would NEVER get Alphabet) So the last tech trade...
410BC: Enough is enough. I cannot take the (very real) risk of China attaining weapons of mass (ancient) destruction, so I launch my attack of 14 Immortals. This was 2 more than the one that destroyed Rome in my parralel game, and that destroyed PRETORIANS!! It should be enough, enough to wipe the entire map clean of the Chinese empire!!
Well... I have very few screenys of the war (>.<) Sorry. So this is what happened.
Turn 1: I launch an attack on a nearby Chinese city. Capture it.
Digits Losses: 2 Immortals
Chinas Losses: 2 Archers. A City.
Turn 2: Keep a Immortal fortified (Oh yes... Immortals get terrain bonuses, the only mounted unit (aside from Conquistadors) that have this ability. It is useful, to say the least.) in the captured city. Move my 4 4XP Immortals south, to Beijing
395BC (Turn 4... I think): See the Chinese defenders:
Too much for my measily stack of 10 3XP immortals to kill. I wait for reinforcements (2 turns). China whips an Axeman (!?) to survive.
4 turns later, I attack China... in an epic war.
After the bloodshed ended, I look away in disgust. No less than *10* Immortals died in that war, and only 1 losing Immortal withdrew (I should have promoted Combat I, instead of Flanking... they would do more damage that way >.<). I now am left with 5 Immortals (Thankfully, all strong, lvl 2 and lvl 3 Immortals) guarding China. As soon as "Refuses to talk" wears off, I will end this war. I think.
350BC: Saladin builds the Oracle in his capital.
335BC: End of the game, for now. I am the wealthiest civ in the game (I blame the city capturing

)
Now, summary:
Was this war worth the permanent -1 diplo hit with all Hindu civs? I dunno. Without this land-grab, I would be stuck with 6 or so cities for the entire game. Also, with this land-grab I get some border cities to Giggles and Zara, both people I want to befriend, without the border pressure that will cause diplomatic tensions. Finally, I get some sweet new land, and also secure a (as-yet) uncharted penensula, all to myself, and whoever is mad enough to split thier empire in two.
But now I am forced to REX. And that will be tough on the economy. I have 1 VERY important GP Farm to build, and another Strategically important penensula guarding city to build (1S, 2E of the corn near the desert). In addition, I cannot finish the Chinese off (I have barely any troops left, ANYWHERE!!). I will need to withdraw several Immortals to fog-bust, so no axes attack my lone warriors defending my cities. Thankfully, CoL will save my behind.
And of course, since China is still around, China is a very real threat. They can expand to the east, if they can out-REX Native America. They have Iron (I don't!! *Gulp* Thats insane... all the Iron lies MILES to the Chinese East...), and although I have copper, thats hardly going to come in handy. If it comes in a war of Chu-ko-nu vs. Longbows, its hard to see me winning... (Although Jumbos will come in handy!!) They still have 2 VERY good commerce cities, but lack the production to counter-attack. Yet.
Finally, this is a gold-mine!! I have no less than *3* sources of gold. Thats epic... I just need calander, and tons and tons of health resources.
Was the war worth it? I dunno. I lost alot, but gained alot too. Its hard to find a balance...
I *would* give an overview of the game ATM, but Civ IV is throwing a hissy, and trying to overthrow my computer (It freezes at the load screen, and takes no CPU power, but over-rides even Ctrl-Alt-Del for nearly 4 or 5 minutes >.<). If someone REALLY thinks it is needed, then they can... by opening the attached save, and then doing what is needed. But otherwise, you can wait for 8 or so hours, when I sleep
Summary of the First Chinese War
Immortals are great units, almost as good as Prets if you get Horses in the BFC (IE. You are fighting Warriors / Archers), and even better if the AI post-pones Bronze Working, especially for the religious techs!!
They still need quite a bit of skill to use. They are RUSH units... waiting to turn 130-something before attacking is insanely risky. Now you have to fight Horse Archers, Swordsmen, and Spearmen. Waiting any longer, and I would have Elephants, which are no contest (An attacking War Elephant has 8 strength, to an Immortals 2.67... thats exactly 3 times stronger!!).
The best promotion plan (IMO) is the same for any mounted rush... a few suicide Combat I units, 2, or 3 'mid-tier' flanking units (to be used when there are 18-50% odds of success), and 4 or 5 'hyper' combat units, which are kept alive by only attacking at 80% or higher odds. Unfortunatly, I ignored the first group, which is critical, as flanking chariots (and Horse archers, and Immortals) don't actually do all that much damage, so Combat I is vastly superior, especially when the chance of withdrawl is so low at Flanking I (20%, compared to 10%). So although you half the chance of the suicide unit surviving, you double the damage, which is MUCH better.
One last comment:
Me-thinks Ethiopia thinks this is a OCC
(Thier only city, and it is the medieval era already

)