I agree with you, getting Sun Tzu's should be our top priority these turns. And it looks like it can be done rather early.
Sun Tzu's Hints and Considerations
We may not have enough units in play to attack and capture Hattusas on one turn. I would bring the Army into play and have it be our main attack force on Hattusas, even if it is just one attack per turn. An Army and a small stack of swords could wear down the city over a number of turns. What I did to capture Hattusha was first attack with both armies and then rotate the armies, one going back to Hot'n Spicey to heal while the other one attacks.
So you may want to consider using the Army in Babylon to help attack Hattusas, even if this does delay the attack a few turns.
Capturing Sun Tzu's will actually be a big help to our research. With that wonder, we can sell the barracks we have and get gold. Plus, we have no upkeep to pay each turn. Thus, we can spend more on science, getting to Engineering a little bit faster.
German SoDs
Attack stacks with catapults first, then units. I would attack a stack first, then any single units, because if we win attacking a stack, we do not advance into the tile but stay where we attacked from. Since most of our units tend to be in cities, we keep units in the cities for defense. And the catapults attack on defense also. With well planned attacks, we can whittle a stack down to a redlined attacker fairly quickly.
On single units, damage them with catapults when they are next to our cities. Wounded units will leave, or at worst foritify inside our borders, where they cannot heal.
But deal with stacks first, if possible.
New City
No matter where we build a new city, we need to get roads to it as quickly as possible. Having a settler/worker stack, suitably defended, would be the fastest way, but we may have to found the city first and then road to it.
Bremen/Ellipi
Bremen might flip on us, but I would still keep it. In both it and Ellipi I would make every non-resister into a geek (thus making no food) until we starved it down to a non-flippable size (1 or 2). This will give us three extra beakers toward Engineering per geek.
Pillaging Armies
Keep it up. The only reason not to pillage might be to help take Hattusas. Otherwise, if you don't see Iron or Horses, pillage luxuries and then try to cut the road between the cities.
Libraries
One sounds OK, two might be a bit much, but only time will tell.
Barbs and Babs
Use the barbs to promote veteran units to elite, if you have the time to do so. Otherwise, I would leave them as a buffer between us and the lone Bab city up there.
Workers and Slaves
Try to keep these in stacks that can complete a task in a even number of worker turns. That it, if it takes 6WT to complete a task, have enough workers/slaves in the stack to complete it in one turn (6WT) or two turns (3WT) or three turns (2WT). If a task takes 6WT to complete, having a stack worth 4WT still completes the task in two turns, not one and a half turns.
Also, when doing this, don't worry much about 'wasting' WT when moving into a tile. For instance, you need to road a grassland tile, which takes 3WT. Move a 3WT stack into the tile on turn 1 and road it on turn 2. This builds the road faster than moving one unit onto the grassland and waiting for it to build the road all by itself. While the latter only 'wastes' one WT when moving into the tile, it also takes 3 or 6 turns before we can use the road in that tile. By moving the 3WT onto the grassland, we can improve it the next turn and use it (road movement and commerce bonus) on that same turn.
This is very important when roading to a new city. It connects the new city to our Iron and Horses and luxuries and allows us to move reinforcements to the new city on roads instead of open ground.
Disclaimer
I know you don't really need to be told all of this and I'm not sure why I went into all this detail.
Take what you might need and makes sense to you and feel free to ignore the rest.
