Turn 1-1250 BC-Warriors sent to disband to help Spearman and Immortal production.
*makes note to self - conserve the number of smoky-moves icons*

x3 :aargh3:x4 NEVER disband a unit that can be upgraded. In this case, warriors can be upgraded to Immortals. That's why the barracks were built. Barracks not only get vet units, but allow for upgrades. Very bad move.
Turn 2-1225 BC-Movement to disband contiunes.
Again,

. (see above)
Turn 3-1200 BC-Spearman complete in Persepolis. Three warriors disband to help Spearman production in Babylon.
How much disbanding are you doing? Are you disbanding even when the unit will be complete the next turn? Very big waste of shields.
Turn 4-1175 BC-Arbela founded. Production set to Immortals. Warriors disbanded in Pasargadae to help Immortals production.
Next to the Zulu capital. Not Good.

Our culture is nearly zilch. You have our border towns set on Immortals (all towns even). The time spent disbanding our warriors just cost us some temples in the border towns. Why? The warriors could have been upgraded, and the border towns (Susa, Pasagardae) could be been building a temple. What ever happened to our expansion plan? Look at this screenshot:
The pink W's are the wasted tiles that will never be used. The blue dot (and dotted lines) are a better site (even though it over laps a city).
Turn 5-1150 BC-Nothing.
Turn 6-1125 BC-Nothing.
Be a bit more descriptive. Did you do any micromanagement? Diplomacy checks?
Turn 7-1100 BC-Persepolis finishs Spearman, changes production to Immortals.
The early game is expansion, and we've just about missed that chance. There's land to the north that has to be settled (and worked). Had we not disbanded our warriors, we would not need to spend time building Immortals. We just wasted maybe 20 turns or more. A few extra cities could have been built. Our workers (that's another story) could have been preparing for the new cities.
Turn 8-1075 BC-Babylon completes Spearman, changes production to Granary.
It's going to take 28 more turns to build a granary. That's a bit too long. Build some workers to clear the jungle.
Turn 9-1050 BC-Pasargadae produces Immortals, moved toward Zulu terroity,
Why? Keep them in cities for now. If you leave them in the jungle, they can die of disease (wasting shields and a unit).
Turn 10-1025 BC-Susa completes Worker, changes production to Immortals.

It's a border town. Border towns should build culture to make their borders expand (Especially when next to another civ). No culture = culture flip.
------
Save critique:
Military: We just disbanded our warriors!

This is a bad move in any game in most cases. Also, a lack of an army = an incentive for another civ to attack and invade us, leaving us with few troops to retake our cities.
Rule #1:
NEVER disband units that upgrade to an UU (Unique Unit).
Rule #2: Only disband when the unit becomes obsolete (i.e., swordsman in the industrial era).
Rule #3: If you are to disband, do so in a city where a unit or improvement will be completed in 2 or more turns. That way, you don't waste shields.
We have an Immortal in the jungle. -smoke- They can die of disease here.
Infrastructure & City Growth: Our road system is more than sufficient for our population. Our workers should be clearing jungle, or building roads to new city sites. Our lack of culture severely limits our growth, especially for cities along a river.
Pasagardae: There's a worked tile that's not on roads!
It's on the forest, but putting it on the roaded-mined hills yeilds the same food and production, and gives us 1 extra gpt.
All other cities are 'okay'. (We could be doing better, but we really shot ourselves in the foot by disbanding our entire army).
Workers: They're everywhere, and only 1 per tile. -smoke- Workers should work in pairs (especially for an Industrial civ. Stack 4 or so workers on a jungle tile to cut it faster, not just one. Also, there's a worker by Arbela irragating grasslands. We're in despotism. In despotism, irragated grasslands (without wheat, game, cattle..) have no effect. It's a waste (It's ok if you're close to monarchy). There's furs next to Arbela that the 2 nearby workers should be working on. Babylon has a worker in the hills. There's enough tiles there now. Pasagardae has a road over the gems, good, but the worker isn't clearing that jungle. A bit -smoke-. Clear the jungle where the gems are, and you can have food, plus more gold. What's the worker by Susa doing? I didn't see it in the write up.
My suggestion. Had we not disbanded our warriors, we could have taken those workers, and moved them north of Persepolis to build roads to new city sites. Now, we need to focus a bit more on production. Our cities are also spread out a bit (a bit more corruption - hurts production big time in antiquity).
Diplomacy: Where's the diplomacy checks? A quick check of the Zulus revealed that we could have gotten Horseback Riding for the Alphabet and 6 gold.
Culture: Where's our culture? Again, I think disbanding our early military crippled us here. We had our military (and gold) all set. Our border cities could have been producing settlers, and culture (temples), and workers in between.
Technology: Could be adjusted to 70% (8turns, 1gpt after that micromanaging). It's a toss-up there. We're scientific, so Literature should be a consideration, too. (cheaper libraries). We'll need the culture. After (if) we do take the Zulus, we should think about settling our continent and building culture first. If any other civs land on our continent, and have higher culture, our cities might flip.
Overall: Not a good turn. -hammer- We lost our military, and now we have to rethink our strategy. Instead of upgrading and taking out the Zulus, we have to manage both expansion, and Immortal production with low population cities. Not 1 city is size 4 or higher. Only Persepolis is size 3, and we're trying to build Immortals with size 1 and 2 cities!
We could restart this turn, but this is a succession game, and we have to learn to deal with crippling mistakes. 