Before I continue, some interesting things about the way this game is going:
I've done a few things many players agree you're not supposed to do in a deity game: building temples, max research (instead of setting your commerce to max GPT and buying your technologies), building Wonders (I'm still planning to use my latest leader to rush the Sistine Chapel as soon as Theology research is done). In this case, my reasoning is that the Sistine Chapel will allow my cities to grow larger, which means troops are built faster. I say bend the rules around to suit the situation. Or, maybe I haven't played enough deity games to get the lesson hammered into my skull yet.
Getting leaders is not something you can rely on for a gameplan; most of the time you have to assume you won't get them, but in my opinion you should be ready to take maximum advantage when you do get one. Granted I could use my second leader to build an army.....
Anyway, back to the action.
Things have quieted down a lot in the northwest. A couple of times Zulu MI's have attacked the forts, and one time one of them actually succeeded--but was badly wounded when he gained control of the fort. The Zulus didn't move in any other troops to back up their gain, and I regained control of the fort next turn. A fort can be your salvation, or it can give the enemy a safe route into your empire....
In 260 AD, the Zulus use a CATAPULT (wow, AI using artillery!) to try and pillage my incense tile just west of Flipopolis. The catapult shot fails. I retaliate by killing the catapult's escort and capturing it. It happens to be next to Ulundi; I put two spearmen in the square to guard the catapult and threaten the city. I use the Zulus' own catapult to bomb Ulundi. The shot fails. A little later, a Zulu Knight will show up in the area. Ack.
The Persians lost Sardis to the Zulus again, and also lost Gordium. The Persians are now down three cities in their war with the Zulus. Babylon has recently declared war on the Zulus. Have fun, Shaka--it's EVERYBODY against YOU!
Now for the main event: the Battle of Ngome!
(Note that we just rolled the clock back about 15 turns)
Note the fortified Ottoman pike at the very top left of the picture; aside from the far east road, that spot is the only other fast route of approach the Zulus have, and they constantly send troops either around it or to attack it. The pikeman there ends up dying and getting replaced twice. Zulu settlers make repeated attempts to grab the open ground where the ruins of Hlobane are. Medieval infantries at that location frequently end up having to switch places with fresh troops from Junkograd (which is barely visible in the bottom left corner of the picture; the barracks there is exactly 3 squares away).
Right after my initial force sacked Hlobane, they headed southeast. A few additional units from my core cities were able to meet up with them on the way over, and my force had two pikes, seven swordsmen, and four MI's when it reached the gates of Ngome.
And then things just went CRAZY.
To reiterate, Ngome is size 8 (granting a defense bonus), on a hill, and with pikemen defending it. Plus an easy route for reinforcements. In order to even try to conquer the city, I need to pillage the land around it to starve it down to size 6, while slogging through piles of Zulu units that often kill my units before they can pillage. I also need to block off the reinforcement route. I'm able to kill all Zulu units that try to reach the city, but I never do manage to get a solid blockade in place; it dies before it can get dug in. I have a steady stream of MI's and pikes coming from Basketgrad and Point Gratha (my two biggest production cities), and they die just about as fast as I can build them.
At the same time, occasional Zulu units sneak through the middle, between Ngome and the ruins of Hlobane, and try to attack my core. This is the reason I built those roads through the desert along my border with the Zulus: so that I can counterattack into a tile with a road on it when killing these intruders. Killing a unit on open ground means your winning unit loses a whole turn getting back onto the road, and that was time I didn't want to lose.
The Zulu Impi proves thoroughly infuriating. While I'm trying to improve my roads further, Impis make six-tile moves to try and grab the workers. Whenever one of my MI's gets redlined, it seems clouds of Impis come along to attack it and try and finish it off. And, of course, every now and then one of my MI's gets

'ed
by a pansy-ass Impi.
This fight wasn't short, it wasn't easy. It wasn't a retreat-and-try-again kind of deal. It was a brutal war of attrition.
Shaka sued for peace twice during the ruckus; I told him to quit being a sissy and FIGHT. Oh, and he wasn't willing to cough up any technology for peace, either.
230 AD:
Ngome falls!!!
A settler is sent right over to claim the liberated wines. I note that the AI founded Ngome right on top of one of the wine tiles. Here's the territory:
Where would you have put a new city? I considered placing it one tile southwest of Ngome's ruins, so that it could use both the wine tiles (these tiles are 2 food, 2 shields and 2 commerce once roaded and mined). But this spot is crowded in close to my other cities and won't have as many workable tiles. Or, I could plant my new city right where Ngome was, which means giving up some production by placing the city right on top of the wine (cities tend to screw up luxuries and bonus grassland this way). It also means I have to clear out another Zulu city to actually have more workable tiles.
I decided to set up shop on the ruins. What would you have done?
A couple turns after this is when the fun with the catapult happens near Flipopolis.
270 AD: A Zulu galley drops off an archer and an MI way down south near the old Arab capital of Mecca. These two Zulu troopers are right next to TWO completely undefended cities--and out of range of the garrison I had down there!
OOPS
Newbie move again. Gee, maybe peace isn't such a bad thing after all. Before I sue for peace, I look around for any last bits of deviltry I can do. An elite MI atacks Intombe and kills an Impi, but the city has at least one more defender, and my other MI at that spot is too badly wounded. He tries anyway, and, well, guess what, Arlington just got another resident. Bummer.
Near the ruins of Hlobane, the Zulus have a settler that's in position to build a new city the minute I make peace--and I don't have enough troops around to form a blockade. I do have one MI stacked with my pikeman, so I kill the Impi escorting the settler and add two more slaves to my work force. I should be able to blockade the border next turn. I move the rest of my troops out of Zulu territory. Okay, off to the negotiating table.
Shaka gives me Chivalry and 3 GPT in exchange for peace. I've still got one MI near Intombe that I can't evacuate from Zulu territory this turn--Shaka's gonna be mad about that. Can't be helped. I send a galley to get that guy outta there ASAP. Here's hoping Shaka doesn't go right back to war next turn, with two loose units in my territory.
My core cities switch to building aqueducts and cathedrals. A few turns ago, my leader raised the Sistine Chapel in Spamopolis. I began the game with furs, added incense shortly after game start. I just added wines, and will be adding silks as soon as the city of Point Blanke (to the west across a short stretch of sea) finishes a harbor:
I'd originally planned to take Intombe and continue the road northeast to Flipopolis to make the connection, but I can't do that right now. Maybe 20 turns from now.....
I make a surprise visit to Ngome and deliver a hearty congratulations to the troops for a hard-fought victory. They've even got wine right there on the site to celebrate with! Phew. Nite everyone, I need some rest after this session.