Good turns, Yahya!
Below are my impressions of your turns. Overall I thought you did well. I have some minor issues concerning the placement of Hangchow, some nitpicking on some things of even less importance than that and some thoughts regarding our current situation and suggestions on how to deal with some of them in the next turnset.
It is a long, rather rambling post.
First Impressions
Looks like is going to be harder than I thought. One highly motivated, steroid-crazed Indian Spear impales and decimates 4 Archers! Two cities are captured, but auto-raze. And the Zulus are getting nosy and problematic.
This is gonna be fun!
Hangchow
This is a good place for a city but I think it is too early for Hangchow to be built where it is. The river is nice and it has lots of green around it. What it lacks are 1) roads connecting it to the other cities and 2) nearby cities that could send help in one turn if it were attacked. Granted, I don't expect it to be attacked anytime soon but if it is we cannot send help quickly.
Examine the map; Hangchow needs a road through one forest and one grassland to connect to Beijing. Our closest workers are making a mine. We only have 6 workers and 2 slaves. It will be many turns before we get a road to Hangchow.
With our map that will not be a problem. Just remember, that if you build a city 'off the grid' make sure to get it onto the grid as quick as you can.
Wines
We do have a road that connects to the Wines but we get no benefit from being connected. Why? The Wine is outside of our borders. Once we get a city near the Wines we will have two luxuries connected, which will help us be more productive. So while it looks like we have Wines connected, they are only half connected. I just wanted to point that out, in case someone might have examined a city and expected to see two luxuries connected to that city.
Earlier I mentioned building our Wine city on the ruins of the Indian city. We don't want to do that. Those ruins are on a BG and the Wine is also a BG. The tile S of Wines is a BG and so is the tile to the SE. Nice! If we build on a BG we waste it, since a city tile (IIRC) acts like a BG. Instead, let's build to the NE of the Wines. That tile is just a grassland, but it is next to a river, so we can grow to 12 without an aqueduct. We will have several BGs to use right when we build the city and once we get a library in place we will be able to work the city ruins also (after the culture expansion).
We do have a settler on the way to build this. It will take either three or four tuns of walking to get there and then one more to make the city.
City Naming
I don't always use the suggested city name when I build a new city. If the city is connecting to something special, like a resource or luxury, I tend to include the name of whatever it is I'm connecting to and use it in the city name. Sometimes these names are dull (Iron Hill and Saltpeter City come to mine) and sometimes they are somewhat cute (Tie Dye City, Dye Dee Dye, Fur Fury and Saki City (playing as Japan in SGOTM 13)). This helps me remember where the things are.
Negative GPT and Research
If we have enough gold to cover the expense, feel free to run at a negative GPT. Right now we can learn Currency in 7 turns at 80% science and a gpt of -7. We have 157 gold in the bank, so we won't go broke. Or we could drop science to 70% and learn it in 8 turns and -2 gpt. Something to consider.
Since we are still in Despotism, we cannot use gold to rush any of our builds. We can us gold to buy techs. And if we are weak enough, the AI will bully us for our gold.
In Republic and Democracy, I find it harder to have negative GPT learning, since I may want/need to spend gold to rush a build. In those governments, the amount in the bank is more critical than it is here, since gold can do more in those governments than this one.
In our case, with just one turn of difference, I think I would go at 70%. We would lose 16 gold compared to 49 gold at 80%.
Zulus
I agree with TheOverseer714. The Zulus look like they are ready to pounce on Nanking. They have two warriors on the mountains nearby and we have one warrior in the city.
Nanking builds an Archer this IBT,
after the Zulu move.
We cannot get another unit into Nanking this turn.
Not good. If the Zulus sneak attack then Nanking goes down. One rWarrior vs. one rWarrior and one vWarrior. Plus, we lose our only luxury, Silks.
So, we play dirty.
We want the Zulu to not attack Nanking. We cannot defend Nanking any better on this turn. Next turn, yes, but not now.
We need to give the Zulu another target of opportunity. A close by undefended city. Hangchow.
For one turn we need to move the two defenders in Hangchow out of the city. The Zulu will sense an unprotected city (ESP?). If they do plan to harm us, they should move towards Hangchow on the IBT, while we complete the Archer in Nanking. Next turn we move the units back into Hangchow and the immediate danger is over.
The AI loves an unprotected city or undefended worker. We can (and will) exploit that.
The Zulus might be peaceful. Doubtful, but possible. In that case we have just 'proven' Zulu peacfulness by offering them a gift they did not accept. But I think they will 'accept' the (temporary) gift we offer of an undefended city.
The Chokepoint
We need to close the gap in the mountains near our Iron. We can let the three Zulu intruders go home, but we don't want any more company. So, I think we should take the Archer protecting the workers that are south of Chengdu and the Spear in Chengdu and put them on the mountains around Chengdu. If the Zulus look like they are heading home, we will move out of their way. The next vArcher from Beijing (due in 2) can go north and defend Chengdu.
Also, please note that the Zulus could 'chokepoint' us also. They have a city 7N of Chengdu; it's borders are visible next to the fog.
Canton and Shanghai
Canton is too small to make another settler anytime soon. I started this settler but did not really think it through. Canton grows in 6 turns to size 3 and 2 or 3 turns after that spawns a settler, which drops it down to size 1. Ouch. Have Canton make a vArcher instead.
Shanghai is going to be in trouble rather soon. This size 6 city has 3 Happy and 3 Unhappy citizens. It grows in 7, so maybe the Wines will help it out. But, we need more cities in Old India. So, let Shanghai build on the Archer this turn. Shanghai produces 5 shields per turn; after this turn it will have 10 shields invested in a 20 shield Archer. Next turn change the build to a settler. It will need 20 shields to complete the build. Pop rush the settler, which will cost 1 citizen (1 citizen = 20 shields) and bring the size down to 5. Completing the settler will reduce the size to 3.
I must admit this seems a bit contradictory. Don't build a settler in one place but pop-rush one in another city. But Shanghai can grow back faster than Canton. And we do need more cities.
Bangalore
Normally I think that 3 vArchers and 1 eArcher would be enough to take out a size 1 city. But India has not been 'normal', so I think we need 2 more Archers attacking Bangalore from the east side. However, they have to cross two tiles in Indian territory. And so will our units on the west side of Bangalore, unless they want to attack across a river (I had forgotten about that!).
East of Bangalore we have 2 Archers and some workers. One Archer is wounded. We can swap him for the eArcher in Delhi.
Don't know what the Indian Spears and the Barbarian Warrior are going to do. The Barbarian could attack (not smart, but likely) but I don't expect the Spears to attack. I do expect them to move onto a road and pillage it. I really don't want to attack these two Spears. I would rather just try to block them from doing anything nasty until Bangalore and Lahore are captured or razed; then they should just disappear.
Lahore
The units that destroyed Jaipur will need two turn to heal and another four turns to walk to Lahore. Maybe, just maybe, Lahore will be size 2 when we attack. Then it should not autoraze. If it is size 1, too bad.
Spy
We have a unit on a mountain near the middle of Old India. He has been ignored for too long, at least three turnsets, including my last one. Let's do something with him.
Government
We need to change governments. Right now is not good, not while we are at war with India. We still need to able to produce units. After India is gone, or even slightly before, would be a good time.
Unit support will change in the next government. In Despotism we have 4 units of free support for each city we have. The size of the city does not matter. We currently have 37 units and 9 cities, so we have 36 units that get free support. We pay 1 gpt on the excess unit.
Other governments allow for more productive use of terrain and structure the free unit support a bit differently. Both need to be considered when discussing our next government.
We haven't discussed which government (but we should).