Preturn: MM in towns looks pretty good. Don't change anything major. Small tweaks here and there to speed up growth. Also hire some scientists in appropriate towns.
019 is size 6 with a full granary and yet is building a marketplace instead of an aqueduct. The build will finish this IBT so I don't change it (would lose about 50 shields).
Decide to rush a settler in Tarsus. We desperately need a town between it and 024. The only settler we have would take about five turns to get there. Since the Dutch have cavalry already, they can use the roads outside our borders to totally F us up. Both Tarsus and the nearby Hattusas are empty, only one cav outside keeping patrol. Doesn't take many units to capture both regardless of how many reinforcements I can bring in. The towns near to the middle of the border are not exactly well protected either.
Instead I find three different stacks heading towards three different Dutch towns. The one near Rotterdam makes sense. The other two - not so much. Too few units and especially artillery units. This would've worked against the Hittites but the Dutch are much more dangerous with better units and much more of them.
Both other stacks seem to have been sent forward on the last turn too. In SGs, it would be better to leave such decisions to the next player. Now I will have to waste two turns sending the units back where I want/need them. With the loss of 6 cavalry in flips (ouch! - that's pretty much the equivalent of losing a 600 shield wonder to the AI on the last couple of turns and having nothing better to switch to than a cavalry), we have way too few units to even cope with our defences let alone having three different attack stacks. Even two would be a stretch but three, no way.
When deciding when to attack, think of this: can you handle the AI counterattacks in the meanwhile? I think they can easily send half a dozen cavalry (plus landings) within the next couple of turns towards our towns that are almost empty the moment. The few defenders that remain in the north are all injured as well. I would have sat back for the at least the first five turns or so of the war, only sending out one stack at a time. Cannons are nice on the offense but I would keep at least one in each border town that can be attacked on the IBT as well. They help to keep down our losses.
024 Not Groningen desperately needs walls but I don't have enough cash to rush them. Go through all the towns looking for a built granary that I could sell but there are none left. End up selling the barracks and the harbor at Lauwersoog, the captured Dutch island town. Now I manage to rush the walls in 024.
Breda, the captured Dutch town on the mainland, is pretty much impossible to keep for long. All 8 citizens are resisting so it will flip soon. I will probably have to abandon or raze it shortly.
We have four cavalry on the two islands east of the mainland. That's four less cavalry to fight the main battle. With these four plus the six that were lost on the flips we would have ten more. That would make a huge difference. I would happily abandon all three island towns than use up our minimal resources in trying to defend them.
We also have many units that are exposed to possible cavalry attacks on the IBT. I have marked them in red on the below screenshot. There are also three fog squares that might have a cav that could capture the empty Hattusas on the IBT. Perhaps you checked those but I can't know that.
IBT:
The Dutch want to talk. No thanks.
Dutch mace kills one of our cavalry on the other island [0-1].
Turn 1 - 540 AD
The Persians have over 1000 gold and are in the industrial age.
The battle for Rotterdam - the cannons do ok but still a full health veteran crusader remains as the top def. Use the army to take out three defs but go in the red. The remaining defs are not even redlined so won't attack any further as we can't afford to lose our precious cavs let alone the army [3-1]
Move the other two stacks back.
Take out the mace on the northern island [4-1].
Fill the second army with two elite* and one vet cav and move it to cover 024. Move one cav and one knight to defend the newly built settler that will hopefully survive the IBT and is able to found the town between 024 and Tarsus.
Empty Breda as we cannot afford to lose any more units to flips.
Make this trade with Rome as we need the cash.
Spot a fortified settler on the field. It's nice that there's a settler but please don't leave it fortified as it's easy to miss.
IBT:
Five cavalry attack our retreated stack next to Breda. We lose two muskets and one cavalry while beating two of their cavalry. With some worse luck the whole stack would've been wiped out along with the cannons [6-3]
Turn 2 - 550 AD
Great - the Dutch have rifles now too. Groningen has at least four inside. Cannons do ok again but still leave a yellow top defender. Only attack twice with the cavs, the first one barely wins and the second retreats without making a scratch [7-3]. No way to get past those rifles without armies and even then, very slow going. May have to make peace without taking out a single city.
Take out one mace near Tarsus [8-3]
Found 026 In Between.
Not surprising, WW has gone up again and I have to raise lux to a staggering 50%. Even so, many cities need so many specialists that they are starving already.
Decide to abandon Breda and found 027 Frontline on top of a hill.
IBT:
Lose two slaves that I couldn't protect.
One cav attacks 027 Frontline and defeats one of ours [8-4].
Apparently our people love us for some reason and want to build an extension to the palace.
Persians establish an embassy with us. That was a freebie.
Turn 3 - 560 AD
Now that we have an embassy with Persia, I notice that they are at war with Rome.
Finally manage to redline all defs (4 rifles, one cav) in Rotterdam. Take out the city with only losing one longbowman. The army is heavily wounded again though [13-5].
Redline and take out two cavs next to 024 Not Holwerd and 027 Frontline. [15-5]
Found 028 Filling A Gap.
Take out a mace next to 026 In Between [16-5]
Dial William but they are not willing to give up anything fancy for peace yet. I'll try to hang on for just a little longer.
Pillage four roads on the north to slow down their cavalry. The northern towns are now safe from cavalry attacks. 027 and 024 Not Holwerd are the only towns that can be reached in one turn.
Notice that we actually have two 024 towns. Rename 024 Not Groningen to 025 Not Groningen.
IBT:
Get lucky and defeat all three cavs attacking 027 Frontline. The musket promotes as well. All the defs are heavily injured now though [19-5]
Turn 4 - 570 AD
Take out a swiss merc with an elite knight and get a leader. I'm almost tempted to rush something with it but we really need more armies. Then again, we are not exactly swimming in cav units to fill it with... [20-5]
027 could really use walls too but don't have enough cash to rush them. Maybe use the leader for that?

Nah, army it is. Will fill it next turn unless they attack 027 with a gazillion units and we lose the town.
Use one of the armies to pillage more tiles. Their last horse (I hope) will be gone next turn so no more cavalry (I wish). They only have one insence left now and they are trading that one out as well. Would be nice to be able to get that pillaged too to ruin their rep.
IBT:
Go 1-1 on def [21-6]
Turn 5 - 580 AD
Pillage horses next to Amsterdam but they still have some. Boo.
Take out a cav next to 025 [22-6]
Ditto next to 027 [23-6]
Fill the third army with three vet cav. Move it out pillaging one key road and one insence at the same time. Capture and abandon one of their worker too.
IBT:
The Dutch and the Arabs sign a trade embargo against us.
One cav attacks but retreats without doing any damage.
Turn 6 - 590 AD
Finally get to rush the walls at 027.
IBT:
Magnetism is in, start researching steam power.
No attacks.
Turn 7 - 600 AD
Both Persia and the Dutch are up nationalism but nothing else. Persia has 1849 gold.
I have been moving our big stack of cannons closer to Amsterdam. With the help of our armies, I am hoping I can raze the town before having to make peace. It would hurt the Dutch quite a bit.
Not sure what's happened but the Dutch now have no horses. Maybe I just missed that on the previous turn.
IBT:
zzz
Turn 8 - 610 AD
Bombard Amsterdam and but only get one attack. Full strike will come next turn when all three armies can attack [24-6]
IBT:
The Dutch and the Persia sign an alliance against Rome
Greece and the Dutch sign a trade embargo against us.
William moves two units OUT of Amsterdam. Sure, whatever.
Turn 9 - 620 AD
Bombard Amsterdam and finally raze it [30-6]. The capital jumps to The Hague which is not coastal. One thing we might want to try is to pillage all tiles next to it which would end all their resource trades. I can do that next turn.
Take care of one lone cav near Tarsus [31-6].
IBT:
zzz
Turn 10 - 630 AD
Persia now has over 2000 gold.
Pillage the last tile next to The Hague. Their trade routes are now cut. As an added bonus, pillage a couple of extra tiles next to Eindhoven, including an ivory source.
I've left some units unmoved:
-the big cannon stack that now has quite a few slaves as well
-some workers and one settler near the empty lands that used to belong to the Dutch
-one army with full movement points
I suggest we make peace before the next IBT but I'll leave that to the next player. William won't give us nationalism but economics plus some cash... I think we should take that as the war weariness sucks balls. They also have some frigate/galleon stacks heading our way and if they unload a bunch of rifles near our core, we might be in trouble.
If you make peace, move the settler and the workers out to claim the land. There's more settlers and workers on the way. We can squeeze in at least five new towns.
Feel free to change anything. I was pretty tired after this turnset and didn't MM at all during the last turn.