I'm not sure how the Dutch colony works, and have only a vague memory of building one myself once.
A Colony allows you to use any non-claimed Resource which is currently outside everyone's Cultural borders, but to be able to use that Resource throughout your empire, it has to be hooked to your entire trade-net. So a Colony on your own Continent would just need a continuous road (ideally) to your capital, which can go through other Civs' lands even without an RoP (but you will lose access to the Resource -- and probably also the Colony! -- if you go war with those Civs). For an overseas Colony, though, you will need a Harbour in a nearby town of yours
and the ability to cross any intervening water-tiles 'safely' (i.e. Astro to cross sea-tiles, Magnets/Navi to cross Ocean tiles).
I rarely use Colonies in the epic game, but they can be useful e.g. for grabbing Iron/Gems on Hills/Mountains just beyond my borders, provided I can replace the lost Worker quicker than I could road that Mountain. The Colony acts like a road in itself, so a Colony brought within someone's borders simply turns into a road.
Colonies are much more useful in Mods in which additional terrain-types (e.g. Deserts/Tundra) have been made non-Settle-able (preventing towns being planted on/near resources associated with those terrains), and/or where fewer terrains are irrigable (so a town planted to grab a resource can't grow big enough to be otherwise useful).
Um... okay! I'm not sure what he hopes to accomplish here, exactly. I would have thought that he would also be rebuilding his military to try to retake his capital. I suppose the AI is just an inscrutable mystery at times. Although I have a feeling that you may be able to explain this behaviour to me..
Mursi's just been significantly weakened by your attack, and cannot compete with you (or the Dutch), but Cathy has a land-accessible town adjacent to his borders (and presumably also a relatively weak military, given her territory-size), so I would guess he DoW'd her to expand his meagre holdings.
I also decided to see if she would pay me for me to join her in her war against the Hittites, but she would not.
She probably can't afford to. Weak AI-Civs rarely have sufficient gold/techs to pay a 'fair' price for protection, especially at Regent. Did you try offering an MA for nothing (or an MPP, if you have Nationalism)? She might have gone for that.
My troops advance, while leaving a sizeable guard in Hattusas to prevent it from flipping back to Hittite control.
This was risky. Like I said before, eliminating flip-risk may require an inordinately large stack, and if yours isn't
quite big enough to zero the probability, you risk losing
all the units in it. Better to leave 1-2 decent defenders in the town, and station the 'anti-flip' troops
outside. You might also want to consider rushing a Lib to pop the town's borders, since the AI's tendency to found towns at CxxxxC means that just 10 Culture-points might be sufficient to get control of the entire BFC (i.e. no tiles controlled by the AI), which
does go a long way to reducing the flip-risk.
Tanks! I get to work immediately. I want tank armies in the field.
Game over, man, game over!
Okay, now I'm puzzled. What does Russia hope to gain from this war? Lugdunum, presumably? Or perhaps they were bribed into the war by the desperate Hittites.
If you didn't get a "The Hittites and Russians have signed an MA against us!" pop-up, then no, Cathy did this all by herself -- likely because she 'thought' she could take Lugdunum on that turn (did you have only 1 Cav defending it?). The AI responds to relative troop placement on a turn-by-turn basis, and does not plan ahead as such.
At least the weariness from this conflict is minor compared to the aggressive wars that I've fought so far.
War weariness is calculated on a Civ-by-Civ basis, so any WW you saw right then was likely the result of your resuming hostilities against the Hittites -- which should be gone with their defeat. If Cathy attacked you, then you actually now have 'War Happiness' which -- provided you prosecute the war against her efficiently -- will stave off WW for a few turns, possibly longer. Hurt Cathy a lot worse than she hurts you (try not to let her Frigates bombard your coasts, kill everything she lands), and you might even be able to stay at war with her until the end of the game, without the glorious Korean empire ever suffering any significant ill-effects from (Russian-inflicted) WW.
I expect that I could very rapidly clean up his eastern cities and then I think I can flood troops into the choke point.
I agree. If you have 50% land already
before you've popped the ex-Hittites' city-borders, then you may be able to get 66% just by controlling the eastern section of that Continent. So before DoWing Willy, I'd first stockpile Tanks/Infs near the borders of all the eastern Dutch towns. After you declare war, you should then be able to take all those towns within 1-2 turns (1 turn to move the Tanks adjacent to the town,
maybe 1 more turn to take it): Tanks have Blitz, so against Rifles, you'll likely only need 3-4 Tanks -- i.e. 6-8 attacks -- per town, plus 1-2 Infs to guard it once it's yours. Taking Kish should be a priority, since it connects by rails to the rest of the Dutch empire, but DON'T go for Sumer -- yet -- because taking Sumer will block off the choke-point entirely, which you may not want/need to do, yet.
Rather, I'd recommend a variant on the 'Funnel of Doom' tactic. This relies on the AI's 'preferences' to invade by land if it can see a clear path(s), and to target 'soft' cities even if it can't reach them in 1 turn, over more accessible but 'hardened' cities, tough defensive units, and especially over Armies. The way the trick works is, you station your (Infantry-)Armies + fast-units (Cavs/Tanks) + Arty(/Hwach'a) alongside that 'preferred' path(s), such that
all enemy units are 'forced' to go past it/them to get to your conquests. Every incoming unit will then run the risk of taking 'Zone-of-Control' damage (from the Armies and Cavs/Tanks), which may/will encourage some of them to immediately retreat -- getting ZoC'ked again on their way out. The few units (initially low-D fast-units, later foot-units) that
do manage to get through the FoD relatively unscathed can then be bombed/killed, before they can do any damage.
So if you garrison each of your more easterly coastal conquests with >=1 Inf, and Kish and Ugarit more heavily with 2-3 Infs (+Arty), but leave, say, Tarsus ungarrisoned, the Dutch
should head for that rather than anywhere else. That inland tile 2E of Sumer, plus the 2 tiles NE (Horses) and SE are therefore a great prospect for building a small FoD: (Infantry)Army-stacks stationed on those 3 tiles can't be bombarded from the sea until Willy has Battleships; you should also pillage the coastal (rail)roads to Kish and Ugarit, to slow down Willy's fast-units (he probably has dozens of Cavs by now -- but your Cavs and Tanks should make short work of them).
(Conversely, if you block the choke and guard everything 'equally', Willy will just send his troops by sea instead, and you'll have less influence/control over what he'll pick as his target.).
The majority of the war should be over within the first 3-5 turns, during which Willy might have taken so much damage that he's already willing to make peace. In the meantime, your Hittite conquests can be (rush-)building Libs -- or cheaper and possibly better, Settlers(Hittite) -- to fill in the gaps in the eastern section. If that's still not going to enough to exceed the Domination-limit, then once you've smashed the bulk of the Dutch land-forces, you'll be in a great position to push further west into the Netherlands via Sumer.
I wouldn't bother going after Russia. Just kill everything Cathy sends at you (by sea, since her troops can't get through Sumer), and keep your Russian WH...