Niiiiiiiice! I take it from the first thread you did that you decided to go in detail. Well NOW I can give useful advice
Okay, here is what I can derive from the screenshots. I play vanilla, though, so I won't comment on anything pertaining to beyond the sword.
Screenshot 1: You've got a pretty good capital with forests that you can use for chopping and you also have a river. However, producing a settler right after a worker is not what I think you should do. Firstly, build a warrior or scout (I would recommend another scout to allow another unit to explore). This will allow the city to grow to size 2 and also enable another unit for exploring. A size 2 city will make a settler faster than a size 1 city because a city with 2 population can work an extra tile. That can be helpful in lowering settler production time from (for example) 10 turns to 6 turns.
Also, you built a camp which was good but what about the food source you have? (is it wheat or corn? I can't tell). If you had agriculture, you should do that first (if you don't have agricultire, then I would suggest researching it as soon as possible -- remember I play vanilla so I don't know what alexander's starting techs are now, if they changed). Any extra food at the beginning can be crucial to let the capital grow.
Also, why is your worker leaving the scene? You should keep him in the capital to improve the tiles there. If you are going to make a settler, it can be useful to chop a forest with a worker which will give an extra 20 production, which can be very helpful. You can also use the first worker to chop a forest to hurry the production of a second worker which will be better because 2 workers are much better than 1.
Screenshot 2: Ahhh! A city right on the copper is not good at all! Granted, it allows you to produce axemen and phalanx right off the bat, but it's right to the border of the map! Its workable tiles are severely limited because of this. It's also better not to settle on a resource because you can use a worker to build a mine over the copper which will give it more production than if you settled on it (any production helps). My advice: Don't settle your cities on the border of the map! It loses almost half of the tiles you could use. There is another reason why the city site on the copper is not good; its tiles will overlap with the capital's, and that's the last thing you want. You want to maximize the ties used and minimize overlapping tiles for the fat cross radius. If you're unsure what this means, it means the workable tiles your city can work. When a city reaches its first border pop at 10 culture, it will show the 21 workable tiles your city can work (any tiles beyond the fat cross radius are unworkable by that city). The city on the copper and your capital overlap at the tiles 2S, 1SW, 1SW-S and 1SW-W of the copper location. My advice would be to put your second city a little bit north and DEFINITELY west. Make sure the copper is still in your fat cross, though. If you must overlap, try to minimize the overlapped tiles to 1 or 2.
Also, don't forget about specializing cities. If you settled that city in the mind that it would be your production city, that's good. City specialization is what's needed in this game; simply putting cities in what you think is the best location will not help. For instance, if you want a city to make a lot of food so it can hire specialists and generate great people, then look for a city site with lots of food resources and perhaps a river so you can make lots of farms.
Screenshot 3: The good: You have connected your two cities with roads so they generate more commerce. The bad? You only have two cities! I would recommend getting 3 cities at the very least before going to full military strike, or 2 good ones but that copper city isn't classified as a good city so you should make another city in a good site, that is close enough to the enemy so you can efficiently attack from that city.
One thing I noticed: Only one worker? If you're rushing, you should have two at the very least (one can build the road to the enemy, the other can add mines, farms, and cottages to your cities so they can churn out military units faster). And you put your worker on automated after you build the road to enemy, and that is definitely not good. Automated workers are NO GOOD! They build too many farms which will only serve in helping your city grow in population too fast and run into quick unhappiness. You only need enough farms to allow your city to grow to a sensible size that you can support with happiness. After building a road to the enemy, try going back to the city and build a mine over the hill, or a farm to allow the city to grow (but if a city is already at its happiness cap, don't make it grow more because they city will just run into more unhappiness). The mines will help you get more production to make military units faster.
Screebshot 4: Still only two cities?
And also I was quite amazed at the amount of phalanxes you created. 16 definitely are overkill for rushing and only serve to hurt your economy by causing you to spend more for military upkeep. I personally manage rushes with as little as 6 units, which are usually axemen to me. By dong so, I can make a rush sooner when the enemy has just a few archers in his capital and therefore, I can end wars sooner and build other stuff other than military units, such as libraries. I don't know much about phalanxes and maybe you were right in making them but don't forget axemen which have a +50% bonus verses melee units and can be very useful in attacking your enemy spearmen.
And your promotions...why are they all city raider? Do not just promote your units right off the bat once they are created. WAIT to see the units your enemy has. If your enemy uses exclusively archers, which the AI tends to do, a promotion that allows +25% against archers is much better than a promotion allowing a +20% city raider. Archers are usually the city defenders, so an extra 5% will help. And if the archer happens to leave the city to perhaps escort a settler, a city raider promotion is thus useless, but the archer promotion (I think it's called Pinch) will help since it always does an extra 25 percent verses archer units. Of coures, you do need some city raiders, but try to have more variety in your promotions, such as a medic unit to heal, and also don't build exclusively one unit; some units can counter other units, so a little variety (e.g. 5 phalanx, 5 axemen) will help. And most important: wait to see what your enemy has before promoting.
16 phalanxes by 70 AD seems a little slow in my opinion. I saw your capital, and maybe production is slow because it has an unhappiness face on it. The more unhappiness, the worse because then your citizens won't work tiles that could otherwise be giving production. You don't have a religion so you can't build temples, so you will have to wait until you get one or get happiness by luxury resources. And DONT leave your workers on automated.
I dont' have time to comment on screenshot 5, but just try not to be stuck with 2 cities and only 1 worker. In a typical game I end up having approximately 4-5 workers by the ADs.