Here it is.
Summary : the barbs are good. We are weak.
Inherited turn : made peace with Alexander.
The others wouldn't stop the fight. let them suffer...
The power graph shows Alex is rather punny, but growing.
I changed beshbalik from galley to granary, easier to whip.
turn 116 : Whipped the granary in beshbalik. Now they're happy

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turn 117 : Seville falls to the barb. jew holy city
(only saw it afterwards, although I have a screenie from the troops closing in 2 turns earlier.
turn 116 : settler en route to stone city.
turn 117 : mysticism in. thank you barbies.
turn 121? : we found stone city
turn 124 (625BC), we finally have an archer, i switch to a granary (easy to whip!)
turn 126 : granary whipped.
turn 127 : workboat finished in karakorum. I invest 1 turn (overflow) into a worker.
galley finished in beshbalik. I start the pyramids now than the stone is hooked. We desperately need the money (I have no doubt we will miss them, even with a few chops).
Isabella took a city from the barbs in the meantime. Nothing I can do about it.
turn 128 : switch karakorum to axeman. MM to remove every removable hammer : working cottages!
turn 129 : whip kara for 2 pop towards the axe.
turn 130 : our barbaric friends are very useful. the swordsmen take back the city they had lost to isabella and raze damascus

!
I suggest moving our troops (present and future) towards saladin. He just took a bad hit, and should be easy picking.
2 galleys full of axemen should do the trick.
I queued an obelisk in a few cities.
We need to keep our population low (2 all over the place/3 in karakorum). This means whipping for 1 pop mostly. In the capital, we can whip for 2 pop.
when beshbalik will be about to grow, switch to an obelisk, let it grow, and whip it.
The WW indeed seems to cap at city size for now.