I played 2 more turns last night. Took me like 5 hours.

Already this turnset has been a doozy. Unfortunately, I left my flash drive with the newest save and my log at home. I won't be able to post it for a few hours.
But....let me summarize what has transpired so far.
Celtic Lands:
We are firmly in control of their island. They still own Entremont, but all of their field units have been killed. Their counterattack on the first interturn
was a bit more severe than I anticipated, and I
had lowered the garrison of Camul to lessen the risk of losing units to a flip. But our defense held and on the following turn the rest of the Celt army was cleaned up. IIRC, 4 units were lost on defense, and a couple more on attacks, but overall win % has been pretty good. We'll take the rest of the island in 2 turns and our galleys are in position to take us to Greece.
Korea:
Gifted Alesia, then attacked and captured Nampo. Killed about 8 Korean units to date. So far haven't lost any units there, but they are just moving up their stacks to face us. Unfortunately, they have pikes plus swords, and our invasion stack has no pikes, so progress will probably be a bit slow.
Incaland:
This has been the tough one. Weirdly so because they lack Iron.

I'm not sure I've played this area the best, so I'll describe the dilemma. Maybe people have ideas.
The trouble has been the flip risk of Tiwa, the only town we own on their island. It's a 10-20% flip risk, which is really, really high. When I inherited the set, a large % of our force there was wounded. That's fine, no blame on Ivan, but it means they have to heal to be effective. But I am very, very hesitant to park 8 knights in a highly flippable town waiting for them to heal. So I took most of the units out of the town and parked them adjacently, waiting for them to heal.
The rub of the matter was this: the Inca moved in very large numbers of archers/spears/chasquis adjacent to Tiwa. In order to defend Tiwa, I had to keep units inside, but suffer flip risk. And, if Tiwa is captured, the units outside can't heal as they are suddenly in enemy territory.
So, I picked the third option, attack as much as possible with our 4 attack units vs their 2 and 1 def units. I was able to kill most of the (initial) covering spears, but didn't have enough units to really touch the chasquis and archers. I ended up with 4 hurt knights defending Tiwa, with the rest of our hurt knights sitting outside covered by one healthy knight. Not the best of scenarios, but hoping our knights could hold out.
Moreover, our new army was killed on a Chasqui!

I had only put one unit inside for transportability. I debated filling the army further once the big Inca stack appeared, but decided to risk leaving it unfilled. I attacked a Chasqui with it to hopefully help defend Tiwa–the attack was good odds–but we got a crappy rng roll and lost the army. So, very sorry guys on that. I thought I made a high odds choice and it didn't pan out. The army had killed a Chasqui the turn before, so we can build the Epic...
Anyhow, we ended up getting more bad rng and lost Tiwa on the interturn. Chaquis were killing knights

Buuut, I had three more knights and pike ready to be shipchained in. So on this most recent turn, I captured Tiwa again with our hurt stack of knights (only 1 reg spear inside) and shipchained in units. We know have a pike plus 3 healthy knights with moves inside, plus about 10 hurts units outside. The Inca have about 9 archers and 8 spears in a big stack adjacent. I'm quite sure that is the bulk of the Incan army--kill it and they will be gassed. So, the choice is now, how to distribute our defenders for the next interturn...
Ok, that's my longwinded summary of 2 turns of action. I think the overall kill count is about 59 kills to 11 losses. Not as well as I'd hoped, but not terrible.
I've had 17 elite wins, too, in case anyone cares to keep track.
We also have a bunch of newly built horses--about 7--moving east to be upgraded and shipped. We'll have major reinforcements in Incaland in about 3 turns.