Ashoka - Maurya - Antiquity Age (@MutilationWave 's challenge)
This Age actually took me nearly
8 hours to play due to all the difficult decisions and the ridiculous Crisis at the end, so please bear with me, this might be even longer than usual
Early on I had a lot of problems deciding what to focus on. Go for Pottery to get extra food on the Rice, or Animal Husbandry to get more Production on the Woodcutter? What about Sailing - that area to the west looks very interesting! Mysticism to get the two Pantheons, or Discipline due to all the hostile IPs nearby?
I ended up going Animal Husbandry -> Sailing -> Pottery, and then Mysticism -> Discipline. Interestingly, only 5 turns after I got Discipline, someone built the Gate of all Nations, I've never seen this Wonder built so early before.
While the starting position was fairly tricky, some early scouting revealed an excellent and sizeable land - peppered with goody huts and resources - to expand into. I quickly discovered Machapuchare to the east, the Great Barrier Reef up north, Mount Fuji down south-east (albeit too far away) - not to mention the resource-rich and luscious island with Volcanoes to the west.
I sent my first Settler to the Machapuchare, and took a risk sending it unguarded, before long it had a barbarian Warrior chasing it, but luckily it couldn't catch up with me. I was planning on sharing the Wonder between two towns, one to the North and another to the South, but as I spotted Rizal's settler coming from his capital to the east, I decided to just settle one Town here. One turn later and I guess he would've settled where his Settler is:
When I got Mysticism, I chose God of the Sea and the Pantheon that gives +2 Influence on the Altar.
I deliberated for a long time where to send my second Settler - there was simply so many great spots to settle! I ended up sending him north to the Great Barrier Reef, despite it being 17 tiles away from my capital.
When founding that Town, interestingly it built a Road to my other Town (which wasn't connected to the capital) - and once that happened, on the next turn both Towns were connected (despite no road going to my capital)

! Really weird, I don't think I've ever seen such a long road being built before:
Having researched Mysticism and Discipline, I went for Mysticism II to see if I could build the Great Stele, one of my favourite Anqituity wonders.
My third settler was ready, and again it took a lot of deliberation to find out where to send him... Left island? With my Commander to Megiddo to settle there after dispersing it? North towards Sugunia? I ended up with the latter, to snatch the Camel and Iron up there.
There was slim pickings when it came to IPs to befriend, I was about to start befriending the Diplomatic Nagtipunan when I luckily spotted Divodorum, a Military IP to the north-east of Confucius, and chose that one instead.
On turn 42 I founded my third Town up north, and finally got my first slottable resource (!) - Cotton. Production was hard to come by, but maybe this was the push I needed to build the Great Stele? Sure enough, on turn 61 I finish constructing it!
I chose +1 Settlement limit from my first CS, the Expanionist Sugunia up north.
On turn 53 I founded my 5th Settlement just south of the now dispersed Megiddo.
I'm pumping out a lot of Science due to the Reef, and before long I start building the Colossus. At the same time I found another Town up north, to grab Gold, Silver, Incense, Crab and Wine. I get another Settlement limit from the Military CS, so I'm now at 6/6. I can afford to go 1 above, even 2 (with some slight penalties) due to all the Happiness coming in. Need to produce more settlers, but my Capital is building the Colossus so I'll have to wait another 9 turns.
Simon tries to sanction my Military production on turn 81, and luckily I have enough Influence to reject it. I want to stay on good terms with him and Confucius, and instead focus any war efforts on Jose Rizal due to their locations on the map. Why isn't Simon's Leader Agenda kicking in? Weird.
On the next turn he Denounces me, and I don't have enough Influence to reject. Oh well, I've got Rizal as a buffer between us, so shouldn't be too problematic. Funny enough, Rizal is Helpful, so I ally him. Talk about a change of plans!
I build another Settler, and face another conundrum when deciding where to settle on the west island: 6 resources but no Fresh Water? 5 Resources + Fresh Water, but no Cowrie? 4 resources including Cowrie + Fresh water? I went for the 5 Resources option, as that way I also get all the land tiles that will grow in yields due to the Volcanoes.
I now have the option of building the Ha'Amonga, Great Lighthouse, Mundo Perdido. What to choose? At the same time I still need to build more Settlers... So many decisions in this particular game!!
By upgrading Sopora by the Machapuchare to a City to help out with Wonder building, I manage to get all 3 Wonders + 2 Settlers.
I found my 8th Settlement up north, meaning I'm now at 8/6 limit. Only one settlement is unhappy, and it's this new one as it doesn't have Fresh Water.
I've been focusing a lot more on Food this game than usual, building Granaries and Fishing Quays where it makes sense, and even on Turn 98, all my Towns grow more often than every 10th turn. Thanks for the inspiration
@MutilationWave !
On turn 101, I convert another Town to City, and that completes the Economic legacy path

At the same time, the Crisis hits, it's the Barbarian Invasion and 2 Barbarian camps pop up. I should be able to deal with this despite only having 1 Commander with a measly rank of 2 as well as only 6 military units (it's been a completely peaceful age so far!).
OH HOW WRONG I WAS, read on to relive the worst Barbarian Crisis I've experienced so far in this game...
Interestingly, when I get the Public Life civic on turn 107, the Oracle still hasn't been built! I can build it in my Capital in 6 turns, but it'll take 1 of only 2 tiles with a Happiness/Culture adjacency - or I can build it in Sopora in 10 turns. I decide to build it in the Capital to have the best chance of actually getting it.
On turn 110, I found my 9th Settlement in the south-east. I still need 3 points for the Military legacy path, but am running out of space! I come up with a plan of conquering 1 Settlement from Simon + incorporate 1 CS. My Commander has already dispersed the 2 Barbarian encampments, so I send him down towards Simon's borders, on the other side of Rizal's empire. There's a CS there which looks fairly undefended.
I
do get the Oracle, and complete the Cultural legacy path on turn 111! I use the Wildcard point to choose +10% towards Wonder building, and go for the Pyramid of the Sun. First time I've ever finished researching Mathematics before this Wonder was already built! Of course, 2 turns later I lose out to an unmet AI

Will I ever get this Wonder in this game?
I finally get Citizenship II so I can build the Weyiang Palace. Wait - it needs Grassland? I have nowhere to build it then, only my two Towns up north have Grassland, and their production is 7 and 9 respectively. What a mistake not checking this before, and wasting time going for this Civic, when I could've gone for the ones that increases my Settelement limit instead, thus increasing my yields...
An opponent completes a Legacy path which causes the Age to progress a lot faster than expected, which completely catches me out as the Crisis suddenly worsens. My Commander is on his way to Simon, and I have no defence left - Kausambi is in
massive trouble:
I buy a Spearman there and send my Commander back - but he needs a few turns to get there...
My Spearman gets slaughtered the next turn, but the barbs don't take the Town. Sugunia is helping a lot with the defending! I buy another Spearman, who gets killed on the next turn, then another one as my Commander with his 3 archers arrives,
just in time to turn the tide and save the Town:
No time to breathe though as
another encampment appears further south:
As things are more or less safe in Kausambi, I send my Commander down to Risila. And then this happens up north - more units and
two 24-level commanders:
I have to send my Commander back up north and let the Barbarians take Risila for now - my 13-pop Town that I was about to convert into a City
Meanwhile I'm constantly pumping out units (and a new commander!) in my southern Settlements, sending them to Risila to hopefully re-conquer it:
Kausambi falls to the Barbs, and it'll take only 5 turns to raze it. I get it back on the next turn, send my Commander south again, but yet another wave of Archers appears, and the Barbs take it -
again.
My reinforcements arrive when there's only 2 turns left before it gets razed:
I miraculously manage to get it back on the next turn - and my forces further south make great progress and get Risila back! Phew!
Of course, only now
after dispersing them, do I get Discipline II, which means +3 CS against Barbs...
The 20-turn Counter starts, and with Toltec and Nok dispersersed, I send one Commander down to Simon's borders to try and complete the Military legacy path. I start researching Iron Working which will take 7 turns. It'll also take my Commander 8 turns to get to Simon's borders, so 1 turn before getting there I can upgrade those units to Tier 3 (in Confucius' territory).
With 5 turns left of the age, I declare on Simon, ready to take his CS Tiwanaku. At this point Confucius is allied to both of us - what'll he do?
Tiwanaku falls on the same turn, and as I have no interest in keeping this Town for the next age, I raze it. On the next turn, Confucius breaks his alliance with Simon and joins the war on my side. That's a new one!
At the same time (4 turns left of the age), would you believe it, the two encampments spawn yet
again, this time with Tier 3 Phalanxes, and silly me didn't leave any defenders up there (they're down harassing Simon) - I never imagined there would be more barbs after dispersing them two times:
I buy mulitple units in all the northern Settlements, and my 4-level Commander gets up there in time, while the stragglers from the previous attack moves up from Risila to stop the wave from Toltec.
On turn 139, the second last turn, Nagtipunan finishes incorporating, and I complete the Military legacy path.
I got cocky after taking Tiwanaku from Simon, and figured maybe I could take one more Settlement from him... No chance - he kept spawning Chariots and I barely survived, here's from the very last turn:
As well, on the last turn, Pataliputra completes the Academy and I slot my 3 last Great Works to complete the Scientific legacy path
My goal was to get 6 Cities with the UQ, but due to the unprecedented Barbarian Invasion, I had to spent too much gold on units, and as such only ended with 4 Cities and 4 UQs.
Of course, only on the last turn do I realise we're playing with Continuity, meaning I haven't done any preparations. Not sure I'd be able to do much anyway with those raging Barbs terrorising me!
One more comment from me: While this Crisis was intense, frustrating and overwhelming, I loved every minute of it - finally a Crisis that felt like a
proper Crisis!
Final scores, standings and empire:
Onto Exploration, and to ensure anyone else who's playing the challenge can follow (e.g. I've unlocked Spain - but they might not have), I pick Chola for the next age. I also replace the Groma Memento with Pochteca Backpack (+5 Trade route range), which should synergise well with Chola's trade abilities.