ChrTh, you forgot to attach a map.

Next time, ok?
I trade Literature to the English for 30 Gold + World Map
I trade Literature to the Japanese for 30 Gold.
Hmm, that seems a little low... did we miss some bartering opportunities somewhere along the line and have to barter at late-civ prices?
Turn 2 -- 110 BC
Tuskany Bay completes Courthouse, orders up Barracks
Looking ahead, I see you build a granary next... which probably means you should have built the granary first and then the barracks. Only build a barracks if you need it for troops to heal, or if you plan on building troops there right away.
It looks like Tuscany Bay is becoming almost like a core city in that it has a courthouse and a granary, and is on a lake so it can grow to 12. If we don't need it for military purposes or to build settlers/workers right now, that's fine... in that case it will need a market soon for happiness purposes. However, since it's not a 1st-ring city, if you need more military, better to delay infrastructure here rather than in a 1st-ring city.
I also see that Tsingtao is building an Aqueduct and is on the same path... again, fine, providing our military is sufficiently strong. I suspect right now that it's not, despite our being strong relative to the Iros and Japs. How about the other civs? We don't want any of them marching across the world and declaring on us because of perceived weakness. We do still need to keep pumping horses/spears/workers in order to keep up the appearance of being strong and to have troops we can upgrade later when we get to chivalry. Note, this last point is vital! We can save an absolute TON of shields by building a large army of horses prior to Chivalry and then upgrading them all. We will need to start building horses soon in order for that to happen.
Horseman attacks Oil Springs...and flees for his life.
I hurry Harbor at Diamond Delta for 56 Gold so it can grow again.
I hurry Granary at Tatung for 200-something Gold...I then Micro-manage so that City will grow in 2 instead of 1 [otherwise we lose advantage of Granary since city grows first, then production completes]
Good job on the micro at Tatung. Of course it needs to have its food bumped up again after it grows.
Ok, I'm not going to claim to be an expert on warfare (check with Arathorn on that) but here's an excerpt from warfare 101:
- When attacking to take control of enemy territory, always bring a decisive force. To take out Oil Springs you would need at least 3-4 horse, preferably more, as well as a defensive unit or two to protect them. You do not want to waste time and give the defenders an opportunity to heal between battles if you can avoid it.
- When going on the offensive, always use fully rested troops, unless you are desperate. Remember the defender gets the first opportunity to get a blow in and it alternates after that, so if both sides hit every time and the units have equal hit points the defender wins. You need to make sure your attackers have max hit points to minimize the defenders' advantage.
- The closer the enemy city is to the capital, the more likely it is to flip, especially away from us, since we have low culture. Also, the bigger the city, the longer it takes to pacify and the more foreign nationals it will have, which also increases the risk of flipping. These are important factors to consider when deciding whether to capture or to raze. If you do capture an enemy city it's often best to starve it down to size 1 to eliminate the foreign citizens and regrow citizens that are natively of your civilization.
- It's often a good idea to bring along of less-valuable troops (e.g. cheap dead-end troops from earlier eras like swords) to act as garrison troops and MPs for happiness in cities that are not likely to be attacked (e.g. rear-area cities.) This frees up your best troops for actual offensive operations and guarding key cities, where they can make the most difference. Building garrison troops from time to time can save you many shields over making your entire army of the best available units.
- Bombardment units are great on defense (even catapults to some extent, but especially starting with cannon) but of limited use on the offense until the Industrial ages, as they are just too slow. Once you get to the Industrial ages, bombardment units become some of the best units in the game -- in sufficient numbers, they allow you to beat down enemy cities and units to the point where you just need to mop up with the rest of your units, meaning very few casualties. The key difference is that rails go a long way to offsetting their slow movement and allow you to concentrate your bombardment troops at the point where you need them. This is even more true when you get Artillery, as by then the AIs have built up a significant rail net which you can capture and use to further your own offensive. We're quite a ways away from that, however.
Also, reposted from earlier in the thread:
General advice for when you do attack -- be aware of the terrain, it can make a huge difference. Don't attack across rivers, but try to defend across rivers. Don't attack into defensible terrain, try to defend defensible terrain. If you have the manpower, try to deny the high ground to the enemy; they will often try to approach their objective (like your city) while travelling along a hill/mountain chain, so if you see them using one for that purpose getting some units up near the beginning of the chain will force them to attack you there where you have the high ground, rather than making it hard for you to drive them off as they have the high ground while they march on your city. Try not to leave mobile units vulnerable to counter-attack; they generally have low defense and are too costly and valuable on offense to waste, so either ensure that no enemy can get to them, or else cover them with a defensive troop.
I hurry Spearman production in Padmativa...I want my Elite Warrior to take out that stupid Iro warrior fortified nearby.
I change Tatung to a Temple. He's sharing too many spaces with Macao and needs to expand. We should hurry it at some point.
Turn 4 -- 70 BC
Padmativa builds spearman, I order up Barracks.
My elite Warrior gets his butt whooped. DOH!
My horseman invades Niagara Falls...and gets his butt whooped. DOH!
Sensing a pattern, I decide to hold off.
Tatung building a temple, ok. It's got a granary now so it's probably growing faster than you can pop off settlers anyway. Remember if you can afford to bleed pop quickly, workers are faster -- 20 shields for 2 pop as opposed to 30. BUT, what we don't want to get into is a situation where Tatung is growing bigger than size 6, since the amount of food required to grow beyond that point doubles, and this city is sufficiently corrupt right now that all it's really got going for it is food, so we need to maximize our benefit.
Did you check what terrain the Iro was fortified on? Odds are, it's got a defensive bonus; the AI doesn't usually fortify unless it's on a defensive bonus terrain. Attacking a fortified warrior in a strong defensive position with another warrior is not a good plan.

A better idea would be to upgrade that warrior to a sword first!
Same deal with a single horse against Niagra Falls. Attacking piecemeal is an AI failing; don't mimic it. This is not to say that there are not situations where a single unit or a token force is not useful, because there are:
- Raiding/Pillaging: A single raider unit can wreak a large amount of havoc and temporarily deprive the enemy of strategic resources, as well as being a nuisance and a distraction. The key here is that raiders must be fast-moving (at least speed 2) in order to avoid being pinned down as long as possible. - Feints/Diversions: Moving a single troop or a token force into attack position on an enemy city can provoke an aggressive response from an enemy civ, who will march a large portion of their mobile army (as opposed to their basic city defenders) into position to defend the threatened city and disperse your troops. You can then use this opportunity to either counterattack their army once it's exposed (be sure to lure them into open terrain) or to attack elsewhere where they are weak.
- Either of these strategies can be abused by "jerking the AI's chain" -- e.g. knowingly moving an attacking troop repeatedly into and out of attack position on an enemy city in order to paralyze their army with indecision on whether to go after your cities or defend their own. This crosses the line from being a legitimate "real-world" tactic to abusing the AI because you know how to manipulate its algorithms to the point where you break them.
However, a real assault on an enemy city is not the job of a single unit. For that, you need an actual assault force -- i.e. enough troops to do the job in 1 turn, expecting that you won't win every combat.
I buy Monarchy from the Persians for 100 Gold plus World Map
I make peace with the Babylonians and get Currency as well, in the end it costs us 90 Gold plus World Map, which we'll make up in 1 turn anyhow (+91 GPT)
I make peace with the Iroquois for 47 Gold + 4 GPT.
We are at Peace
Ok, the fact that we are at peace is a good thing -- we don't really want to be fighting anyone just yet.
But, we didn't really need Monarchy for anything, did we? Certainly not for 100 gold. It's an optional tech, we don't plan on building the Hanging Gardens, and we're already in Republic, so there's 100 gold down the drain. We could have waited on that one and gotten it at last-civ prices, or simply never bothered with it.
Peace with Babs -- you indicated you didn't cancel our alliance with Persia first, not knowing how. It's quite straightforward; at the bottom of the diplomatic window with Persia (or any civ) you will see a couple small buttons labelled "New" and "Active." Simply click on the active button to see deals that are currently in effect, along with the number of turns remaining before they expire. Once a deal is expired it will not have a number next to it but will stay active until you cancel it by clicking on it to remove it from the active list. I'm not sure whether our rep will have taken a hit since we made peace with the Babs while we had an active but expired alliance with the Persians, but it's quite possible. If so, then we may not be able to make GPT deals any longer with other civs without paying a ridiculously inflated price; I'm not quite clear on the penalites involved but whatever they are it's easy enough to avoid them simply by waiting for the alliance to expire then cancelling it before making peace.
Currency from Babs? When our relations with him are bad due to being at war with him, which ups the price? Couldn't you get it from someone else for cheaper?
Peace with Iros cost us 127 gold -- that's a bit expensive, especially since their military is smaller than ours. Of course your losses against them is one reason the price is high.

Would have been better to use the Monarchy cash to effect this trade instead, as gpt deals are usually more expensive than non-gpt deals, especially when relations are bad (as they are with Iros since we were at war.)
Beijing finishes Granary, begins Marketplace.
Nanking finishes Barracks, begins Granary.
Hangchow finishes Temple, begins Aqueduct.
Tientsin finishes Walls, begins Worker.
Tatung finishes Temple, begins Barracks.
Ok, now we've got quite a few cities building aqueducts. Lots of infrastructre this turn, and almost no military. We're no longer prosecuting a war, so fine on that score... but if we don't build SOME military, we'll be sure to find ourselves in another war right away. Right now we have a lot of cities tied up in producing aqueducts (which are long-term projects, and which require follow-on markets, another long-term project) when we need at least some of them pumping some more military and workers/settlers. Aqueducts in our 1st-ring cities or cities with high production, fine. But cities like Hangchow don't have a lot of potential for big production, so why build an aqueduct there now? It can wait and build workers/settlers/military until we've got built-up core cities that can take over on those jobs. Too much infrastructure can be just as bad as too little infrastructure if it means that you can't defend what you have, or if it takes too much away from other priorities.
Tatung definately should not be building a barracks; it's a worker/settler factory, remember? It's not going to be building troops anytime soon. Rushing the temple, ok we rushed a granary and a temple there, but THAT'S IT. There is nothing else we need there for now; it needs to get back to being a baby factory. Generally speaking, you don't want to spend money rushing stuff away from the core at least until the core is built up -- there are some exceptions as I mentioned previously, and here the Granary and Temple were valid rush-candidates, but apart from that we're done spending money up here in the jungle. What we need now in our Northern provinces is not infrastructure, but workers to clear the jungle and settlers to claim it.