for not attacking meleti, as i recall, i was being overly cautious because i felt that it would only take a handful jans or cuirs to stop this attack force - the situation i feared was one in which ginger had like, four cuirs in total in the area with two in range of each city but not all in range of ankyra, and then splitting the stack would have lead to both halves failing to crack their respective targets. that said i think i undersimmed this attack pretty badly which is def a regret of mine
the reason i kept the city instead of razing (which i still don't regret) is because the point of the war was to divert forces from dreylin and i was hoping to draw units north to recapture (more likely if i captured to leave 8 pop and some infra intact, and the ankyra location was the best in region defensively for my g2 longbows, which would have fared much worse on the pinned resettle tile even with the river). i also hoped to use the city as leverage in an eventual peace deal, which.... almost worked, as i did trade it for a 30 turn NAP, but then it didn't work since ginger attacked anyways

it's worth mentioning that i did get, i think, 2 cuirs out of the captured city via whip the way things actually played out, which is probably better than i could have done with R&R (esp with the need to whip walls, castle, and granary first)
all in all though i think this attack was too cute for its own good.... i felt that i had to do SOMEthing to avoid defaulting on diplo promises to dreylin, but by the time i could move out that conquest was fait accompli. i think that taking ankyra through a trick, over a demilitarized border and only a few turns after a NAP expired, carried unnecessary potential for a forever war given that i was never going to kill the ottomans at that point and had little practical use for aggressive strategic positioning... probably what i should have done is just sent hostile diplo to ginger and ended the NAP sooner to force them to leave troops on our border, even though that would have closed out the chance to actually make gains on them. i mean, it's not like i made lasting gains anyways... of course at that point i thought the odds were good that sending such diplo before the war started would change ginger's target to me for an instant game-loss, but i should have bet on PRO castles + chichen itza to prevent that, and in not doing so i kinda underleveraged the PRO trait IMO. in general i think i played too cautiously this game with diplo and geopolitics, much of which i ascribe to... well, to this being my first civ4 game and really really wanting to turn in a "good performance"
re 10) i did indeed choose judaism over the other choices because you weren't looking like a long-term threat (at least compared to the other holy city owners, incl buddhism which i figured SD to eventually get) and because i had something like 3-4 cities already jewish and a monastery already built in a strong city. additionally taoism spawned in one of my weakest hammer cities (takayasu) so while that's not a huge deficit in terms of hammers, it would have still taken a fair amount of time to catch up - only like 5-6 turns probs but ofc that's an eternity in a wartime buildup period. i definitely needed the promos in both the ginger and greenline wars, but given how things turned out i should have taken my chances, and shouldn't have underestimated your comeback potential
re 4-worker opening: yes i did lol. the only good spots for 3rd and 4th cities were 7 tiles away from the capital in opposite directions, and i felt they needed to be roaded pretty quickly after they were settled for defense + PRO trade route reasons, and so that i could actually get workers over to them to hook up the food without wasting precious worker turns. so for whatever reason, 4 workers before a settler produced the best-looking sims at t50-60, and i think worked out pretty well in the actual game as well.
of course that meant that ALL of my chops at the capital went into those 3rd, 4th, and 5th city settlers to catch up, but i think that was probably correct over saving them for wonders (or whatever) given the very weird conditions of the start, with a decent second ring but no food bonuses at all within 5t of the capital other than at mitakeumi. you can see from
comm's post in the lurker thread that despite this i was quite SHORT on worker labor for much of the opening - if we wanted to chop all the forests into foodhammer units ASAP while also growing river cottages ASAP and getting to + roading to the strongest 3rd-6th city spots ASAP, maybe i even under-did it a little
maybe i over-focused on roads with this opening but i think we would have wanted 4 workers by around t50 anyways to have one for each city, and i don't think the expansion rate suffered much for doing them all before any of the settlers. but what did suffer was mitakeumi's time to the first border pop and thus getting its food hooked up, so for that reason maybe this was a screwup and i should have left hoshoryu unroaded to get mita founded sooner. hard to say definitively in retrospect without redoing the sims though ofc, and all it would have taken was a scouting warrior showing up with the chariot out of range due to no roads to totally ruin such a plan