Ruminator
discovery age:
queue that first vil faster, 20 sec is way too late.
going after that 2 cow treasure was a bad idea, your WC lost most of his HP for nothing. There was an easy 90 coin treasure instead you could have used to do a market upgrade (hunting dog)
try herding and exploring a bit more.
colonial age:
if you plan on going agresive (fast age up) you should fwd your warhut a lot further
keep an eye on your kanya when raiding, they died to pikes while you were not looking
don't forget the WC bazooka shot

take map control vs turtles, dance out some travois and surround his base with warhuts.
you build 2 farms when there were still safe hunt available
fortress age:
I think iro must have Agrarian ways card in each deck. Replace the 8 toma card with it.
You didnt raid or scout a lot and Sun took the time to wall off without you seeing it
get 2 more TC's up, you're up against the dutch and they reached aged III - they will overrun you fast if you don't try to boom yourself
Industrial age:
I don't think you got good unit combo's to beat the dutch late game, but prowlers are a must with the range upgrade and attack dance. Light cannons + prowlers are a must but you'll run out of coin sooner tho ...
overall you played well, just too passively and you allowed the dutch to reach their lategame.
good eco balance throughout the game and you placed your houses etc well.
I rofled when I saw this:
