Middle Ages
As we enter the IA in 1030AD, we picked up medicine as our free tech, and had little trading opportunity with it. The only useful thing we could do with it, as a severely trailing, techwise, nation was trade it to Korea for optional MA techs, including chivalry. Because we had no saltpeter, the chivalry tech at least meant that we could start upgrading some horsemen to knights, and have some mobile counterattack force.
China continued to be a big threat. They were making the tech pace and were a behemoth militarily, right on our doorstep. I assume that the weak Greeks would be an inviting target to the Chinese, so immediately sign up ROP and MPP with them, to encourage them to look for foes elsewhere. This also gives me substantial protection from other civs. This is good, because we elect to start stealing technology, as a cheaper and faster means to catch up.
China goes on the warpath
Almost before the ink is dry on our MPP with China, they decide to attack India. This of course drags us into the war as well. The Indians have rifles and cavalry versus Greece's hoplites, MI, and handful of knights. It is not pretty. We lose Tegea, a first ring to our forbidden place city, but we otherwise are able to repel the invaders. China has very deep pockets, and uses them to buy in much of the rest of the world against India. China also has infantry! The Chinese juggernaut runs through the Indian cities, and quickly relieves any pressure on us. The Koreans join in and grab Tegea, and Indus right on our border in the south, but the rest falls to the Chinese. By 1300AD, India is destroyed.
Success for our cultural war
In an amazing turn for the books, Dacca, a previously Indian owned city, that was subjected to significant cultural pressure under Indian ownership, was conquered by the Chinese during the last great war. Now the Chinese had much more culture than the Indians, but shortly thereafter, the city finally flips to the Greeks. Also, Tegea, our only loss to the Indians, had been conquered by the Koreans, but it flips back to us.
Race for Theory of Evolution
Meanwhile we manage to steal steam and industrialisation, so that we can start a ToE prebuild boostered by a factory. But then our stealing luck starts running short. It takes four attempts to get Electricity, and we still need one more tech when the Arabs complete ToE. Our last decent chance to really catch up and get into the game vanishes.
Tech Stealing
As the price to buy, even from behind, kept increasing, the attractiveness of the steal increased. About every three turns we could do a steal immediately, and so backed by the support of MPPs with China, and then Korea, we repeatedly stole from the far side of the continent. Success, however, was varied. At times we would pick up a couple of techs in a row, and I would start thinking that we may actually catch up, then we would have a streak of four or more staright failures. Having the Intelligence Agency, and planted spys didn't really help either. It seems that the real benefit is just enabling you to steal during wartime (and other spy options). Very occassionally, I was able to supplement the stealing activity with a trade. Finally, towards the end of the age, after a particularly bad run on the stealing luck, I turned around and brought both motorised transport and radio to complete the age.
Korean War
The Ottomans finally get sick of our stealing their state secrets and declare war in the 1400s. In 1500AD, the Ottos drag Korea into the war against us. This triggers our ongoing MPP with China. We have replaceable parts at this time, so are able to hold off the Koreans, while the Chinese juggernaut rips through them.
1505AD - A landmark year. The Chinese complete the UN, and they build it in Shanghai which is right on our border! We start planning a tank rush on this city (we are still three techs from tanks at this point). It is at this point that our tech stealing seems to go off the rails, and really slows down. Shortly the Chinese are showing mech infantry. Then when we finally have tanks in numbers, we see Chinese modern armour lurking on the border. This causes another rethink, as our frail borders would not last long against such foes.
1635AD - We finish buying the last two IA techs to enter the modern ages, and pick up fission as our free tech. It is not tradeable, of course. We start a min run on ecology. We now think that we desperately need mechs to defend against China, and modern armour to successfully assault China.
1660AD - We go back to stealing in the MA and get computers off the Arabs. This gets us uranium, a lux and an MPP with the Ottos. But then,
1680AD - Fail in steal, arabs declare war.
1695AD - Fail again
1705AD - Fail again, but agent survives.
1715AD - Fail again, agent dies. Arabia now commie.
1720AD - Change to a research policy! Start building unis and research labs everywhere, since they are cheap.
Modern Armour, the Great Equaliser
In 1792AD we finally finish self reserch of ecology and synthetic fibres. We upgrade 40 tanks to modern armour. The Chinese are at war on the other side of the world, so it is time ot strike. Our plan is simply to grab the Un in Shanghai, and hold it until a vote is cast. There are only us, the chinese, the arabs, the french and the Ottomans left in the game. We need to win a majority of the vote, when cast, so we MPP and ROP both Ottos and France for tech. France is still cautious, so we also MA with her to get her polite. Then we MA with the Arabs to get them into the war on China. However, the Arabs remain furious with us.
Pre-war map
In our first turn of war against the great behemouth, we conquer Shanghai (UN), Apolyton, Syracuse (both once ours, but flipped to China's culture), and Pune. The strategy is simple, knock out the radar towers that we can reach, and that can influence the local battle, then take the city. Modern Armour and Mech infantry is finally enough, because the remaining techs do not offer a substnatial military advantage over these weapons, and that becomes evident as the campaign continues.
Progress is slow, especially when we all but exhaust our initial 40 modern armour, but we start taking additional Chinese cities, and keeping them (or razing them).
In 1804AD - Shanghai flips back with five mech infantry defenders. The flip was not unexpected, as the city is near Beijing, and had about 18 Chinese citizens when captured. It is also easily retaken. Just how long does it take to get a vote, anyway?
In 1808AD - The Chinese buy the French out of the war, and their attitude to us changes back to cautious, then we finally get a vote! Did the Chinese know the vote was forthcoming? The outcome is 2-1 to us with two abstentions (arabs and French), so it is inconclusive! From here on in we gift 100 gold to both the French and the Arabs every 10 turns, and lock then into MPPs, just to get both at least polite to us. We will not have another inconclusive vote!
In 1820AD we finally get our very first leader of the game! He is turned into battlefield medicine.
In 1830AD we finally get our second vote. At this point I am tempted to say no and go for a most unlikely domination win. Every tuirn we are making sure progress against the Chinese, and it seems to me that the tide has finally turned into our favour. I am quite sure that the domination win would be possible (long and drawn out, but possible). However, I suspect that the diplomatic win is worth more Jason points at this time, so we stick to the plan.
Final territory in 1830AD
And the Vote
Proof positive it is never over, until it is over.
A tough map compounded with some early mistakes of mine made this game a real nail biter right to the finish.