Sorry guys, I've been really swamped.
Thanks for your concern.
Glad to hear you're all right. I
was beginning to worry.
Here's some notes on the Chinese force placement and my revisions
A. Artillery. In general you want to bomb first. However, since we have so few near each town and we need a redlined defender for the elite sword, I thought that you might bomb and if you hit, attack with the cavs until a wounded unit is left guarding the town, then bomb again.
Sorry I couldn't get the stack of cannons (near once German Cheju) closer to China, but the roadway system sucked. Future note for fast conquest/domination, use the workers for roads first, then go back and irrigate or forestry.
B. The combination of cavs, Medi, Sword was setup to be overkill on Nanking with the surplus cavs in range of Bejing. That means use the Medi and Sword (preferably on a very wounde defender) and then run the extra cavs to the Hill SW of Beijing to attack from there on their third move point.
C and D. Cavs are for Taking down Shanghai, which I expect to take more than 4 cavs. (They're spread out because they just arrived last turn)
E. Cavs are setup to be overkill finishing Shanghai. Remainder will help with Tsingtao.
F. This is the group I messed up. They should be designed to be overkill taking Canton on their own and have the surplus help against Beijing OR Tsingtao. From where they are, they can do that, but they'd be attacking Beijing across the river. I think we need to send some of them to the Mountain labeled F. Send enough that it's overkill to finish off Beijing after Group B has their turn. I'm guessing that 8 or 9 would be good. From the Mountian they will have enough move points to come back to Canton to start the attack there (as long as you plant the settler before trying to move them back). They get to start on Canton and the remainder of the F Troop will finish canton and possibly help with Tsingtao if needed.
G. These are the troops that zyxy reminded us about needing to be woken. I didn't unfortify them before handing off. The troops here can start the assault on Tsingtao. If they don't finish it, there should be troops left from Group E and Group F to finish the job.
If for whatever reason, there's one last defender in Tsingtao, the Horse in Najran (born on this turn) can be used as a last resort so don't upgrade him until you're done with china.
After all this, if China is still alive, make sure that none of the settlers are in jeopardy. China has both riders and cavalry so make sure you count three move points from each. (There is a very low probability that China will be alive at this point so I moved the settlers into position.)
Also, there are several towns building cavalry because the El Armana salt is still connected. My recommendation would be to try to bomb the road East of Tatung with a cannon. If it works, then the warrior/worker stack would be connecting and disconnecting both salts.
Make yourself familiar with the locations of the galleys and harbors. The Chinese conquers will be heading to Xinjin and Chendu (South of Nanking) to board newly upgraded galleons. I'm wondering if you can use the big picture from the Great Library announcements to zoom into the harbor towns and, right clicking the units at the bottom of the screen, upgrade them. If you can, and that still leaves you their movement point on the ensuing turn, then we will have save a turn of transportation. The will all have to be at sea (ocean) for a turn so move one galleon first, one tile at a time, looking for danger before moving the rest of the group. If possible, land in England or America. If not, land on a hill or mountain, preferably with a road. We plan to settle for peace with Germany as soon as we take their towns on the battle continent so being on a road will get us moving faster.
There are more defensive troops heading toward Izmit to where the galleons in Uskadar will return. The India troops can march up that way or toward Giza and thumb a ride over to Viking land as well. My thoughts would be try to take Odense and the town to the South by their horses with the stack coming from Uskadar and the healing Raze and Run heros. If we can take these to towns and settle for peace with the vikings, we can fill in the lower corner of their territory with settlers (also building near Izmit but need whipping). This path will also allow troops from India to travel to America via Giza/Vikingland.
At this point, I don't think it's worth eliminating the Germans. We can always go back and get them with a second trip of the galleons. (Someone is going to have to come get the Indian forces.) The towns should be low flip risk once their capitol moves to Colonge and we whip the population down to size 1 making the temples. BTW, incase you don't know, you can whip 60s by whipping impi, then longbow, then Temple. That way you don't get the warning that it will take too many citizens. That's what I did with Munich.
In Germany, it's true that I moved most of the units. There are only partial moves left if any. Beware of cavalry counter attacks from Germany. I suspect they have several cavs left that will be returning from America very soon. They can reach all the way to Berlin if the roads aren't blocked.
Good luck and happy planning. Feel free to post questions.