1770 AD (0) - Renegotiate peace with Sumeria. 2468gpt gets us Space Flight. Now time to plant the spy. Successful. And since I do not want to exploit game mechanics, go for a safe steal. I would rather pay for tech than go to war. Success, we got Superconductors. They do have another tech, though. Steal again, and no such luck this time. Sumeria declares war. Hopefully they won't use nukes. Unfortunately, I forgot to check how far the Sumerians are in the space race. We'll have to wait until we get another spy planted to find out. On the upside, for just under 10,000g, we got Space Flight and Superconductors. I would rather have paid the full price and gotten The Laser as well, but it works out okay.
Of course, now we have to worry about war. So everything that gets 50spt is switched to a Tactical Nuke, which will act as a prebuild for any SS parts, and also for ICBMs. But as long as we appear powerful, which nukes will do, we shouldn't get nuked. So hopefully it will be a phony war. Of course, Sumeria was already furious with us. So we Will see.
IT - Made a bit of a mistake and forgot that we lost ivory when Gilgamesh declared. So we need another luxury, if available, or to raise lux. The only activity of the interturn was a transport being sunk by a sub and a failed attempt by Gilgamesh to plant a spy.
1772 AD (1) - With everyone at war with us, no luxuries available. But, safely steal twice and get The Laser and Satellites. A bit of bad news in that Sumeria is building nine of ten parts, though they have finished none. Also unfortunate is that before last turn, we only had two decent prebuilds, meaning we cannot finish the SS any faster than six turns (I think. I am working on changing that). The two super expensive parts, the exterior casing and engine, which cost 640s, have both been available to the Sumerians to build for quite awhile. Then I realized that as long as we are able to steal Robotics, none of the above matters whatsoever. They discovered Satellites last turn, I believe, so they can't finish Robotics any faster than four turns from now. So we just have to hope that we can steal Robotics.
IT - Sumerians add two cheap parts to their Spaceship, and again fail to plant a spy.
1774 AD (2) - It took drastic terrain changes, but I was able to bring Nottingham all the way up to 120spt from 75ish last turn, and the engine will complete in four turns.
IT - Sumerians have a small fleet off our eastern coast, causing a bit of trouble but nothing that can't be handled. They drop off a MA/MI stack from one transport, which shouldn't be a problem to deal with. They are also sending some bombers after our cities, so I'll have to move some of our fleet around and see if I can sink the carrier. They fail, yet again, in their quest to plant a spy. They also finish two more parts, but neither of the big ones.
1776 AD (3) - Hey, no revolt by the colonists! We also finish a few parts, and our SS is on the way.
IT - Wow. Sumerians have marines. And razed Utica. Oops. Perhaps I should build some stuff. Sumerians finish two more parts, but not the expensive ones.
Couple more war turns, with nothing too exciting. Then, peace with Sumeria. They have Robotics, we buy it and finish off the game on entirely honorable turns, switch a prebuild, and
launch our ship!
I didn't finish off the game quite as well as I would have liked. We got hit by WW, and even though a few cities only revolted for one turn, there were meltdowns! I have never had that happen before. So we had pollution, and I like to have nice neat little empires the turn of winning. Everyone was celebrating 'WLTKD' at the end, though.