That's why I restrict the efforts to the core cities
...and that's why Communism requires that much babysitting. You need to treat all cities like core cities.
Btw,
We have too many cities.
Impossible, you say?
In fact, you can have too many cities, under some circumstances:
1) WltKD. The efficiency depends on your city count. But, since almost noone except me runs his entire empire in that mode, most ppl won't notice ever.
2) Communism. A bad town in the outskirts doesn't hurt the core in a centralized Gov; in Commie, it will.
3) Several of our good military producers cannot work enough tiles to reach the magical 40spt. I do not care how big a city exactly grows, but 40 or 50spt are the goal.
Netherlands, 1300AD
What are those Chinese and Aztec units doing on our soil? Guess the Aztecs are left from a flip, but the Chinese???
Oh well, Im not exactly frightened by 2 Horsemen

.
Hire a couple more Taxmen, but thats it.
Decide to ship the Aztecs 2 Luxes and 50gpt for Dyes; lowers the risk to get attacked, and well need some more happiness until we have enough MPs.
Turn 1: 1305AD
Cleaning up pollution.
Portuguese and Aztecs both have Flight; get it for Mass Production and 1000gp from Henry. Set research to Advanced Flight, turn all taxmen into Scientists.
Turn 2: 1310AD
Play whack a mole with orange blobs. Sell MProd to Aztecs for 23gpt and some cash; pretty sure theyll get it soon anyway, their offer dropped from last turn.
IBT: And finally, the Peoples Republic of Oranjie is established.
Turn 3: 1315AD
Switch Amsterdam, Rome (for the tourism) and Arnhem to Hospitals. DocsBM and Chicken are the other natural choices. Some minor switches elsewhere. Juggle MPs. Lots of MM.
Advanced Flight in 6. Iron Works in 8.
IBT: WLtKD nearly everywhere. Groningen can grow; itll get a Hospital as well.
Turn 4: 1320AD
MM to the max.
IBT: Our first Hospital finishes.
Turn 5: 1325AD to
Turn 8: 1340AD
More of the same.
Amsterdam, Rome, Groningen Hospitals done.
Turn 9: 1345AD
We learn Advanced Flight, and the AI Amphibious Warfare. Nice

.
AF is one of those techs that give the AI nothing.
AF to Abe for Incense, 6gpt and AmpfW.
AF to Henry for 1745gp and 105gpt.
Start on Fission. Arnhem to Palace.
Replace all SM in the coastal cities with better defenders.
IBT: Iron Works done.
Turn 10: 1350AD
Join a bunch of Worker into Arnhem, to speed up the UN prebuild.
Ok, nothing fancy. Focused almost entirely on infra; we can churn out units in mobilization later.
DocsBM will make 80spt after the SPHQ;
must get a Hospital after that (will complete in 2 turns). The Army prebuild in Amsterdam is for the Battlefield Med, but we need the 5th Hospital before.
I am 99% sure we can build the UN in mobilization, but no need to risk anything her (would be nice if you safe and check). No other crucial builds, except the BMed.
The trick is: Reinforce Cuello. Mobilize, and at some point, declare on the Mayans
but do not eliminate them.
Build up units like nothing, for America or Aztecs. Once the war starts rolling, and we need infra in conquered cities, make peace with Smoke (or kill him).
Btw, we can support 213 more units
40spt - Ari, Marine.
45spt - Inf
50spt - Tanks
Speeding up builds under Communism: Disband Bombers. 25sp each.
Keep the mediocre cities in WLtCD with specialists.
The Save