1893AD (483):
Preflight check. Well we are more than 2x Churchill's score, so yeah this game is done, and we're just going to have fun blowing stuff up.
We note in the victory screen that Louis is 41 turns from making Paris go Legendary. We'll keep an eye on this screen, as his other towns are a bit far away, but we may need to raze Paris at some point in time.
So just doing some random preturn Micro, like firing all the priests as Angkor Wat went boom with Computers. A lot of towns are pretty much screwed due to all the stupid islands, but I couldn't care less if they won't finish a courthouse before the end of the game!
Robotics in 4, so we'll be doing not much until then.
1894AD (484):
Zara wants Combustion for Communism and scrap gold. He tells us to take it or leave it. Riiiight.... Take a hike.
Athens grows into unhealth this turn, but that stagnates the city, so I'm not sure if we care. Meh, stil missing stuff like monorails and grocers, so no big deal.
Mining Inc poofs into Carthage.
Barc finished a Bomber, and well honestly Bombers can fly in from wherever, so dial a tank.
Valencia is done a Custom's House, and we have an airport here, so can build pretty much whatever we want. I'll go with a bomber, as it's cheaper than some other stuff.
Kerkouane finishes a sub. Uh, why did we build a sub, it's slower and weaker? Dial a Destroyer.
Pamp finished a Customs House, too bad we have no foriegn routes here, lolz. Pamp doesn't have an airport or a drydock, well drydock is cheaper so dial it so we can build ships to protect our seafood here.
Churchill's boats are on the move, so moving our ships after them...
1895AD (485):
Oh wait, they are moving randomly between Oxford and some seafood, nevermind.
Spread Mining to Salamanca.
Toledo done a Bomber, get on a Para.
Gondar also done a bomber, but dial a para here instead.
Corinth finished a barracks, but this place is in no shape to help out, too bad. 12 turn marines, no thanks... Dial a spy hut so we don't have to check back here.
Sparta done an airport and wow, sucks to have been Alex with no production >.<. Ok well dial a Para as better to have something rather than nothing.
1896AD (486):
Rags suddenly furious with us for some reason. Whatever. He wants to give us fish in return for oil. Ludicrous.
Murcia finished a bomber and has amazing production for a commerce town, lol. Ok, dial a Tank.
Carthage done a Supermarket, so dial a Drydock so we can start spitting out ships here.
Athens done a jail and is polluting all over the place. Well, a grocer is cheap, so dial that.
Argos done a harbor and goes for a barracks, shudder...
1897AD (487):
Awesome.
Dial Superconductors->Genetics on the account of us not having to build anything to get the +3 health bonus. Ecology was a possibility, but that causes us to waste time on recycling centers.
Coal Pops on the mine SW of Santiago, omg.
Turning off science for upgrade cash...
Barc finishes a tank and gets a Mining Inc spread. Dial another tank.
Seville finished a Marine, dial a Para.
Cordoba is done a Mining Exec, and will spam out a Sid's exec for Santiago and it's engineer slots.
Salamanca finished a tank, dial another.
Zaragoza finished a Sub, and we get on a Dessie.
Aksum finished a Mandir, not like it matters. Dial a Monorail for fun.
Thebes done a jail, dial for a barracks.
Blow 1800 cash upgrading 3 Bigmen to Mechs.
1898AD (488):
Blow some more Cash on the Axe and Sword Bigmen.
Tartar finished a bomber, whoops, one too many to station in Barc, so using that airbase... Ok, well dial a Mech on the account of, why not?
1899AD (489):
More builds finishing, and don't feel like listing them anymore. Massing mechs really at places that can build them in a decent amount of time.
1900AD (490):
Saving gold for a few turns to upgrade all our machine guns to mechs... Hilariously, we are still getting Superconductors in 14 turns, gogo specs.
Grab bag GP out of Athens next turn.
1901AD (491):
Oh I forgot this was building

.
And WTH indeed dice rolls.
WTH indeed do we do with our next fluke engineer? Well airlift him to Santiago as that area is safe.
Game recommending we build UN in Santiago. 6 turns rofl...
1902AD (492):
Blow 7200 gold upgrading all Machine guns to Mechs.
1903AD (493):
Our colony shows up with Communism and wants Assembly Line. I see no point in getting Communism, and FDR likes to broker techs, so no.
Well, we have a huge stack in Barc now to roll Churchill over, so going to spend a few more turns airlifting mechs to faraway islands in case someone tries to land on us.
1904AD (494):
Ok well maybe Sids in Santiago was a bad idea with having a 15 food surplus and only 1 health left, lol. Let's see, we still need an aqueduct, so getting on that. Also blowing up the farm for another workshop. Will likely take down the watermills for workshops too, lol.
Finished upgrading last turn, so turning science back up. And we're ready to go. 2.2 power rating towards Churchill btw...
So saying hi to Churchill!
Ugh, ok mass lag, going to restart civ and dump the cache.
Bomb out Nottingham with Bombers and use destroyers to shell, etc...
Send in 4 artillery. You know you've overdone it when they all go flawless!
So Bigman Todd looking for that last XP for C1 before upgrading, kills a Machine Gun.
Bigman Llyod beats down a Longbow flawless. He needed 2 more XP, now only one more.
Ok, well not much happening, so the Supermedic goes in and flawlessly XPs.
Last thing defending the town is a swordsman, so kill him with a Longbow for giggles.
We win all the spy buildings surviving, plus an FBI. Churchill also wasted a Great General here putting in a Military Academy. So dial a forge as that was the only essential to go boom.
Next we send our boats against Churchill's stupid fleet.
lol. We take minor damage as our boats go 9 for 9. 5 enemy boats left in the stack, lol.
Now at 2.4 Churchill's power.
1905AD (494):
A Cav charges at Nottingham and runs away from Bigman Ralph.
Bah, England clearly blew up the Airport in Valencia and the Factory in Toledo. Put them back in the queue as they are needed buildings.
Hilariously, Churchill's 5 remaining ships sail TOWARDS us, lol. Ok, well too bad Kerkouane and Carthage just finished new boats itching to test out the big guns on Churchill's wooden fleet.
Churchill has more idiotic ironclads incoming, so the Dessies celebrate Free XP!
Ok, Churchill out of boats again that are not in towns, and he is still blockaded. He plunged from 8 turns on Rocketry all the way down to 61 turns, so no idea what's up with him, lol. He hates us again, btw

. Just like old times eh pal? Looks like he's running
Anyways, leaving scraps in Nottingham and the rest of the stack will roll on.
Some Random Caravels off the coast of Murcia, but Pamps is working on a Dessie, so their time is limited.
Move up some of the bombers to Nottingham to get a better view of blowing up London.
1906AD (496):
Churchill tries to harass some of our ships with airships, lol.
Ok well finish bombing London, and then attack off some ships with an assortment of marines and Conqs, lol WTH indeed! We kill some units and lose nothing, so whatever. Less defenders for later.
I split the artillery from the stack and pair them with our remaining maces and a few mechs (yeah the maces are almost at the next level, so didn't upgrade them yet, lol. Boff-0 style!)
1907AD (497):
Genetics in 7 for the guilt free health!
Louis finally makes peace with Hannibal, what a flake! Couldn't even kill the guy reduced to no land.
Ok, well some ships showed up near Lalibela, so the bored destroyer there gets a punk. Not before I bomb the Frigate with an Airship though! Just for the lolz!
So more hilariousness ensues as we walk the wounded Conqs off the transports again and hit London. No one dies again, omg gogo mass bombings!
Ok, so rolling in the Tanks all promoted CR2 and CR3, letting them each get a fight seeing as this stuff is generally garbage. We end up killing a metric ton of Longbows and War Elephants.
We win the Kremlin, another FBI with all the EP trimmings and a settled Great Prophet.
Churchill down to 3.9 against us.
1908AD (498):
Churchill's Caravels came all the way to Leptis just to get punted!
Churchill drops to 4.4 this turn and all I did was blow up like a dozen boats.
1909AD (499):
We slap down Liverpool with ships and bombers. And well we use that utterly ridiculous combination of Amphi Conqs, lol.
Hmm... seems I missed the actual loot haul, so this will have to do...
Canterbury also slapped down. 4 bored artillery pieces XP before everything is beat up. Ok, mace time.
Bigman Llyod is looking for one more XP so beats down an infantry flawless, lol.
C3 Mace flawlessly ownerizes a Machine gun, and then we get bored and send in the mechs!
Air lift some mechs in that just finished in one of our many towns.
Moving up the rear bombers, need to start making more, sigh. Well, Santiago and Barc are on that to 1 turn the bombers, lol.
Hmm, ok Santiago is at 93 base hammer (gag). Going to actually stall Genetics to get Ecology so we can start on the scary evil Recycling Center here. Yeah, we've won, but we want to pimp out Santiago.
1910AD (500):
Gondar's Hindu Mandir gets blown up by a spy, sigh...
Churchill wants to Capitulate this turn, too bad we don't want that yet.
Hastings gets nuked out by bombers this turn, yay.
Sending in the tanks!
Bigman Ralph ends up turning the city garrison into a fine paste. We walk in and blow up an Ironclad that thought it was smart hiding in the city from our Missile Cruisers outside, lol.
1911AD (501):
We are most cultured, but who cares honestly?
Most cultured rampaging barbarians!
Whatever. We finish beating down York and then send in the arties. Oops, S.ilver goofed and killed off one of our arties by not promoting him. Ok well, whatever.
We win a GG in Seville.
Liq says to pop a new Medic using a Mech Infantry from Santiago, so will do that next turn.
Anyways, Bored Macemen continue the slapdown in York, with Bigman Llyod going flawless against an Infantry, lol.
Just enough units.
We now have a ton of boats and Churchill has no more ships for us to punk, so shutting off the destroyer production, lol.
1912AD (502):
Ok, Dover gets bombed down, but honestly with 3 defenders, it doesn't really matter.
We win 7 workers, who I don't really care about. Liq says to give them to FDR, so going to get them to an airport city to fly them over.
We attach the GG to a Mech to get another supermedic.
Ow!
Stalling unit builds to build other random junk to stop our economy from crashing into the floor.
It appears I didn't bring enough junk to throw at Reading to take it out. The Amphi conqs would all die against the infantry, oh well.
1913AD (503):
So all the Bigmen on boats now to do evil things to Churchill's island towns... First up is Warwick.
Oh yeah! I did send more units in task force Reading!
Brought all the CR tanks, lolol. Don't ask why I still have Horse Archers.
Ok, well they still have awful odds, but whatever. Roll the first one into the Infantry. It dies, but the infantry is down to 11/20.
Second tank has like 66% odds and still dies. Whatever. Save on upkeep, lol.
Alright, so the infantry is no longer defending the stack, Longbow next and it dies to another tank!
Another tank punks off a Cav.
Infantry back on top and kill it with another tank.
I find a spare mech and airlift it in.
Ecology next turn.
1914AD (504):
Putting Genetics back to finish it off.
Well, the Bigmen roll into Coventry.
The new supermedic gets airlifted in and we sail onwards to Newcastle.
Notice that Saladin is in WHEOOH and hates us. If only we were so fortunate... those Dessies are getting bored

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