As far as technologies go during the Great War, I'm still on my original path towards Artificial Life and then Invisibility. I discover Androids and Personal Robots together. Androids offers the Android Factory, but Personal Robots doesn't do much. There is a lot left to be done with the Transhuman Era.
Washington DC finishes the X-Games. The X-Games trades +20% maintenance for +50% gold and culture and +3 happiness in the city.
I think I've mentioned this before, but there is nothing like losing a war to inspire rebelliousness, both in one's own cities and in vassal states. Sumeria takes advantage of my first razing of a Mongolian city to break away from their master and declare war on Japan and its vassal states.
When I started the war, my main field armies were back on the home continent. Building prerequisites for units (such as Siege Weapons Workshop/Cannon Forge for siege units) still apply when upgrading, so I brought my armies home so that I could keep them upgraded. I loaded three of the armies onto transport fleets and sent them across the ocean as quickly as I could.
The fleets have now arrived, and the 2nd Army kicks things off by capturing Turfan. Turfan has a few wonders -- the Great Lighthouse, Himeji Samurai Castle, and the Pyramid of the Magician -- so it survives my pyromaniac tendencies.
The 3rd Army burns Ning-Hsia. It isn't as lucky as Turfan.
The 2nd Flying Squadron finds Samarqand and burns it down. Sometimes finding an AI's cities is the bigger problem than capturing them.
In the far north, the 3rd Flying Squadron captures Yakutsk. Yakutsk is spared burning because it has the Blacksmiths Master Guild headquarters.
For the longest time, the little Assyrian city of Arbel was completely unguarded and sitting next to two of my own cities. I use a spare Modern Infantry to take down its one Town Watchman and burn it down.
Bionics is discovered. It allows Automaton units, which are really cheap but don't have a lot of versatility. I might consider using them if I didn't already have enough military force to crush everyone else like eggshells.
This is a really impressive stack of Riflemen -- 27 total, including one led by a Great General. The only problem is that it is sitting on the frontier between Khmer territory and Russia.
I plan to attack by sea, and this is what actually guards the city: one Rifleman and two Town Watchmen. I think this is an AI bug that has since been fixed.
Rostov survives because it has the Topkapi Palace wonder. It doesn't help me very much, as I don't plan to have any vassals, but a wonder is a wonder.
Capturing Rostov destroys the Khmer civilization.
Old and New Sarai burn on the same turn. The 1st Army takes New Sarai, while the 2nd Army takes Old Sarai.
A peace treaty that I had with Ashurbanipal finally expires, and I declare war on him. Unfortunately, his last city of Exeter has more units than I can crack in one turn.
Karakorum is the Mongolian capital, and it falls to the 3rd Army. Karakorum is the holy city for SIX religions: Naghualism, Ngaiism, Kemetism, Tengriism, Asatru, and Confucianism. It also has the Oracle, the Great Bath of Mohenjo-Daro, the Colossus, Sun Tzu's Art of War, and the Goldsmiths Master Guild. This is definitely a city worth keeping.
The reason one city has so many religions is that I have the Divine Prophets option turned on. AI civilizations will generally concentrate their religions in their capital. I think it's better to have your holy city be a separate city that can then focus on financial wonders to capitalize on the Shrines.
Taking Karakorum has opened up a very large chunk of the main continent.
It takes the combined efforts of the 2nd and 5th Flying Squadrons to take down Exeter. This finishes off Ashurbanipal. At one point, he was in 2nd place on the scoreboard. By this point, revolutions had reduced him to one island city.
The 1st Flying Squadron burns Coventry. This finishes off Mongolia.
Since I've actually captured a few Mongolian cities on the mainland, I can airlift units. I decide to build a Thermobaric Tank for a little extra punch. This unit has a base strength of 140 with an additional +52% strength and +70% city attack from promotions. Not many units that the AI can muster can even break strength 26 (Riflemen).
Currently, there are 12 AI civilizations left, and I'm at war with 4 of them. The big question is which will happen first: eliminating the current targets or declaring war on more rivals?
Next time: The new era.