cMM1 - 5 ... 4 ... 3 ... 2 ... 1
1450 AD (0)
First of all, the diplomatic situation: War with Wang and Monte. We're soon to fell the pinch of WW. We are shipping Biz Iron for Coal. We owe Liz 168 gpt for peace for the next 17 turns. Who has what? I think the Byz can wait, they'll offer us Dyes, 21 gpt and a little cash for Sci. Meth. Tempting. The Germans would off all they have for Mass Prod. But not enough. I pay Biz 50 gold for a WM swap, this had better be good! Liz is definitely researching Motorized Transport. I pay her 225 for Ivory, although I am very tempted to trade her Oil. Let's see how close her nearest Oil is ... nowhere even close to her. She'll have to fight the Byz for it, so I won't trade her any Oil. The lux buy only extends our Peace for 3 additional turns.
I half expect to attack the Germans on this turn. Blitz him before he can build Tanks. (BTW, Otto
does have Oil and Rubber. I think getting while the getting is good is in order.) Cancel our Iron for Coal deal. I'm not inclined to build any Ironclads. Otto will give us all of his gpt for Iron, though.
Monte will trade Flight for Scientific Method if we stop hitting him, but I pass. A few more smacks and we'll get it for free.
Should we Mobilize? Antioch makes 24 spt, with mobilization that jumps to ... crap. The city didn't have a Coal plant yet. Gordium makes 24 spt, with Mobilization that would be 36, for a net of 72 spt. Bactra makes 30 spt, mobilizing bumps that to 42 for a net of 84. Meaning a Cav --> Tank per turn. Persepolis makes 38 spt. With mobilization that would be 51 spt or Tank/turn. Arbela makes 27 spt, bumped to 37 spt with the mobilization. So another 74 spt guy. Beats paying to upgrade Cannons.
OK. Plant colony on the Coal that was in Ottoman territory and swap Antioch to a Tank. Spend 200 gold to rush that, then swap to a Coal Plant and disband a Cannon so it completes in 1 turn. After that, we mobilize.
Hmmm ... we're trading at monopoly and Liz doesn't have any Oil. She is definitely researching Motorized Transport, so I take 2625 in cash from her for the tech. Then I slam research to 100% on Sanitation. Due in 11 at -422 gpt. Hopefully the Byz get some money for us soon.
Leader stays put, we'll form the Tank Army next turn.
Then move a single Infantry to capture an Aztec worker and build another Coal colony on the spot.
IT - Hordes of Aztec Cavalry enter the killing zone.
1455 AD (1)
Disband Cav Army (in Gordium as 1/2 payment on Battleship), form Tank Army. Coal Plant in Antioch completed, flip the switch to Mobilize.
As a result of Mobilization, build at Gordium switched to Cruiser that completes next turn.
Six Aztec Cavs meet their maker without loss or leader. The Artillery goes back to the front!
Hmmm. One of our cities can turn Cannons into Tanks. I think I'll do that. All non-freebie Cannons will be disbanded on these turns. I'll build new Artillery to replace them.
Start moving stuff to the front (Tenochtitlan). We seem to be really short on Cavs and Tanks. Where did I put them?
IT - Good Lord. I've been playing to ~2 hours and I'm only here! Left the wrong spot vacated and the Aztecs pour in with Cavs. Not really a problem because we still have enough Artillery around. And we get 4 new Tanks this turn. Byz settle in a spot that may eventually overlap a pair of our fortresses, necessitating a butt-kicking.
1460 AD (2)
Kill three Aztec Cavs and move troops on to Tenochtitlan. I think we can attack next turn, but it might be 2 turns.
Plant a colony on a Silk. We needed that.
Did you know that Artillery doesn't get the Mobilization bonus?
Disband a couple of Cavs and Cannons. We'll get 4 more Tanks next turn.
IT - Lose 8 workers because we made the railnet complete. Now we only have about 3,678 left.
1465 AD (3)
Take some potshots at Tenochtitlan. Burn Chalco to the ground at the cost of 1 Tank.

We get 15 gold and 5 more slaves.
Red-line 8 Aztec units in our territory and kill all 8 with a loss of 1 HP and a promotion, so we came out even.
Burn Chiconautia to the ground without loss. Gain 10 gold and 3 more slaves. I'm kind of torn about completely eliminating the Aztecs.
IT - Aztecs appear to be on crack.
1470 AD (4)
Very Superstitious. Capt. Wonder's boys appear to have Reached a Higher Ground as they red-line all defenders save 1 at Tenochtitlan.
Lead with the Tank Army and take 7 HP of damage while killing 2 defenders. Lose a single Cav while killing 6 more defenders and ...
we pick up 18 slaves in the process.
Unforunately his capital went to Seoul, which is in a very nice location. Just have to burn some more. :devil2:
Try (and fail) to plant a spy on Monte.
Position troops for a hard attack up the left flank.
IT - Blow off Monte. Byz declare war on Germany. This should be interesting.
1475 AD (5)
Why don't Transports get the Mobilization bonus? What do you expect me to do with them?
Lose a Tank and 2 Cavs, but burn Salamanca to the ground. Monte will now give us Flight for Peace. I'll burn another couple of his cities and jump on Otto.
IT - Byz move into position to found a city that would disperse our Silks colony. They are really starting to make me angry.
1480 AD (6)
Burn some size 11 Aztec city down. Can't remember which. Cost us a Tank.
Kill 4 Aztec Cavs that wandered down. Position to try to take out two Aztec cities next turn. Monte will now give us Flight + all his money for peace.
IT - I am trying hard not to just declare on the Byz out of spite.
1485 AD (7)
Burn Xochicalco and Texcoco at a cost of 2 Tanks and a Cav.
Kill 2 Aztec Cavs in our land, then a bunch of Infantry. We lose a Tank.
Current military: 39 Infantry, 22 Tanks, 33 Artillery. 4 Cannons, 1 Cavalry, 1 Immortal.
I think it is time for the Germans to leave. We don't need them with Panzers.
IT - It appears as though German Cavs are running the wrong way.
1490 AD (8)
Got one last turn of Mobilization. Now make Peace with Aztecs. Peace for Flight and 453 gold. He had no gpt.
We are back at non-mobilized. Three turns to Sanitation, then we can build Hospitals and re-mobilize (if necessary).
There are only 6 WoW remaining.

Won't declare on Biz until next turn. One more turn of healing should give us enough forces to maybe whack three cities on the first try.
IT - This is actually a hard decision. Are the Byz or Germans next? Each is researching Motorized Transport. Each has its core intact. But the Germans are already Fascist and the Byz have an Anarchy coming. They're a Democracy, and will be losing plenty of units attacking German Infantry.
1495 AD (9)
The Germans have 51 Infantry and 10 Cavs as we start this turn.
Time for a chat with Otto ... hoo boy, that didn't go well. War is on!
Elite Tank razes Stuttgart. Bonn goes bye-bye. The @$##&* Byz have settled another city that cuts our rail link to the German front. The German Campaign should only take about 7 turns, and then it is DEFINITELY Theodora's turn next. I amuse myself by loading a transport with 5 Tanks and setting sail for the Korean Island. Otto is not getting out of this alive.
IT - Germans lose 3 Infantry attacking one of our Tanks.
1500 AD (10)
Bad logistics thanks to the Byz. They seem to be getting in the way everywhere I turn. I think I should have attacked them first, just for my own sanity.
Final Notes:
Sanitation comes in next turn. No city will complete anything next turn, so all builds can be treated as Hospital pre-builds. The next leader should rush Battlefield Medicine once we get our 5 Hospitals built.
Happiness isn't a problem. We can buy Incense from the Aztecs if we feel we won't be attacking them in the next 20 turns.
carlosMM should be able to assemble a rather nice SOD outside of Nuremberg. Freakin' Byz Infantry kept it from being assembled this turn. I have lots of Infantry trying to hold our place on the rail lines. This may not be necessary for more than another couple of turns. Most of our offensive forces are already in or near German territory.