Power and internet are finally back...
1871-1874 - I managed to get to three turns (although much of 1874 remains to be played.)
Here are some notes to get you going.
Many, many units sent up to russia on both fronts every turn. Some support sent to Viking front as well.
Most pollution is cleaned up except Denepropetrovsk and 2 skulls at maikop. (A couple skulls in our cities on squares without roads so the engineers couldn't get to them and still clean up in the same turn.)
Transport ships- We can send 2 full transports every turn to both the western and eastern fronts in russia (sending equal numbers of empty transports back for the next turn). -
(1)Genoa->Port Of Spain...Valencia->Greek Overlook (use 4 remaining moves to get transport back to Valencia)...Launch Point->Russian Tee
(2)Greek Shipping ->Still No Barbs...Cymru->Moscow's Nuke->Invade russia.
We also have transports that can go to Viking cities every turn.
Transports from feeder colonies - Kev's Peninsula/Issus can go 4 moves each way every turn.
Paw Paw ->Crete...Malta->Macao can go back and forth every other turn.
The cities on the mongol front have been mostly feeding their own cause, rather than supporting Russia although the Airport in Tim's Whale can get a desired freight (or other unit) up to Moscow
Two Russian cities taken and secured - Minsk and Krasnoyarsk. These may still be vulnerable from the sea and there appear to be a lot of Russian ships in that area still.
The 3 russian cities nearest to Russian Tee were emptied (they rebuild 1 defender each turn) - could take them at any time - probably this turn - just handle partisans, etc. Geographically they should be easy to defend as a unit. A few cities around the moscow side have also been emptied. It's about time to go nuking some of the cities farther out from Moscow.
The Russians just learned Labor union, so their defense will get stronger quickly.
Greek (Rhodes) front is mostly just holding its own against steady stream of greek units. It could use a few reinforcements and additional defense, but not much else unless an actual offensive is planned. More engineers are needed here.
The spanish front is slowly chipping away at resistance while most effort has been in russia. Cordoba (spanish capital) was emptied last turn and could be captured this turn.
The Vikings STOLE SPACE FLIGHT!!! so they have the ability to build Apollo and eventually launch a ship. Since we can not win by space ship we must stop all Apollo and space ship production!!!! Note they will likely trade that tech to someone soon, but haven't yet. Keep at least two vet spies in cities where we can be reached by the enemy spies.
The Viking front is under-manned. They sent something like 7 ATs and 4 Fanatics at the fort near Jarlshof. A mech and engineer were killed and the howitzer wounded. The vikes appear to have tons of units coming. There needs to be a much stronger presence just to hold ground. The tech was stolen from Jarrow, so does that mean they cant steal from there any more? If so, move more spies to "defend" Foo Bar?
The mongol fronts - Naples is fairly secure and Mongol Point (formerly cunaxa) should be ok as well. I was building transports to move a pile of units to the forts closer to the next Mongol cities.
Blenheim palace is trying to hold its own, but is a frequent target of Spy raids. Upgrading artillery to howies to get the extra movement turn.
Airlifts are becoming more dangerous as other civs now have flight and could have fighters close enough to 'shoot down' the airlift. I took a chance and got a unit into Russian Tee, but its a risk now.
While Ive played conservatively, dozens of enemy units have been killed each turn on all fronts. I've been using one turn of a howitzer to attack and then pulling back, but the units are slowly wearing down. some may need to be 'rested' soon. You may want to use both turns to attack in some cases but that leaves them unprotected.
We could easily go on a nuke fest in russia. They've been getting 2 techs per turn so it would probably be worth it to hit them hard soon. Captured cities also paid about 1500g in plunder as an added benefit.
There are about 15-20 howies, and half a dozen mechs near badlands (on the old zulu border) ready to be deployed to either the Viking front, Moscow-side or Russian Tee-side at your discretion.
There are lots of freights in Moscow and Russian Tee. The ones in Russian Tee don't match up with demand very well anymore, so Moscow might give better options. As we take more Russian cities, our options are even further reduced, so we may need to look elsewhere. We don't need the beakers anymore, but the cash is awesome - uranium and oil pay over 1000g in most cases - even from fairly small cities. However, to prevent space ships we might be better off to stop freight deliveries so we don't learn space ship techs that can be stolen.
I've been sending a few nuclear missiles out to sink clusters of ships at sea since nukes leave no pollution in the ocean.
SDI's have been built to cover Romanov island (tri-canal covers the two "overlooks"). i started to build them to cover the northern Zulu cities (See new city Nuke Trap 1), and put them in the russian cities. Invade Russia covers Krasnoyarsk and Minsk and eventually St. Petes. I also built them to cover our original core cities in smallvile and Xinjian. Coverage from russia still needed in northern zulu cities, roma, etc. If anyone else approaches Rocketry we should protect there as well.
Many, many units were rehomed to Tsingtao before being sent out. Once it builds its solar plant, it should immediately rush build a Manufacturing plant to support even more units.
Build more solar plants in large factory towns (kaifeng, Mpondo, etc) with pollution.