"First a town will not flip on the turn it was captured, so there is no risk."
I know, but that was the second turn, and you spoke of getting more units up there so the armies could leave.
Second it speeds ending resistance, but is risky.
So does turning the foreign population into workers. And by getting them out of there it reduces flip risk.
Note you are not going to be able to win the game without armies and you cannot count on making them from leaders. I got two more during the elimination of Germany. That is not very many.
Did you red line units and use non army units (preferably elites) to defeat them? Especially when it comes to taking a city? Well anyways, thats how things go. Never the less I stick by my self limiting rules of never "building" armies or using armies to plunder terrain. (which made things more difficult in a previous war with Germany,)
On previous stuff..
Why do you suggest moving those three cities to wealth? Seems like a perfect waste to me. Workers, settlers, city improvements are all better then an extra 1 gpt a turn.
"Frankfort sell factory and Police station."
Why? If I am going to turn around and eventually rebuild them anyways. More waste.
"Switch all galleons to transports and frigate to destroyer."
Upgrading is expensive, and I want every gold for tech stealing. I could see making one transport or something.
Speaking of, why did you get out of/stay out of, mobilization? If you want units like that, then be in mobilization during the war with Germany and make em. Then disband the old ones to rush new development afterwards.
Send that army to capture Russian towns, they need to go and you need the oil.
Not both, the Russians are/were still good for another tech come modern. Would have been too hasty to eliminate them needlessly then.
steal combustion from Zulu
Why? Germany had combustion as well. Its cheaper to steal from Germany instead of Zululand. Plus you don't risk starting a war with Zululand before your ready.
Oh yeah, I had peaced Persia for communism.
I waited till I got medicine and then peaced Germany for scientific method and mass production (and stole flight) Meanwhile I switched to communism.
Heres a new save, much advanced since the last one, I've nearly caught up tech wise. I set up trade and gifted Zululand lux so that I could plant a spy and steal tech immediately instead of safely, with Zululand being gracious if I fail I won't cause war. I might even manage two failures without war.
Another turn and I can afford to steal another tech. I got a modern tech from Russia so when my peace deal expires next turn I'm taking them out.
I plan to put a hospital in my cap in 2 turns when I get sanitation. I'm just prebuilding with the dam. I also plan to move my cap to leipzig. Its got a tourist wonder, and a science doubler wonder. You might notice I have a number of empty armies,(from MGL) I was thinking of loading them with calvary (not the defense of infantry, but the two extra movement points is really useful) but I wisely decided to wait on them and load them with tanks and a single mech infantry. Possibly keeping one or two in reserve for modern armor.
P.S. Would you please post a save of your latest progress?