The Final Stretch
Think it's about high time I continued this Writeup
When we left off, I had waged war on Russia and captured their core cities, before the stupid AP broke off the war. This is what it looks like in former Russia.
Clearly I need to deal with the culture in the south, otherwise it will be a pain with high revolt chances, and I'd need to park a load of troops there. It's a former barb city, and with it being on the edge of the map, I want to raze it.
As you can see, I've also founded the Stone city, so now we
finally have access to stone, speeding up the Kremlin a little bit.
Land ownership is already up to over 56%, and will further increase when the cities come out of revolt and the southern culture is dealt with. Need to keep a watchful eye over that, so I don't trigger domination by accident.
Having researched Assembly Line, it was time to queue up a few Factories.
Most are pretty fast to build, but I still Kremlin-whipped some of them, plus some Coal Plants, to get higher production a bit sooner.
Corporations
The idea in this game was to found both Mining Inc and Cereal Mills, after running State Property for a while. It's now time.
First up is Mining Inc, and I already have the GE ready in the Shrine city. Shrine(s) + Corporations HQs + Wall Street makes for one hell of a

pump.
Naturally, some civic changes were needed first, as I was in State Property, which means you can't even found corporations even if you have the techs and GPs to do it.
Of course I didn't spend 3 turns of anarchy on it, like the screenshot hints at. Instead I launched a Golden Age to make the triple switch: Caste System + Free Market + Pacifism. More GPs should come out soon-ish as a result.
Here is the tech path in the early 1200s, as the next goal is to found Cereal Mills for massive food in all cities. This will allow many more specialists, which boosted by Representation will help us tech a little faster.
Research is plugging along quite fast now, so 7 turns later we are ready to found Cereal Mills. In the meantime we also finally completed the Taj Mahal, and extended the GA with another 12 turns.
When founding Cereal Mills, Mining hasn't spread to all cities yet, but we're getting there. Executives are exclusively produced in one turn, so spreading is pretty fast. Ironically, the biggest hurdle for faster spread was the lack of roads. Because of all the rivers I didn't build all that many roads, and that meant getting to some of the cities was slow for the executives, which meant I couldn't produce them as fast as I wanted due to the limitation of 5 executives alive or in queue.
However, 10 turns later, in 1390AD, and both corporations have been fully spread to all cities.
More AP problems
Lets rewind back to the early 1200s again.
The AP has been riding me pretty hard in this game, and now it hit me with a tough proposition.
It stole Novgorod from right under our noses, and gave it back to that heinous crook Peter!

Naturally we weren't going to stand for that, so we instantly declared war on Peter and took it back. Good excuse for war anyway, and we needed to deal with his southern culture sooner or later.
After some unnecessary losses because I just wanted to get it over with, we raze the south. In the process Peter captured Stone city (top left in the screenshot above).
A few turns later and we have enough troops in the jungle outside the city to take it back.
At this point Peter is willing to capitulate, but that will almost certainly trigger domination, so that is out of the question to accept. Instead we simply make peace.
Towards Apollo and Space
In 1370AD we are reading to start building the Apollo Program.
The Ironworks city had spared up some overflow, possibly from whipping a Coal Plant (don't recall), so it finished Apollo in 3 turns.
Health is a tiny issue there....
Apollo is finished in turn 200, a nice round number, and it's time for spaceship production. Think I was slow here, but not sure how, so feedback would be welcome
Most cities are running Research and a handful of specialists. The National Park city currently supports 24 specialists, mainly merchants. Spaceships are produced in high production cities, that have got Laboratories (didn't build them everywhere btw). Yeha is the Ironworks city, and it's building the Docking Bay in 4 turns. Later on it builds an Engine.
The long Taj-extended golden age is coming to an end, so it's time to extend it again. This time it requires 4 different Great People. With so many cities, naturally golden ages are very, very powerful, with hundreds of tiles getting boosted hammers and commerce.
Land ownership is now dangerously close to trigger domination, so I decide to do something about it.
St Petersburg is gifted away to Hannibal. Earlier I gave away Stone city to Peter, but I didn't want him to get St Petersburg too, as his culture would flood into our cities and steal many tiles. Therefore Hannibal got it. I learned later that this probably wouldn't be possible if he didn't have 3 cities. With only 3 cities (or less), the AI will apparently take any city you gift him.
Here is the National Park city at the height of its power, running 26 specialists without working a single city tile, yet not starving due to the power of Cereal Mills.
LAUNCH!
1510AD, and the spaceship parts are produced. Time to send off this little gadget of ours.
Just moments before victory, Shaka was up to no good it looked like, so I got out a few units to deal with him in case he declared.
Rather close to Domination in the end, but thankfully no accidents on the final turn.
^^ That is picture #30, the most one can have in one post =)
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I'll come back with screenshots of all cities, and perhaps a little bit of stats too. If you need more info to offer feedback, I'll gladly provide more screenshots. Haven't saved every turn, but pretty frequently towards the end.