1922ad
Gil sends a small stack of tanks into the mountain range, trying to reach one of my towns, but that's his only response this turn. Seems promising.
New unit builds: 1 artillery, 7 settlers, 7 workers, 24 slaves.
War weariness is 36% already.

I take the closest three towns from Sumeria, and then, while most of units are healing up, I form my armies up across the narrow part of the continent (about 12 tiles wide). I leave a single unroaded gap through which I want Gil to push his newly built tanks...
1924ad
... but unfortunately, England is before Sumeria in the turn order. Liz tries to send an infantryman through to my side of the army wall, blocking it for Sumerian troops. Meanwhile, Gil's bombers have arrived in Portugal, and they concentrate on hitting the armies at the east end of the wall. Two cavalry armies lost. This is unacceptable!

Through the gap left by these armies, a couple of Sumerian mechs arrive, and land on a mountain near Grenoble.
New unit builds: 1 mech, 4 artillery, 5 settlers, 1 worker
I clear away the mechs with artillery bombardment, and send my forces out to track down these bombers. I capture 3 towns, pushing in a generally eastward direction, and raze another 3, but I don't see as many bombers as I was expecting; I kill 7 in all, but my spy says there are another 9 out there somewhere.
It finally dawns on me that trying to trap Sumerian units with some continent-spanning wall of armies is a huge waste of effort. I use a cav army to cut the road leading west through the narrowest choke, so now all the Sumerian units will have to stop 2 tiles out of Edo.
1926ad
Only 3 bombers show up this interturn, so maybe the rest are all off smashing up the Inca. A mech and 4 tanks drive across the Edo firebreak.
New unit builds: 1 mech, 1 artillery, 3 settlers, 1 worker, 24 slaves.
I kill the units Gil has sent out, with artillery support, and also find that he has sent 3 workers to replace the missing road. So I take them too. Whilst claiming another 5 towns in Portugal / India, I come across the first Sumerian armour. That's a bit scary, and is going to mean I must take extra precautions if I want to avoid getting any attacks from his fast units. Pillage more roads!
1928ad
Gil offers peace on even terms, and when pressed will bolster his deal with 600g. Not a very convincing negotiation.

7 Sumerian units cross the firebreak.
New unit builds: 1 mech, 1 artillery, 4 settlers, 9 slaves.
I capture 7 more towns from the Indian province, losing a tank army in the process. These were the last Sumerian outposts west of Edo; Gil is now safely behind the choke point. This would be a neat place to stop if my side of the pangaea has enough tiles for dom, so I do quick tally of unclaimed tiles. I'm nowhere near, needing about 300 tiles east of Edo, as well as all tiles on the west side. The offensive will continue.
1930ad - 1932ad
18 units cross the firebreak.
New unit builds: 4 artillery, 3 settlers, 2 workers, 20 slaves.
I take Edo, and send my own worker gang out to reconnect the Edo road. But apart from that action, I merely spend a couple of turns healing up and preparing for a big push east through Sumeria's Byzantine province. It is still completely without culture, so should be fairly quick to conquer.
1934ad
6 Sumerian armour try to get to Edo, but I have zoned it off with armies, leaving only a long route around the back. I get a couple of Zone-of-Control hits as the armour drives by.
New unit builds: 4 artillery, 1 settler, 2 workers, 20 slaves.
I finish off the armour near Edo, and push forwards, taking the next 3 towns to the south. A cluster of English towns are shielding the approach to Edo from the east, so I don't have to worry too much about attacks from that direction as long as England and Sumeria don't have a ROP.
1936ad
Gil sends 8 armour my way, choosing to try crossing English territory to do it. As expected, without ROP they don't get as far as Edo.
New unit builds: 3 artillery, 1 mech, 2 armour, 1 settler, 4 slaves.
Internet will complete soon, and I want as many towns as possible ready to start earning culture, so I make a major push, taking 8 towns. This leaves me with a longer-than-usual border to try and protect from counterattacking armour. I'm pretty concerned about avoiding attacks, given that my lux slider is now up at 50%, but I can still manage to stay out of reach with careful placement of my armies, and use of road cutting. Note that in this picture, the big stacks of units in my border towns are merely there for resistance supression, not defense:
1938ad
As expected, Gil sends over his latest armour builds - they all head for Sardica - but none of them manage to reach the town:
New unit builds: 4 artillery, 1 armour, 1 settler, 20 slaves.
Internet will complete next turn, so this is the time to make a final all-in push against Sumeria. I throw everything I have at the junk towns, even using mechs as attackers for the first time. War wearines no longer matters, if I am going to give Gil peace this turn. By the end of the offensive, I have taken 16 towns, claiming everything north of England, except for the well-cultured Japanese province.
At last it is time for peace, but first I buy Liz into the war with 1280gpt + luxuries. After all, I still don't want any surprises from the UN, and once I'm at peace with Gil, I can't keep bribing Pacha to maintain the war. Gil gives 42gpt + 139g for peace; he was
almost ready to give up a single town!
