I rushed the inf. divisions using prebuilds in Russian cities, i rush a Me-109/cav every turn and on the next turn the inf. div/militia is built. I also do a lot of militia conscripts.
I run 80% lux on some turns and on other turns i run 20% or less to cash in. I sell improvements in some cities for the money needed. I have 2208 gold because i cashed in some improvements and i run 0% lux tax some turns while setting cities on starving and using taxmen specialists to give me more money. I let some cities starve and join workers from time to time on cities.
i rush u-boats and switch to transports.
I build my invasion fleets on Norway and transports on normandy.
I build 3 panthers every 2/3 turns and an army every other turn.
I have deals for trading lux with Japan to keep population happy.
I only build divisions, i got 3 leaders from elite inf.div attacks.
I rushed Me-109 using money from conquered cities and selling buildings.
Paris built Academy from scratch.
You have killed so far 2 stacks of 12 inf. div. which was on my 5 turn interval for rush-building.
I use militias to buffer the inf. div. coming from Russia, i have arailroad Berlin-Irkutsk tahat allowed me to "magically" reinforce Antwerp for 2 times, 1 of the times Antwerp was mainly defended by Militias but you didn´t attack.
I will use some 1000 gold next turn and run 20% lux or 0% lux earning me 758 gold per turn, in 3 turns i will have anorther 12/13 inf. div, or 8 inf. div, militias and 3 panther tank divisions.
I build Panther tank div. from scratch on Belgrad every other 4 turns.
Southern russian cities build an Me-109 every other 4/5 turns, with rush build of 100 gold an Inf. Div is created every other 3/4 turn, setting some 19 cities on this duty allows me to milk some 10 inf. div. every other 3/4 turn.
So if you keep attacking every turn my defenses will kolapse, but if you wait from 3/4 turns interval i will keep sending more troops to the front.
All my fronts are connected by railroad, so if you hit me in Europe i´ll send fresh reinforcements from Russia, Romania, Germany, Norway and so on.
Your spy is wrong in that i´m switching other turn 80% to 20% to 0% to 50% lux slider, all depends on the cities starving or not.
I produce one U-Boat every turn thks to the wonder.
There are 4 cities producing Panther Tank divisions - one is building in 4 turn interval, one in 3/4 turn with +-150 gold rush on turn 2/3, othe ris building on 6 turn (4 if i rush on turn 3), the other is building on 5 turn interval (3 if i rush).
I´m making workers in Irkutsk, Smolensk, Arkangelsk, some go to work others go to join german cities for taxmen, police, civil engineers.
I built Axis AA boats using Stokolm, Leningrad and the city north of Berlin. I captured the heavy arts from Russia and a gazillion workers.
I rushed a couple Mech Inf. Div. on Panther Tank Div. cities to give me defense on my advances.
I always relink the cities after your bombings and get more money from taxmens on the beggining of the next turn.
I started with 450 gold per turn - 500 gpt - 530 gpt - 620 gpt (after the fall of european Russia) - 700 gpt (after the fall of asian russia) - and some 700 gpt (some turn more, others less if a city rebolts).
Started to cash in to allow me to rush inf. div for the past 5 turns and because i already had the necessary troops to attack Egypt.
So in sum, if you can quick pace your marine attacks in europe i will kolapse, but if now, i will keep replacing casualties, a militia is as good as an inf. div. the problem is it takes less hits to die, so i´ll need more militias in 3 turn intervals but it can be done.
I admit however that i´m using a lot of game exploits, but its hardly cheating, i use civil engineers in the follow manner:
Civil Engineer Exploits
It is not allowed for a team to use civil engineers to contribute shields to the construction of a building, and then rush that building and switch to a unit, as the shields from the civil engineers will carry over when they should not. Additionally, teams cannot partly build a city improvement, rush it, and then switch production to another building and continue this process, as the civil engineers' shields will be counted once for each rush, providing a false number of shields.
And since this is a PBEM the shields will overlap meaning that in 2 turns if i do this for the same bigger target unit i will double the ammount of shields produced, meaning half the time to produce from scratch the unit, if i add the final rush it will take 1/3 or 1/4 of the total time.
I also use this exploit:
2.11 - Negative Spending
Teams may not have a negative income when they end their turn which would put their treasury below zero gold, at the expense of just a few units or buildings, in order to gain advantages, such as running full science, which they could not normally afford with their regular income. Although having a negative income is permissible, perhaps to finish research of a technology one turn quicker, exploiting the game in the aforementioned manner, in a way that the disbanding of units and buildings does not make up for the commercial gains, is not allowed. If a team does end with a negative income and gets the in-game pop-up saying buildings/units have been disbanded, they should let the administrators know.
And this exploit:
2.10 - Auto Go-To
Units can get double movement (as the second turn of movement happens earlier than it should) if the auto go-to command is used for distances over 1 turn. Do not use go-to commands for over 1 turn of distance.
And this one:
2.6 - Reloading
Reloading the save because of unfavorable outcomes or events is not allowed. If you are playing the save and the game crashes on you, it is permitted to load the save again, but please notify the administrators as well.
I spy using CivAssist 2.
I also mess with the prebuild sequence in the F1:
Changing Laborers pre-Production Phase (Civ/PtW/C3C)
Breaking into the build sequence and changing Laborers from high commerce tiles to high production tiles by navigating through the city arrows or F1. Changing the Laborers in a city which has already completed it's production phase is allowable though.
And this one:
Gold Mine
You can make cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.
And this one:
Worker Dogpile
You may not join workers/settlers to a city that is starving or rioting.
This one all use:
Short Rushing
Breaking into the build sequence using 'Big Picture', or 'Unit Build' options, you can rush remaining shields before the production for that turn is calculated. This allows for finishing a build either by completing the current build in total, or rushing something else that is slightly less costly, and allowing the regular production to finish the build.
During this time, you may also pull citizens off of tiles, but you may not rearrange them. Any citizens pulled off tiles may be made Scientists and Taxmen, or Entertainers (if needed). This may only be done to prevent rioting (luxury deal ends suddenly, etc) or to prevent a prebuild from completing early.
This to:
Ship-Hopping
While at sea, you can unload a ship on the same square where there is another ship and that ship can take over the load. This way you can move your units to any location in one turn. But it takes a lot of effort.
None of this is the Pbem rules so i use em all. Hope you like it!
Of course is use reloading for U-Boat patrols, reloading for recon flights and reloading for insible unit finding.