Since it is only the two of us for a while, I decided to play 20 turns, to keep the game moving (and because we are in war preparation, so nothing much will really happen for most of the turn)
PT- Very happy with our current military situation. Veto the Battlefield Medicine in Istanbul and switch to Infantry. We can still use plenty more of those.
1365 (1) Some minor troop shuffling. China is now a democracy too. The tech pace should increase.
1370 (2) Finish Combustion, start Mass Production, due in 7 turns with a 15 surplus. Trade Economics to Japan for 5gpt (why not?).
1375 (3) Should have traded Combustion to China for 95gpt, as they finished it this turn anyways.
1380 (4) Uhh, our Coal source runs out...It's our only one. It is ok though. Dortmund will be one of the first cities to fall, and it will give us coal and allow us to cut off this half of China from the other.
1385 (5) Nothing much. More troops shuffling.
1390 (6) Same.
1395 (7) Same.
1400 (8) Finish Mass Production (first), start Motorized Transport.
1405 (9) China and Zulu now have both MP and Flight. China cancels Gems deal and I do not renew. War is imminent.
1410 (10) I build Cathedrals, Colosseums, and Temples all around. We have plenty of Infantry now, and I want to have as many happy people as possible when the war starts.
1415 (11) More shuffling.
1420 (12) Transports loaded and sent with a Destroyer toward China. Battleship and more transports on their way toward the border.
1425 (13) China and Zulu have Amphibious War. Odd tech research guys.
1430 (14) Continued preparations for war.
1435 (15) Finish Motorized Transportation and start tanks everywhere. Take one turn off from technology to rebuild our treasury.
1440 (16) Our first two tanks roll off the production line. We are the only Civ capable of building them.
1445 (17) Treasury back in order, I start Flight, due in 6 turns. We now have 8 Tanks. Uh oh, Mao is now in the Modern Age. Zulu still lack Motorized Transport, however.
1450 (18) Artillery and Infantry are in range of China. 12 Tanks so far. Zulu are in the Modern Age. Shaka cancels Incense deal. I do not renew because we can offer it to him for a MA against China.
1455 (19) We now have 19 Tanks. Istanbul starts Battlefield Medicine as prebuild for UN. I trade Mao 240gpt for Radio. I intend to get him to declare to break this deal. Civil Defense ordered up in border cities and Radar towers made with captured workers.
1460 (20) We now have 24 Tanks, and with that, I declare war on China and then sign an alliance with Zulu for Incense and with Japan for Wines. Super Ridiculous Artillery SoD (TM) goes to work on Dortmund, destroying the radar towers that protect it and bombarding all defenders down to 1hp. We lose one tank, but Dortmund falls. I build fortresses on the bottleneck and load them up with Infantry and artillery, and protect them from behind with Radar towers. Remember all those warriors, spearmen, pikemen, and other outdated units? I use them for MP in Dortmund. All you need is warm bodies. Bad luck kills a Tank attacking a Cavalry, but a Sipahi cleans up, taking out the Radar tower near Caesarea. As I am taking out the stray Chinese cavalry stationed near Caesarea (about 30 of them), I accidentally hit enter while holding shift, ending the turn. I am so pissed and plan on reloading, but as the turn goes by, all the cavalry attack my SoTD (Stack of Attack Doom) which I had been using to attack, and we only lose 2 tanks, but kill about 20 Cavalry. I decide it isn't worth it to reload and decide I may as well play one more turn. The Infantryman in Zonguldak also kills 3 Cavalry, while forcing 3 more to retreat.
IT- Chinese do no damage.
1465 (21) Leader fish with my tank and Suleyman I is formed. Victorious unit named Skyfish, in honor of our very busy leader. Suleyman forms an army which is loaded with 3 veteran tanks. Army is victorious and Istanbul switches to Heroic Epic. Continue to leader fish, to no avail. We are having happiness problems (several cities fell into disorder for some reason), so I trade Silks, Incense, and Radio to Japan for Spices and 25gpt. War Weariness is ridiculous after one turn. I put luxuries up to 10 percent, but every city still requires entertainers. The next player might want to play with the slider and entertainers to see what the best way to go is. I lose one tank attacking an Infantry. Artillery pounds Syracuse, which then falls to a combined army of Sipahi and tanks. Attempted to plant a spy in Beijing, but failed.
Conclusion- The war has been wildly successful so far. Most of the Chinese troops on our half of the continent have been routed, our Operation Voodoocat (TM) pillaging campaign (it was his idea) has started to wreck the Chinese economy (in a few turns, they will be in deep trouble), and we have blocked off any Chinese support. We should be able to blitz through the remaining cities on our half fairly quickly, with the huge amount of artillery we have and the weak Chinese troops who still live, and when the alliance is up in 20 turns (or sooner if our allies come to peace first), we will have the most land in the game, and China will be totally ruined. We should keep a close eye on WW however, as China refused to declare on me, so I had to declare on them (which hurts), as does all the artillery bombardment and pillaging. Our dyes have been cut off, but taking one city will bring them back to us, and will help a good deal. We might want to consider holding off on science for a bit, so we can afford luxuries. Once the war is over, we should be able to protect our borders and beeline for space. Let's be sure to get the UN (so we don't lose stupidly, though I doubt that would even happen), and let's try not to fall too far behind in science (could buy from Zulu into the next age if necessary. Good Luck Voodoocat.
CF1, 1465AD