Preturn: Load some more tanks on the transport. Fleet wil leave next turn and get into position for our attack on Babylon once we reach the modern age. Nice name for the Sci leaders; it's kind of silly to get two at this point in the game. So far, the only really great one I've gotten was when I popped one researching the wheel and got to rush the pyramids the next turn....
1.) A large number of tanks finish. It will take at least 8 turn for the tanks to arrive, although the Infantry will get there much faster.
2.) Turn 2: SOOO. MANY. CITIES.
IBT: The Zulu declare war on the Babylonians !
Turn 3: No action
Turn 4: We reach the modern ages and pull computers. Start research on minituriazation so we can rush the internet for fun. Rush the SETI program in Athens, which will make the capital a truly insane super science city.
Turn 5: Athens now produces 250 beakers/turn @ 80% science. Cuts a turn off Miniturization, but unit costs are starting to hurt a little. Our Infantry/Artillery will be in striking distance of Babylon, but I don't know if it will last that long; Zulu forces have captured several Babylonian cities behind the capital, including Ninevah (rubber source), already, and Babylon is almost surrounded.
Turn 6: Lux deal ends, leading to massive civil disorder, especially in the mega cities. Lux to 10%, must lower science. Infrom Hammurabi that it is time to die. Emperor Palpatine voice/ Begin landing your troops!/ end Emperor voice.
IBT: Zulu cav kill every bab riflemen in Babylon, but can't quite finish the job.
Turn 7: Artillery opens up, and we have more than enough to redline what is left of the garrison (even Hammurabi). Dispath the last couple of defenders and:
Zulu are next.
Turn 8: Will land next turn. The zulu have rails and alot of cavs, so maybe they'll actually be able to cause some damage.
Turn 9: I inform Shaka that he is violating UN sanctions and land troops outside Zimbabwe. More transports full of tank on the way. A couple of workers are in the way...but workers don't prevent landings in conquests, so everyone unloads anyway. Carrier-launched bombers reduce Zimbabwe's barracks to rubble.
Turn 10: Well, that was dissipointing. The zulu march on the former korean cities. WW hits us, sending a bunch of cities into disorder. Not that it will matter since will be the last turn anyway.
Blast zimbabwe with artillery; unlike hammi he does have a fair number of defenders but they are all still damaged to some degree. The tanks roll in and: