Preturn: Attack some Incan workers with Lawyers, but get no great Artists.
Start the National Air Defense small wonder which requires Palace.
Start trading out older Arabian Infantry so I can upgrade.
Fill a hole near the Capital. Build it up so it can grow every 2 turns and rush the Academy.
Switch some larger towns to Steam Rollers, especially ones at max pop (Ellipi is an exception as it looks MM'ed to max shield and size 20 - I keep that as is for wonder building).
1905 AD: Quiet turn but spend time with MM of cities. Note that I decided to update towns with low corruption (i.e. our core), since we have already done a round of low food cities. This is also because I of building steam rollers so want town growth.
Check Magreb and we have 2 turns of peace left. They had money when I last checked.
I pick up about 400 gpt trading older tech.
1906 AD: Build a long road across desert to be able to pick off units in a war (Inca headed north). We gain 3 great Artists out of 5 Lawyer attacks. Partisans don't do so well, 3 losses and
only 1 gain.
IBT: We get National Air Defense
1907 AD: Short rush some steam rollers and other key improvements to help cities grow.
Kill some Hotchkiss with Partisans. We lose about what we gain vs def 4 but I don't want them in our lands.
1908 AD: Gain Special Actions and start Totalitarianism in 4 at 70%. I notice in 3 tech we gain Bulldozers which look twice as effective as Steam Rollers. We will still need 2-4 workers for each RR, but only one bulldozer.
We do not have enough Infantry for 2 per city, so I use Tanks in many cities so they all have 2 defenders. This makes them safe vs a single invisible unit. If we go to war we will need to gather the tanks again.
Also place a city on the coast where we don't have cities. Build a forest on Tundra to do so.
1909 AD: We kill off more of South America's Hotchkiss and a tank with Partisans. Attack a stack with a single def 3 unit; the first Lawyers are incapable of doing damage (we lose 1 lawyer with 3 retreats and the def 3 unit has lost only 1 hp).
All towns have 2 units now. I am still building Infantry so we can have 2 Infantry (and move back the tanks into a stack).
Got a leader and rushed a University.
IBT: South America triggers the sub bug and declares war. Actually the stack is a sub and Commercial Raider type, so defending with subs doesn't work - the AI went for the Raider ignoring the Sub which started war.
We lose some Infantry units.
1910 AD: For other civs I might not go on the offensive, but South America is really in the way. We will be at war with India and Greece on the other continent due to MPP.
Asturias falls to early tanks without loss. Lose two tanks taking Arequipa.
Andahuaylas falls without loss and then Atico costs us 2 Eastern Tanks.
Vitcos costs us 1 tank.
Juli is captured without loss.
Machu Picchu falls with one tank lost.
Capture Huamanag without loss.
Ollantaytambo costs one tank.
The capital Cuzco has 5-6 def 12 machine gunners + regular defenders and costs us 8-10 units (almost entirely on the machine guns) to capture. We get Olympic Games.
Capture Chuquippo in the North.
Continuing in the North we auto-destroy Tamboccocha losing a tank.
Huanuco Pampa is Captured without loss.
Tiwanaku costs us 2 Tanks to capture. We get Christianization.
Chuito has only one Defender and falls easily.
Still have enough offense to attack Corihuayrachina which we capture without loss.
Capturing Vilcas is possible so we do so.
The South American towns on Scientists allows us to go from 70% to 50% science. Unfortunately, they did have a town on the other continent. I tried to determine this before the war, but miscounted cities. Not sure if I would have kept the cities if I did know - the science boost is nice, but the flips annoying.
After all units are moved, I have some left over tanks for the final city on our continent. I attack Vilacamba but the tanks do poorly and leave an injured hotchkiss on top. The city takes 3 moves to reach so I can use our Partisans to finish it off.
There are still units on our continent. I see 4 and two motorized settlers. One unit is a HMG 12 def on a mountain next to a city which I don't want to attack. I will use bombers on it until it flees or dies.
I also gained two leaders. Use on for a factory in the new town and save the other for next turn. The new city is really near the capital so I want it to be productive. Will likely use the leader on a hospital next turn for 1 turn growth.
The elimination of South America really fixes up our front line. The most recent expansion in the desert area meant we were surrounding them on 3 sides.
IBT: South America settles one of the two settlers.
Egypt randomly declares war on us. I do not think I will pursue that war (won't take cities). It will give us Partisans.
1911 AD: Autodestroy the new city Incan cityHuaras, and rebuild Plympton in its ruins.
I draft some conscript to suppress resistance in the larger South American cities. That way we just lose the draftees if the cities flip. One large city is also risking a bomber or two.
Built forest on the border between us and Egypt where move 2 might be annoying. Covered with Infantry in the hopes they won't attack for this one turn. Also used great artist on front with Egypt.
Got a leader which I save.
1912 AD: Forest border is not attacked. I did forget to guard one city, but it was fortunately just far enough away that Adventurers couldn't reach.
Get another leader after using first on Lone Mountain for Observatory. This one is for a commercial dock in New Carthage.
Gain 2 Artist but also lose a Lawyer (vs a two hp Cavalry (bombed first)).
Got Totalitarianism and start Blitzkrieg in 4 turns.
IBT: Get Alpine thingy.
1913 AD:
No forward movement from Egypt. I planted a Spy and they don't have many units.
I do attack into Viking Lands with Lawyers and Partisans. Unfortunately one Elite Lawyer dies vs a def 2 unit.
Notes:
Most units are near the capital. I got aggressive with my attacking Viking units so just move those units back out.
Got a lot of squares upgraded in our largest/best cities. There is still work to do (and merging after).
I checked tech trades the previous turn but not this one. There wasn't much.
My thoughts on builds:
1) I have been building bombers. Use them to damage units before attacking with Lawyer, Partisan for better odds when at war like Egypt. I would continue to build until our Lawyers only need to fight 1 hp units whenever we are at war.
2) We do not need tanks. We have enough for the continent now.
3) Still building Steam Rollers mostly in cities larger than 20. We can move around population once we are happy with the improvements.
4) I started Dreadnoughts. My thought is to keep the water ways clear during war. The Dreadnought and Battle ship are limited time offers. The later ships have less attack and defense.
5) Any culture buildings (priority on science). Getting double Incan culture is worth something.
6) Infantry - It would be nice to have 2 on each coastal/border city and 1 internally. We don't have that yet. Veteran is better here.
Incans/South America notes (side note: Didn't see Jersey Joe's opinion until after my turns)
Because we were at war I was not able to see the list of Incan cities. Instead, I used shift-L to count them and count on our continent. I miscounted one. Now that they are captured we lose the biggest advantage to razing (extra workers) so I suggest we keep them. Reasons are:
1) I put tanks to take back the city next to the Incan cities. One is not fortified so we know where the stacks are.
2) The give a large boost to science (few hundred science each turn) and also having most buildings already built are worth a lot. The cost of 2 or 3 conscript is really minor if a city flips and the tanks can take the cities back immediately. We are not increasing our WW with South America, so I think staying at war does not matter (we burned off war happiness).
3) I started some more culture buildings. If we can get to twice South America's culture, then 3 units will keep 6 Incan citizens in check so we only have to starve to size 6 and we get to keep all the buildings. The cities would need 3 defenders.
4) The one city we might want to replace is Vilacamba. I put in two captured Zeps for scouting, but it might be a good site for bombers which we wouldn't want to lose to a flip.
Egyptian non-war notes:
I build barricades on the sensitive part of the Egyptian border. We could take them out in a turn, but I prefer to wait for modern. We have a spy in Egypt and they don't really have enough units to trouble us. We can red-line with bombers so we don't lose to units they send our war.
Image of Egyptian front: