Preturn: See a Xbow next to one of our roads. Attack with Elite Enslaver and gain a leader.
Switch Boston to University and rush it.
I switched to Motorization for tech. I don't feel the loss of town clocks makes Radio a good choice.
I also tried planting spies so we can tell a civ's units.
A few tweaks on the builds. I also go with a variant on Joe's plan. In a number of towns with 20 or less shields, I switch to barracks and rush. These towns will then rush troops every other turn. I likely won't spend all our money but a decent percent.
I line up the attack on Vienna for next turn using some of the extra units not moved. It has a protective ring of mountains and swamp so won't be accessible from Granz. We are on the mountain so safe from counters.
IBT: Lose 3 defenders in Samarra and 1 in Medina.
Also lose a defender on the stack for Vienna.
1916 AD: Destroy the Russian town they built behind our front lines and build a new town in its place.
Our forces Capture Vienna without loss.
We also capture Graz guarded by a single Pike.
Forgot to set up an attack for for Sebratha last turn. I do so now for next turn.
I MM Veii to build national monument 2 turns early but it is more negative food than I planned (made a mistake and added forest to wrong square had to mine an extra). I will have to undo the mining after.
Kill a swarm of Adventurers losing two Infantry. Kill all the Russians and other fast units in our territory.
Lienz is actually guarded by Spearmen so I use our Lawyers to destroy it without loss through a Jungle square gaining a Great Artist.
Capture Pressburg from Aztec losing a Dragoon
This allows us to capture Budapest, the current Austrian capital.
Attack Belgrade with our final units. I lose to an invisible unit and the town is guarded by a great Artist. I scrape up two more units to take out the Invisble unit and then the Great Artist (so no capture).
Improve Cumae including 2 new mined forest to put it over 80 shields.
Note that I am continuing to build Barracks but not rushing anymore. I think we have enough for now.
Turn before we start rushing units: 44 Dragoon, 117 Infantry.
IBT: We get Antarctic Expedition.
A town was placed in the middle of an area we surround. I think I will work on filling this.
1917 AD: Destroy last Magreb town and they are gone. Got a leader which rushed a University in Washington.
Rush the first batch of Dragoon and Infantry. Costs us about 16k.
For Austria I build a temp town (temp01) to reach Prague the new capital defended by a single Spear which falls easily.
Aussig nearby is owned by the Aztec. Capture it without loss. Took out the last Spearman with a Lawyer gaining a Great Artist. We gained 2 worker as well from the capture.
Another temp town and we capture Innsbruck from Austria A third temp town and we capture Linz. A bit of road to reach and capture Pula.
Finally, a road to the final Austrian town and they are gone.
IBT: TOE-> 5 year plan
Survive an attack from a Horse Artillery.
1918 AD: Decide to go after Russia next. They have been an annoyance and we can sweep around Russia, Korea, etc.
Capture Krasnoyarsk guarded by Spear?? after building a town that we may as well keep.
temp04 gets us to Smolensk which we capture losing two. Temp05 and we capture Yekaterinburg.
temp06 is built and we can reach St Petersburg where we lose 4 Dragoon and Moscow which takes 12 units and 3 losses to kill the 4 defenders.
Then temp07 gets us two Novosibirsk and Novgorod while a Border expansion using a Monk we just gained gets us to Rostov.
From the scientists on these cities when starving we shave a turn off Motorization so next turn now.
temp08 gets us to Khabarovsk. We can also reach and destroy Vologda.
Assess situation:
Russia has 4 towns beyond Korea which we will leave them in game for 1-3 more turns.
Russia has 3 towns surrounded by Jungle, hills, mountains which I might be able to take if we had enough Adventurers and lawyers for Spearmen.
I move on two and use Adventurer + Lawyer to capture the 3rd. Realize on of the two is Spanish red instead of Russian red.
For the other 4 towns, we can reach 2 with temp09 and capture both Chita and Murmansk.
Samara is Captured after building temp10.
We barely have the workers for the final town we can get to so temp11 and Capture Tver.
So after rushing and 2 rounds of Casualties we have 84 Dragoon.
IBT: We gain motorization.
1919 AD: We can now upgrade our Cavalry. I do this for the Vet Cavalry and so don't start the Korean war. Instead I will try to settle some of the unoccupied lands.
Against Russia I capture Chelyabinsk.
We destroy Teruel, the Spanish town I mentioned. Destroy Mississauga, the town in the middle of our lands.
Rush a number of the Lancia.
Check tech and they have Improved Ammunition (Marine engineering and Fascism too) Since Improved Ammunition moves toward tanks I tried a steal and succeeded. So 8 turns until getting early tanks but possibly less than 8 turns in the game. Not sure on that though.
IBT: Forgot to guard a town, fortunately the AI couldn't quite reach.
We got 5 year plan (shield bonus) and our Capital can now build a Lancia in one turn.
We got National Monument. Time to fix Veii
1920 AD: Veii is no longer starving.
I got the idea of pillaging the mountains near the border to the rest of the island to funnel the enemies other than the Adventurers who can still go over the mountain range.
Korean Campaign:
From before our attack:
-----------------------
Road to the closest place we can plant a city (temp12) and attack Korea. I guess we never met them as we get:
temp13 allows us to capture Pyongsong and then beyond that Manp'o
Another leader - commercial dock though after thinking about it a steamroller was a better choice.
temp14 is next getting to to Seoul and Namp'o. We lose two units to Seoul's 4 def 5 defenders and one for Namp'o
temp15 gets us to Wonsan and Inch'on. We are running these cities as all scientists so the tech goes from 5 turns down to 4 turn tech.
Go back and build temp16 to get a single town near Taejon; we capture Paegam without loss.
temp17 near Namp'o gets us cheju costing us another Lancia.
temp18 near Seoul gets us to Pusan
temp19 for Pyongyang which loses 2 lancia.
temp20 is a 2-fer for Ulsan (lose 1) and Hyangsan (no loss) are captured.
Plant a spy in Korea and see they have a settler. I steal plans - the settler is on land. I also see all of Korea's offensive troops out of position, I think fighting Russia or maybe Aztecs.
Fight the few units nearby not in cities, mostly pikes.
Capture the Settler.
We are able to capture Kaesong (no loss) without building a temp town.
More Korean units killed off. We have lost around 3 Lancia, but gained 3 leaders fighting them. Mostly got the commercial docks to help stay at 4 turn tech - though I don't know if the game will last long enough to reach tanks.
Here is the remains of Korea and Russia with the Korean troops shown:
Here is an after picture of Korea lands:
Notes:
We had 25 Dragoon and 109 Lancia at the end of the final turn. I did not get the stream rollers so we had 22 units left without roads to get them anywhere. I put them on suppression duty.
Many scientists in Russia and Korea cities make it look like we could reduce science and still get it in 4. However, I wouldn't because it requires resetting the cities each turn. I think it easier to build up surplus so we don't need to reset to science but still get the next tech in 4.
Or we could turn off science as the game may not last long enough - rush some steamrollers with the rest of the cash.
On the last turn, I forgot to save Infantry for the western front so I pull them out of interior towns. Maybe we can replace with Adventurers
Since we ran out steamrollers before troops. I switched the biggest cities to steamroller but did not rush them.
We could steal a tech but we don't need for tanks so I didn't. We may get one turn with tanks or maybe not - will the game last 8 turns?
The temp04-20 could be rushed for more Settler units. Issue is it puts holes in our rail network, so likely not worth it right now. I did rush and replace temp01-03.