Continuing 1935 AD: As stated there is still plenty of units left.
Started with Artillery Bombardment since 2 cities are 2 away.
Capture Edmonton getting a leader for a Tank Army (Canada)
Switch to Oceania and Capture Hobart losing a Tank.
Build Use combat settler so our Armies can take Melbourne.
Use a Great Artist jut to reach Melbourne
Use a second Great Artist in Melborne to reach 3 cities to continue:
First up is the Capital Canberra which only has 3 defenders.
Next is Adelaide which has more units (3 Armored Cars and a Tank lost)
Lost a Tank capturing the new Capital Perth.
Another Combat settler and we can reach Sydney where we lose a Tank.
Oh - realized we didn't have spies so planted one in Canada. Oceania and Korea Failed.
Another built city (maybe combat maybe keep) to capture Brisbane.
We can reach Darwin the new capital from Sydney so we capture that.
Oceania has a single city left with all hills so move some troops into position.
Switching to Canada:
Attack Toronto losing a Tank to a Musket.
Combat Settler used to reach Vancouver and Montreal
Montreal costs us a Armored car.
Vancouver captured without loss
Combat Settler for Calgary
Which falls losing a unit.
Finally there is Emerita which falls and Canada is gone.
IBT: Random boats bombard.
1935/2 AD:
Boats near the launch point off the second island are filled with 66 units.
I rushed boats in 7 towns on the new continent closest to the Dutch. Some had resistance and so required disband of units. This will be Armies with space filled by Tanks and Steamrollers.
Because of where Dutch/Korea is located, Tanks will not make it from the Japanese continent. I switch to Steam rollers, settlers, and some Armored Cars (which can be airlifted).
The new continent needs no more units. We won't be able to get the ones we have over. It is all Steamers and Settlers for more irrigation/population.
50 Workers were left over on the new continent - these start becoming airports to airlift armored cars when the time comes
I get the feeling I am now reversing the work done to plant forests around bigger cities.
IBT: Turks declare war on us. They manage a 2 unit amphibious assault (vs 2 defenders fortunately - some towns have only 1) and drop a second boatload on one of our isolated islands.
Also Holland and Greece form a MMP so we may have several wars.
1936 AD:
I decide to trade for Radio before declaring war on Holland. Costs 3.5k gold but will give us radio towers for the +25% attack.
Attacking Holland may hurt our rep as there is a 16 turn deal for resourses, except it is already hurt. (I think I remember if it is a pure 'per turn' deal then rep is ok. Can anyone verify or refute? Its been a while since I knew).
Oh I didn't notice we got Freighters with move 11 and holds 7. Would have been even better if I bought the tech last turn.
We capture bruges from the Dutch amphibioursly losing 3 Infantry and move in the other 63 units.
From the south I first bombard the island between us and Hollands mainland attempt to attack the island between us and the mainland but defense is strong enough to hold off our 6 Infantry (actually stopped at 3rd attack after 2 losses). 3 other steamers bring over 3 Armies to the island. 3 Steamers that can't reach are upgraded. Rush the next 7 Freighters for next round (3 towns have resistance so 6 tanks disbanded)
We capture the Turkish town on the Japanese island. Note that their landing last turn will likely lose us the island town to Turkey.
Built and merged into large cities. I also build several airports to lift about 30 units from our main force once I get the airfield on the Dutch continent next turn.
IBT:
A successful island capture by Turkey. With the new AI improvements, I think we should have 4 defenders in cities we cannot reinforce from other towns.
The game ends; given how hard it was to go from 56 to 57% population I was expecting it to take longer. Taking the one large Dutch city may have helped more than I thought it would.
Every single supply shipment pickup was mentioned which dominated the replay time