Preturn: Look things over. Rushed a conscript in some starving cities and started a Steamroller in other so we use that population rather than lose it. Check out both India and Arabia with spies. India's units are enough behind I may start that war early as we have Armies to use. Will wait for Flight first so I can send more units. It is only one turn.
For Deals, Egypt has 2 Luxuries, 441 gpt and 2k gold to trade for RR (full price). Since they are far on the other side of the continent we won't need to fight them so I do the deal (also at least one AI knows RR already). Minor other stuff for civs that don't matter.
IBT: One town is attacked by Byzantine boat. We get Flight.
1905/2 AD:
Dutch: Declare war
Capture Liege with Armies and r-road to Corinth to connect that town.
Armies capture Gronigen as well.
Armies attack Thermopylae but we don't have enough. I look for speed 3 units - adventurers and partisans to take the city, but only find one adventurer on the continent (only partisan is on other continent). If we had a few we could have taken the city as it is only a defense 3 defender. Create 6 partisans for the future. Note also that Adventurers make good second defenders in cities freeing up Infantry. It is a reasonable build for towns with less than 80/90 shields for an Infantry.
Here is an image after the first turn:
India:
Looked at our forces on the other continent and Arabian and Indian forces. We have enough for India (Arabia has a bunch of fast units) so I declare war.
Also start airports and moved 3 units over to the other continent.
Capture Punjab without loss. Get a Leader for another Army.
Capture Jaipur losing an Enslaver vs a def 1 unit, Gain a Great Artist.
Capture Bangalore.
Kill 12 Fast units and 2 Catapults in a stack.
Kill other units losing the Partisan, but gain 2 more Great Artists. Use on on Jaipur which will help eventually vs Arabia as well as get closer to Karachi for next turn.
IBT: Bunch of Indian units on the move. Bypassing armies injures a bunch of them.
I see why India had a bad start. Plenty of land but no rivers or fresh water at all.
1906 AD:
India:
Capture Carachi and Bombay. Gain 2 leaders so airlift one to our main continent. Will want to use non-elite for the rest of the turn.
Manage to kill the large Indian stack they sent. There are a few Archer units next to Bombay, but bombay has Armies to protect it this turn so should be fine.
Dutch:
9 hp Army (knights) lose vs a 3 defense defender but capture Thermopylae
Also lose 2 Tank vs a single hitpoint defender in The Hague but capture the city.
Another tank and Ford loss allows us to take Rotterdam.
Use an Artist and capture the capital Amsterdam with 3 losses.
Another Artist and Utrecht falls losing a few.
Brussels has lots of units for some reason and we lose 6 units with few retreats.
Finally capture Namur with armies.
Attacked but did poorly against Arnhem. We couldn't use tanks and the 3 hp Ford did poorly despite 3 defense defenders.
Planted a spy with Zulu/South Africa.
IBT: Aztec declare war on us.
A random Aztec archer takes potshots at us and dies.
1906/2 AD:
Dutch:
Attack and capture Orleans losing a Ford.
Use an artist to reach and capture Paris.
Capture Marseilles with Armies.
Also can reach Tours so it is also captured losing a Tank.
India:
Got an Artist so used it on Bombay enabling us to capture the India capital Delhi.
Capture Calcutta.
Been doing some rushing as we now have close to 50k gold.
IBT: No attacks.
1907 AD:
Dutch:
Amphibious assault on Einhoven succeeds and we capture the island city. Corinth had no disorder so could get there in 1 turn after building a steamer.
Capture Bruges, the second to last town not on the peninsula. The last is Ghent which is behind the Zulu.
Capture Chartres.
Capture Lyons losing one unit.
Attacking Beascon gives us a leader and an Army.
Move units on the two cities behind trees. Can get them next turn.
Zulu: Time to declare war. I show unit locations as we have a bunch of cash and knowing defender counts helps plan more precisely.
Expanding Bruges borders gets us into range of Durban with regular units.
Capture Durban. We are able to reach Kimberley with Armies.
Against a 3 defense Pike we lose a 13 hp Cavalier Army - our last army without Dragoons or better. Other armies capture Kimberly.
Use another Artist and this allows us to attack Dutch Guent which give nearly 6k (last big city) pushing our gold over 70k total.
For Windhoek, it takes 10 units (Fords and Tanks mix) to kill 3 Pike. Fortunately, most retreated so only 1 loss.
Use last 3 Armies to capture Bloemfontein.
Walvis Bay is defended by hills and mountains, so we move next to it. If I had been sure about attacking the Zulu this turn I could have rushed a boat and taken it amphibiously, but the Zulu attack was spur of the moment decision based on units left.
Got another Army. Accidentally built a Ford Army - decided not to mix units after the mistake.
India:
Capture Madras
Capture Hyderabad with Armies.
IBT: Almost lose the steamer that took the island city but it and the two Infantry that attacked survive.
1907/2 AD:
India:
Capture Kolhapur
Capture Lahore
2 Steamers with 12 Steamrollers lands allowing us to go further:
Capture Bengal
Capture 5 of 7 workers - the location of the last 2 was a mystery.
Capture Chittagong and India is gone.
Dutch:
Capture Avignon
Capture Rheims and the Lowlands is gone.
Zulu:
Capture Pretoria. Using Artist makes 2 more towns accessable
Capture Capetown with 1 loss.
Capture the isolated town surrounded by mountains Walvis with one loss.
We capture Zimbabwe with 2-3 loss.
Finally, take Johannesburg and South Africa is gone.
Notes:
We have 11 Airfields for getting 11 units there in one turn.
Arabia seems the obvious next target. We will have some units unmoved on the far continent.
There is a science leader near the capital. The increase science option doesn't show up so I think we are still under the influence of the previous leader. We can rush the Blue Riband though it is only 3 turns away. Or keep it. Not sure if it supresses the other type of leader.
Most of the Armies are mid trip to the other continent. I believe 2 had no movement. I messed up the move and move 3 empty Steamers that have to go back plus we have some more going back. Eventually we will only need to move tanks across, Fords and infantry can use the airports.
Injured units that will heal are in the capital. Injured units that will be injured next turn are in Buffalo. I do that now so I don't have to sort out which will be healthy or not. It is based on whether they have the green for unmoved (so will heal) or yellow for moved (so need a turn).
I left an unmoved lawyer on a stack of 30 odd unmoved units on the other continent. It would be possible to start the Arabian war with them or you can wait until you have all units next turn. Note that the armies half way across can jump off the boat onto land or you can ferry them the last step of the way - there are steamers near the main town to do ship chaining for the last square.
Here is an overview of the Arabian area which I assume is the next/best enemy. Note we have a spy with them and can see what forces they have. You can see India's lack of rivers as well