http://www.civfanatics.net/uploads9/LK99-1600AD.zip
1550 AD
One problem is to many units on rail-net watch. I don't see any way to reduce this without having the Zulu screw up our access. The other problem is I hate being stuck in mobilization the limited build choices. I don't feel we can afford a distraction with the Russians at this time, so I am stuck with mobilization. Rubber Town and the other new ones need buildings.
1555 AD
Our armor army escaped the jungle because Russian booted us out.
Most of the cash above $1000 is used to upgrade artillery and workers.
I recall our labor to clear pollution from a mountain and to fix cities that are growing pollution causing specialist.
1560 AD
I continue to find workers that need to be upgraded.
I
razed Bengal and Germany as lost the super growth wonder of Emancipation Proclamation. We gain 3 more workers.
(IT)

I am no idea why Zulu are complaining about us being in there territory for an auto-boot.
1565 AD
I am simply railing toward the next city.
1570 AD
The picture says it all.
I
razed Madras. There goes Universal Suffrage.
When I notice Delhi's best defender is a jeep I don't even bother waiting for the artillery and rail-net. It turns out to be exactly ONE jeep. I
razed Delhi. The Temple of Zeus is gone.
1575 AD
I
razed Indus with just one jeep as a defender.
I
razed Lahore and destroyed some annoying blimps.
1580 AD
The picture says it all.
I disband a MKIV army in favor of an armor army. I don't think it really matters as most armies are protecting the forward stacks. I guess killing commandos gave us something of value. Since commandos have ZOC I can't leave them alive along next to our rail-net.
I
razed Karachi destroying Taj Mahal. So much for Germany having double strength temples. It had those annoying Panzers as part of the defense.
I changed my mind on Russia and getting out of Mobilization.
Lack of units isn't the problem. It is lack of rails to get to the front. We only can protect so many stacks with armies.
(IT) Germany starts the UN. Thank you for wasting shields. The odds of winning a vote are ZERO.
1585 AD
Kiev is more effective then the entire German army. We actually lost an armor attacking it. I have waste an army to kill 1 cannon, as I have no other 4-move units.
Kiev is razed. After doing this I realized I forgot about motorized infantry being move 4.
Minsk is razed , but the armor lost a lot of HP.
Chittagong is razed with a Panzer as the top defender again.
I create an incense colony so that we can build a lot of the needed happy buildings after the Russians are gone.
Newly formed
Magnitogorsk is auto-razed. We have enough credits to build city #11.
Now I have to hope that Zulu settler doesn't build a city right where it is. I would like that spot to better secure our oil.
(IT) We lost an armor to a German panzer.
1590 AD
The Zulu did drop a city right where I feared. I sign a RoP with then rather then have to lay down multiple new railroad tiles.
Uralsk is auto-razed. Krasnoyarsk is razed. Kharkov is razed.
1595 AD
Vladivostok is razed.
It seems weird to pass up a good revenue enhancing wonder. However, at this point I don't think Spirit of St. Louis is worth the bother. I would rather build 8 machine gunners to guard the rail-net and free up some armor. On the other hand I feel 5 turns for East India Company is worth it for the happiness help.
This gives you an idea how much of a pain the rail-net situation is. Tlacopan already has a specialist and badly needs some forest placed. I haven't even had the free labor to do this despite all the new labor I added during my turn.
Dacca is razed.
Dijon is razed and some annoying German blimps are destroyed.
(IT) I don't think our corruption is that bad. However, I will build the winter palace in Teot since it will only take 1 turn.
1600 AD
New Bombay is razed.
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Summary:
Don't leave any of the railnet open or the Zulu will step on it and screw things up.
I leave the 11th settler on standby near the capitol. I don't see a clear use for the city at this time and want to keep our options open.
I accomplished my goal as most of former India is destroyed. I would NOT renew the alliance with Zululand. I am starting to feel they are now the bigger threat. Please don't make any new deals with them.
Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22) Will he be back before Sanabas?
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #11: 3
Credit toward city #11: Bengal, Madras, Indus, Lahore, Kiev, Minsk, Chittagong, and Magnitogorsk.
Final credit toward city #11: 11 - we can build city #11.
Credit toward city #12: Uralsk, Krasnoyarsk, Kharkov, Vladivostok, Dacca, Dijon, and New Bombay.
Final credit toward city #12: 7
We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.