Preturn: Check things out. For the heck of it I decide to build the FP as well. Might as well get that corruption down in the new cities. Battlefield Med too.
Looks like the preparation for the next attack was left to me. Wake up the heavy Artillery, Armor, and Armies to line up the attacks on Konigsburg, Jaiper, and Bombay.
I secure the eastern and northern border so the only unit that can get out units that don't need roads.
IBT: A Panzer attacks an Armor I put on the mountain and our Armor is killed (we both went to 1 hp).
1605 AD:
Attack and Raze Jaipur
Attack and Raze Bombay
Attack and Raze Konigsburg This takes out a German oil. Two more to go. (10/12)
Line up attacks on 2 more German towns.
IBT: Watch a few commandos flit about.
1610 AD: Interesting. We get our free Army (Mil Acad builds one every 30 turns) even without the city support.
Grab amphibious Warfare. We have that island to cleanse and we have lots of cash.
Attack and Raze Liepzig We get
16! workers. That is very useful. Takes out 2 of three oils
Attack and Raze Nuremburg Final oil is Pillaged.
We can now build City 12.
Build Tamuin (City 11)
It is placed to help with a Zulu assault. I think We will be attacking within a turn or two. It will free up the units on the rails and we are also short on targets with Germany offering little resistance.
1615 AD: We get a Leader Um... SP in Malinalco I guess. Army doesn't work until we have 12 towns.
Attack and Raze Berlin
Attack and Raze Hannover
Attack and Raze Heidelburg (3/13)
Got a second Leader. I will rush a factory in Malinalco (turn it into a real city).
My plan is to attack in Zulu in 1625 (so units heal in 1620)
1620 AD:
Attack and Raze Frankfurt
Attack and Raze Stuttgart (5/13)
Build Teaya (City 12)
IBT: Get an Army from Pentagon as well (army 7).
1625 AD: Time to declare on the Zulu and start clearing them out... Here goes.
We have some deals with the Zulu, but it won't matter. The rest of the game will essentially be AW. I remove units from Zulu lands before attacking.
Zulu War: Hunt down the MKIV in the empty lands.
Attack and Raze Punjab
Attack and Raze New Zwazi
Attack and Raze New Tugela
Attack and Raze New Zimbabwe
Attack and Raze Rouen
Attack and Raze New Ngome
Attack and Raze Itombe
Attack and Raze New Islandlwana (13/13)
Glad we are not going for domination

:suicide:
I think I will save town 13 for the choke to cut off the zulu.
1630 AD:
Attack and Raze New Ulundi
Attack and Raze New Badepi
Attack and Raze Zunguin (3/14)
1635 AD:
Attack and Raze Nottingham
Attack and Raze Umfolozi
Attack and Raze Coventry
Attack and Raze New Mpondo (7/14)
1640 AD:
Build Cempoala (City 13)
This cuts off the Zulu Peninsula
Attack and Raze London
Attack and Raze York
Attack and Raze Amatikulu
Attack and Raze New Hloblane
Attack and Raze Ibabanago (11/14)
1645 AD:
Attack and Raze Isipezi
Attack and Raze Mpondo (13/14)
We get a leader.
1650 AD:
Attack and Raze Newcastle We can build town 14!
Attack and Raze Oxford
Attack and Raze Ngome
Attack and Raze Swazi (3/15)
We land some units on the small island
Notes:
The Zulu turned out easier to get to so I ended up going for them for the latter part. I originally planned to stop at the choke to go back against Germany, but instead continued on with the Zulu
Attacks were rare provided defenses were good. Microbe should have no trouble finishing this game up.
There are 5 workers fortified to be used for a double border expansion when we build city 14. We gained large number of workers (about 100?) so I felt we could use some of them for lesser things like culture and outposts. If you would rather upgrade them then go ahead.
The fact the island landing units are not at full health was a goof on my part.
Zulu
Germany (including island as insert):