I finally got around to playing this last night. I started the war on turn 5 (1525AD), and achieved Domination victory at the end of turn 16 (1580AD). I wont post a detailed turn log here since it would be almost as epic in scope as the game itself, but here is the Readers Digest version:
Pre-turn: Lincoln at 1500AD:
- We have a huge tech. lead over everyone and a very powerful military assembled for the coming invasion(s). We are way over our unit support limit but thats OK because I plan on turning off research once we get Rocketry (gotta try the F-15 though).
- 30 atty. assembled = very nice

; I want more bombers than just 6 (BTW, why did we build so many fighters?).
- Initial landing will be at Vilcas: it is centrally located, within range of our bombers, and is exactly 1 move away for transports coming from the coast (allows units to unload in the city and have their full move that turn).
- The plan is to take Vilcas and build an airstrip nearby to airlift the mighty American army onto the enemy continent. Investigate Vilcas, it has 3 rifles but quite a lot of culture. The Inca have a lot of Wonders in their cities, so I plan on replacing most of these with our own and rushing culture buildings (disbanding obsolete units there first). The invasion force includes a mix of inf., atty., tanks and a cav. army, along with settlers and workers (support units were about 30% of the total force).
Turns 1-4 (1505AD to 1520AD):
- Continue build-up for invasion, especially more bombers and settlers; renew lux. deal with Maya; centralize most of our transports and embark main invasion force to a point just beyond Inca borders.
Turn 5 1525AD:
- Declare war honorably vs. Inca; land our forces and bombard Vilcas.
Turn 6 1530AD:
- Take Vilcas, build airstrip; sell improvements, abandon city and replace it with our own; rush a harbor there (workers need iron for new railnet).
Turn 7 1535 AD:
- Massive airlift into the new airstrip; inf. and atty. occupy a nice spot on hilltop (and also behind a river) within bombardment range of Cuzco; rush temple in our new city.
Turns 8-10 (1540AD to 1550AD):
- All of the northern Inca cities fall to our forces; speedy tactics are enabled by the liberal use of workers to build railnet in newly captured cities, and by saving cavs and cav. armies for the later part of the turn mobility being the key (of course, we redline defenders with atty. and/or bombers prior to any attack); 2 separate naval task forces move into position to take on the southern Inca holdings.
Turn 11 1555AD:
- Take Andahuylas (southern Inca city), but miscalculated the extent of Inca culture (when I abandoned it my settler had no place to build the replacement city). Give our northern forces a turn to rest and/or move into position for the coming campaign against the Zulu.
Turns 12-13 (1560AD to 1565AD):
- Declare war (honorably) against Zulu; all northern Zulu cities fall within 2 turns, along with 2 Zulu cities on our shared island; we also capture the Inca city Arequipa (in the south), freeing up enough space to build a replacement city and an adjacent airstrip; build-up for coming campaign against the southern Inca cities (and 1 remaining Zulu city) begins.
Turns 14-15 (1570AD to 1575AD):
- Take the remaining Inca and Zulu cities in the south; we have been rushing temples and libraries in newly created or captured cities, but still are a little shy of 66% of total landmass.
Turn 16 (1580AD):
- Declare (honorably) on Dutch; take Maastricht and Breda to get above 66%.
<Domination victory at end of turn.>
BTW, if nothing else this game confirms that the F-15 is by far the worst UU in the game. Not only does it come too late, but in my experience it was about as useful as teats on a boar! Good thing the Americans have good traits to compensate.
My thanks to all for an enjoyable and instructive game.