IT: Rush harbor in Bunker Hill (the first) for vet battleships and for extra insurance for the trade route (we need to keep that incense) in case its airport gets bombed out. Plant a spy in Aztecs.
No sense in leaving all the artillery idle while Tequexequeforgetit is accessible. Bombarded (it takes 26 artillery shots to redline two mechs!) and razed.
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BT, we get a GL on defense but the Japanese tanks break one of our hilltop encampments and the GL gets killed.
1802 AD: Count up the culture in our 5 highest cities...no, wait.

Bombard and kill enemy units. A GL rushes a battleship in Bunker Hill. Library cash rushed in BH2. The Aztecs refounded a city in the razed space which we eliminate again.
However, the Aztecs landed eight MI on old West France Island. I start airlifting what I can over there and bombard with the dozen artillery.
BT, we withstand about 20 attacks from tanks and mechs against one of the fortified hills and exactly 2 of them win.
1804 AD: We spot a Japanese battleship-carrier pair. Where did our bombers go? Well, I attack it anyway; we kill the covering battleship but then the carrier kills 2 destroyers
Again most of our airlifts need to go to west French island. University cash rushed in Bunker Hill 2 this turn which will get it cultural expansion right away and gain control of 2nd-ring tiles of both Teotihuacan and Texcoco. In anticipation of that I move workers onto said tiles to build roads for us and cover them with armies.
BT, the Aztecs break one of our fortified hills and the Japanese use the gap to advance 20 tanks (WHERE are they still getting this many units every turn?!) up next to Bunker Hill. Also, Aztec battleships take out a handful of destroyers that I'd been trying to get to a consolidated position near Birmingham setting back our naval hopes yet again.
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1806 AD:
Ecology has finished. Beaker costs indicate that somebody (Aztecs I'm sure) has Rocketry but not Synth Fibers or anything else. We attempt a safe steal... and succeed! They have Rocketry and Amphibious War (uh-oh). We take Rocketry of course.
Now, the beaker cost ALSO indicates that they have Space Flight. We attempt another safe steal... failure but we don't attract attention. We have cash for one more try... got it! So we're getting nukes before modern armors.

One detail is that we need a Manhattan Project but a GL soon obliges in Bunker Hill.
In combat, we finally gain the upper hand on West French island although it still needs a few more tanks. A second GL rushes the Apollo Program in Bunker2 but during upkeep after the Manhattan Project is built I scroll-ahead and change it to a Tactical Nuke. (I do this to use up the leader and allow more.) And we do get a third GL who I'll save to rush another tac-nuke next turn.
Mind-numbing amounts of bombardment begin on Teotihuacan. We redline most of the defenders but still lose about 5 tanks in the assault; it gets razed.
BT, repel 10 Aztec units and only about 5 Japanese tanks.
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1808 AD: A nuke rolls off the assembly line in Bunker Hill 2. The saved GL rushes another there, and a few core cities start building some too. Man, am I ever eager to start nuking, but there's no point in nuking a city we can't reach this turn with tanks and no point nuking a city we
can reach with regular artillery.
Texcoco (size 30) receives mind-blistering amounts of (conventional) bombardment, but it only drops to size 17 and the defenders aren't redlined so I decline to attack it this turn. Rather, a detachment of 20 tanks covered by 10 mechs and an army starts moving towards Tenochtitlan. A similar though slightly smaller stack moves towards Tlacopan and can reach it next turn.
I take down the hill wall of units; I need to protect fewer squares more heavily and we've got positions exposed in front of those hills now anyway.
BT, the Aztecs and Japanese decide to send all their units onto hills near Bunker Hill - instead of attacking units of ours.
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1810 AD:
NUKE TIME. Tlacopan evaporates in a mushroom cloud. The nuclear blast drops it from size 24 to 12 - and kills ALL the defenders! A mech infantry waltzes in and razes the city.
Most of our artillery are needed to repel the incursion at Bunker Hill so we don't make much progress on Texcoco. The tank stack advances towards Tenochtitlan and another towards Tlatelolco. No GLs this turn so no more nukes yet; we still have one in Bunker 2 and Edrine will complete one this turn as well.
BT, the enemy attacks finally start coming scattershot instead of all at one location. At long last - over 50 turns after the beachhead at Bunker Hill was established - the AIs are officially finally gassed.
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1812 AD: I need musical smilies. Strains of the Marseillais and the famous Overture ring out as we celebrate 1812 with the world's biggest
BOOM directed at Tenochtitlan. See next post for the Before and After on that (I reloaded to save the cash since this is just for amusement purposes.) The lone 2-HP mech left in it kills a ridiculous SIX tanks before the city gets razed.
A GL rushes another tac nuke at Bunker 2. I draft some conscript mechs and airlift them to Bunker to disband to build another tac nuke in the absece of another GL.
BT, nothing much! You don't know how happy I am to say that.
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1814 AD: Conventional bombardment finally cracks Texcoco and our tanks raze it. Less-conventional and more-thermonuclear bombardment hits Tlatelolco which is also razed. The same thing happens to Tamuin except that I was an idiot and our post-nuclear occupation force was immediately adjacent to the city and got caught in the nuke blast. Oops.

But another GL rushes another nuke.
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1816 AD: Teayo gets the Big Kablooie. A combat settler founds Spices Are Nice near where Tlatelolco was and gives our artillery access to Atzcapotzalco. Mind-spraining amounts of conventional bombardment get the city to size 12 and redlined so our tanks move in for the kill.
And that's enough, I'm outta here.
Next leader has two tactical nukes in Birmingham; it appears we might finally have enough navy to rush a nuclear sub there to transport them over to Aztecland. Do keep the city of Tula which has Magellan's Voyage.
We could fill in all the space in Azteca and take domination probably within about 8 more turns, or we could smash it out all the way to the end to conquest. I'd like to see the latter happen, although I won't be the one taking the time to do it.

Synth Fibers due in 10, if the game goes that far.
http://www.civfanatics.net/uploads5/lotr6-1816ad.zip
This game isn't going to come back around to me. 'Twas truly a terrific tale worthy of the Lord of the Rings name!