Elephantium
Trampling the AI
New plan: Skip me until further notice. Civ now crashes after running for 5-10 minutes 

@Buce: How did you want to split up the invasion force? I notice you've got all the new transports automatically heading toward Amsterdam. I was thinking we ought to send 10 transports, 6 armies, and 30 SAMs to Hakodate in the northwest to land near Pharsalos. That way, we could take out both sources of uranium at once.
Sorry, Norton; I left a rally point on that I had set for SAM builds.
You are absolutely right, one jumping off point will be in the NW, the other in the SE if memory serves - whichever offers the shortest distance between us and the Uranium.
Should we start rushing armies every other turn?
What's the cost, do you know?
1344 gold. We're making 1232 gpt right now, so that would leave us 1120 gold every 2 turns. We have 9458 gold, so 10 turns from now, we'd have around 15058 gold (our income might change a little).
Wow. 152 MIs and they're starting to build marines. Looks like the crunch is coming.
-Alex built one marine that whole set. I don't know if he's going to build any more, but he's building a lot of TOW infantry (the AI seems to like that unit).
-It might be good to build some airfields in the hills and mountains up north so that we can reinforce Dutch Island if the Greeks threaten our cities there. We don't want them getting that uranium.
Bucephalus said:I'm thinking that just before the fleet sails, it might be an idea to hook up some extra lux's to sell to Alex, just to make it less likely he'll DOW while we're at sea.
Obviously it will mean breaking this deal, which you may consider unethical; I personally have no such qualms - the AI breaks deals all the time - but it's something you may want to consider.
Update: I reinstalled Windows and Civ, so I can take my next set.