Turn 0 - Switched a few cities productions to military. Left some as is, since those cities won't be making a military unit anytime soon anyway.
I did notice a rather huge stack of Mansa Musa's rading force in the sea between our two continents.. Hope he's not planning to raid our main continent with that.. we're very ill prepared for something like that. 4 Tanks, 3 Gunship, and 1 SAM infantry. Pisae's got Pikemen and Archer holding down the fort ^^;
IBT - Looks like he's headed towards Saladin's last city... You know, our problems won't just be with taking over cities on the new continent. We gotta do something about the defense of (at least) our main continent, too. We may have to consider doing a mass draft somewhere down the line.
Turn 1 - I changed the tech being researched to Rocketry (then plastics). I'd like to get a few gunships before we start the war. Loading troops.. making troops, yak yak.
Turn 2 - Arabian Civilization destroyed by the Malinese.

There is one piece of good news, however. Malinese adopted Free Religion.. so he should lose the religion +/- with the German and the English. Albeit, it's Frederick and Victoria we're talking about.. so it wasn't big to begin with, but every bit helps I suppose.
I'm scouting some of Mansa Musa's cities down the coast. Some are lightly defended (well, heavy comopared to ours on the main continent, but light by AI standards), and some heavily defended. Good news is that I don't see any Modern Armor or stealth units, bad news is that he does have mech infantry.
Turn 3 - Mansa wants to trade resources.. nope, I'm not doing anything to help him right now
Frederick Completes Apollo Program
Roman Revolts takes place in Newcastle
Turn 4 - West Point finished in Ravenna, factory will be done in 3.
Okay, problem. It looks like we won't be able to settle at the 3 spots you mentioned. I didn't take a good look earlier, but now that I'm in the game with my transport one turn away from it, I noticed that the 3 spots you listed are all 2 paces within one city or another. We can't settle there.. It looks like we're going to have to basically take a quick strike at one of the less defended cities... Problem is, from what I've seen, every other city of Mansa Musa's pretty well defended, so we basically need to do a sneak attack and take it in ONE turn if possible, then pillage the surrounding roads immediatedly. if not then we'll just find a less railroaded city, pillage the roads leading up to it, then take it. Trying to hold a city with no city defense when the opponents rails connect right up to it is no fun, if not damn near impossible considering the situation. In either case, I'm making a few extra marines. They're great defenders against tanks even if we don't utilize the amphibilous assault.
I'm also building a few battleships(I think we're good on destroyers, just need to upgrade a few frigs) in the cities with drydocks.. it would really suck if we lose all our transports as soon as war is declared. Would be nice to have a decent fleet to run up and down that coast to help with bombards also. Not to mention to intercept the boatloads of raiding parties.
Turn 5 - Rocketry complete. I'm going to turn off science for a turn or two to do some upgrades for our landing party.
Turn 6~9 - did some upgrades, resumed science research, loading troops. I have a transport full of gunships and a transport with more infantries heading over. There's a transport up north waiting to load marines. Tons of planes, etc, waiting to rebase as soon as we take a city there. We need to do this quick.. if those 3 cities surrounding the landing spot expands their borders, our troops that have landed so far will be pushed off
Turn 10 - Marines loaded and shipped off, will arrive near target city in 3 turns.
After some scouting, this looks to be the best landing spot -
My suggestions, veto as you see fit -
It's lightly defended, and there's no roads leading directly into it (as of now). There's a road leading up to the hill 2 squares away, however, which means Tanks and Mech Infantry (and gunships of course) can still attack it from Medina the turn after we capture it. There's 4 Mech infantry, 3 tanks, 3 gunships, 2 artillery, SAM Infantry, Fighter, and a Transport in Medina. I expect those tanks and gunships to strike right away so we need to make sure that we are well defended once we take that city. Also, Basra and Damascus are both very well defended (about the same as Medina), so be prepared for a big fight. Good news is that those two cities shouldn't be able to reach us in 1 turn as their road network is still lacking on that end, so we will be able to bombard them. One thing to consider is to sacrifice a Gunship or two to do some road pillaging. If we can pillage any all roads within 2 squares of that city, we should be in pretty good shape. In fact, rat you may wish to pillage that road east & south of our landing spot before you hit end turn.
Our 4 Marines should be enough to take this city, with a tank or two aiding it it's pretty much a sure thing. The 4 marines on transports 12/2, 8/2, 8/2, 8/2, you can give them upgrades as you see fit, but I'd definately suggest the 12/2 gets Combat 1&2 + Ambush.
As for getting the city defended, we may want to do some transport shuffle right before we launch the attack. All the Tanks and Gunships (and the settlers I brought over...)can stay on the hill two pace south of it. All the infantries, Arties, etc. would have to be on a transport, and ready to be dropped into the city as soon as we take it. We can also airlift one unit from somewhere into the city. All fighters/bombers should be rebased as soon as we take that city also so we can use them to bombard incoming troops the turn after.
We still have quite a bit of troops waiting to be loaded on our two continents (Caesarea, Antium). We also have 2 new Battleships near the northern port, and various frigates in the south. They should mostly be brought over (unless you want to set up some sentries somewhere.. but I think you can do that with the remaining frigates. It's not like a single destroyer's going to be able to kill any raiding parties) before we launch the assault.
I suggest we launch the attack within the next 10 turns. We simply don't have much time left.. even if no one finishes the spaceship, the game does end in 95 turns
One other thing, before we all forget. Remember I mentioned a big raiding party going for the last Arabian city west of us? Well, that group of should still be in that city, and possibly the transports also. It would probably be wise to send a frigate over there to check things out, so we don't neglect defence on our back side.
Good luck rat, we'll need it.