This isnt as complete a rout as some of our endgames, since 12-8 early-tank-versus-rifleman attacks frequently fail, and our production isnt overwhelming at about twenty ET a turn. Even so, we can take a dozen cities a turn easily now, and the end isnt far off. Taking the last three British cities next turn should be simple. We have units adjacent to Nottingham on our continent; we can rail our way to Leeds, where the rubble tile is fortunately grassland; and fighting our way through a few Korean cities to Portsmouth wont be hard, although an approach through Glasgow wont work since well need to use the one desert tile W of Portsmouth. Then itll be a question of whether the British have a settler. Were also set up to attack Tatung, on its own small island off China. We have a settler two tiles from Tatung, which should found a city before the attack. This will cause Tatungs garrison to disappear without the need for an attack, and let us build a garrison of our own with the worker accompanying the settler. Tatung is a hill town, so this refinement will help a lot. We also have five bombers in range, at Case of Identity. The rushed steamers we used to land units on Tatung Island may take some punishment, since the Chinese have at least one steam frigate in the area, but theyre empty now. We also have a vulnerable Hotchkiss that wasnt worth covering, outside Newcastle. There are still about seventy slow Chinese units roaming around the southern lands we took from China. With our basic attack against them only 12-8, eliminating them isnt practical. Shifting our own riflemen around to defend against them is sufficient for now. As usual, the AI doesnt really think of riflemen as attack units and isnt aggressive with them. Youll have to look all over the active continent for healed attack units; theres no big stack, unfortunately. The varying requirements of defense, healing, and suppressing resistance have forced us to spread our units around. Theres a Great Leader on an airfield near the capital who can rush an improvement first thing next turnperhaps a hospital in São Paulo. Our Great Artists and monks are divided between London, Napata, and Meroë. It might be useful to have any future Great Leaders rush dreadnoughts on the active continent, where they could cover the landings well be making on America and other islands. We cant do this directly, since Leaders arent allowed to rush units, but we can rush expensive improvements, change the builds, and then make up the difference with gold. Our rail lines to Edinburgh and Newcastle arent quite complete, so youll probably want to attend to that early next turn. We have nine cities that can produce early tanks every turn provided they short-rush via workers: Angkor, Hanoi, Lazapa, Avignon, Tikal, Vientiane, Da Nang, Yazi, and Lagartero. Pain in the Neck can do the same with a double short-rush, a worker and then a Javelin Thrower. Four of our cities are in intentional food deficits for more efficient ET production: Avignon, Da Nang, Innsbruck, and Quiriguá. Just keep an eye on them. I dont object to going for domination, if the team would like to win a CCM game that way. Itll probably involve a fair amount of abandoning conquered cities, and founding native towns for their quick cultural expansions, once the military part of the game is over.