(5) 1910AD Asoka demands Flight, which of course I don't give him. Our relations with the other AI civs are less than stellar in this game... We get a Great Engineer in Rio de Oro! I send him back to Havana to wait around with our stored Great Merchant. We may want to use him on a wonder, or save for a golden age (we need one more Great Person for that).
Julius Caesar declares war on Tokugawa! No clue why, but it can only help us out. (The AI civs never declare on each other? Yeah, right.
)
Our bombers and fighters smash Warwick, making an already uneven fight even more, umm, uneven!
Ouch! If you are worried about your cities being bombed, make sure to build bunkers and get an air force of your own up into the skies. Without an air force, you're as vulnerable as - well, a real-life army without air cover! The battle is such a slaughter, I don't even need to take any more pictures of it, beyond this:
England has been completely destroyed!
It took us 15 turns from when Sirian declared to when I wiped out the last unit, and we weren't even building units for the final 7-8 turns of the war. Total casulties for our side were roughly 5-10 units, complete destruction for the English. In Civ4, it's all about how you use the units. Fight smart, fight well, and you can achieve huge gains at few losses (the only unit I lost on my turn was a crossbow that the English invaders on Northwest Island took out in the initial attack in between turns). We've got a couple tanks approaching 30XP too!
Frozen Fish, the first of our new fishing villages, is established in the south. Time to rebuild England as quickly as possible and turn it into a productive part of our civ. As part of that effort, I begin training some missionaries out of our smaller cities to spread our religions where they aren't already present in (former) England.
(6) 1912AD More movement of units. Planes gathering in the north, land forces healing up and regrouping ourside of Warwick. Preparations already underway for another, much more massive campaign overseas.
(7) 1914AD Eiffel Tower finishes in Havana:
It starts on military. In fact, virtually every city in our empire is now working on military, and I swap our civics to match that: we stay with Police State, but go to Vassalage and Theocracy as well for the XP boosts. These civic choices are undeniably effective, but quite expensive with our large empire.
An Organized civ would be saving MORE THAN 125 gold per turn with our current setup! So much for it being "useless" as we often here in the General Forum...
Organized is great for managing large empires (what people don't realize is that civics costs scale with the size of the civ you have). I know that we could use an extra 125 gold/turn here!
The Last Dot founded in the extreme southwest of our continent. I think we've crammed about the maximum possible amount of cities into this landmass. Charis would be proud of what we managed to do with the iceball territories!
(8) 1916AD The rich get richer: San Roberto pops a uranium resources!
So Sirian, are you sure there isn't a flag in the game, "If city == named after Sirian, Then popping resources = 1" or something?
We've had such fabulous luck with that city (first copper, then uranium!) it's almost hard to believe. Of course we have other uranium sources, but still good to know.
(9) 1918AD Discover Rocketry, start on Satellites. Havana starts on Apollo Program - we have to make sure that we have it to fall back on in case we aren't able to reach one of the western continents for Domination (or if one of the AIs starts getting too close to a space race victory themselves!) Tons more military units completing, we'll soon be even more untouchable in that regard.
Our luck continues - another source of aluminum pops at Matanzas! Our first carrier rolls off the assembly line and heads north.
(10) 1920AD York and Hastings both expand borders again, hitting the 100 culture level (that was fast!). I reassign their artist specialists to engineer ones. Otherwise, a quiet turn.