Turn 0 1375 AD
Checking Diplomacy, we are:
- up Scientific Method, Refining and Replaceable Parts to Incans. 7 turns left on peace and lux deal.
- up electricity and refining to France, 2 turns left on peace deal.
Research:
- we are researching electronics, due in 1 with 10% science.
The Incans have two rubbers within their control, I want to get them with the next campaign. One of the rubber is very close, the other one requires an amphibious landing in former France.
We have a lot of cannons in Tikal. We can upgrade them, so I whips a barrack in that city.
MM cities, hire a couple more engineers.
Hyannis has the highist shield output of all our cities, it will finish a coal plant this turn (with the help of a few disbands) and build Hoovers.
Turn 1 1380 AD
Electronics->Steel, in 5.
Hyannis: Hoovers, due in 12. Hold on, after mining one more tile, due in 11.
Declare war vs. France. That means we lose a lux, so I raise lux to 40%. Steel is now due in 6, but every city is happy.
Found city next to incense. Cover our workers with infantries.
Getting Plainville and Cotuit to 45spt.
Start some semi corrupt cities on horses as MP replacements.
Turn 2 1385 AD
Connect incense, lower lux to 10%, scient to 90%, Steel in 4.
Other cities that can't quite reach 45spt are mined to 40spt, the next break point is 30spt, then 27.
Turn 3 1390 AD
Many Incan Rifles are on the move.
FP Forrest Green reaches 45spt.
I think Bede was doing some lumber jacking, but I don't have the patience for it. Now that most worker projects are finished, I merge some native workers into cities, and fortify the rest.
Turn 4 1395 AD
Moving troops to the new continent.
Incans won't sign alliance with us, note even if we give them all of our cities. Now that's a trashed rep
Turn 5 1400 AD
2 turns to the end of peace deal, I ask Incans to leave, they obey.
Turn 6 1405 AD
Steel->Combustion in 6.
Ask Incans to leave again. They don't bite, so war is declared in the normal fashion.
I'm going to run 80% lux, for a few turns at least, until we capture more luxuries. Combustion now due in 8.
Send the armies after the size 3 dye city.
Send the spare infantries and the artillery stack after the rubber size 7 city.
Try to occupy as many food squares as possible, size 6 cities are much easier to take then size 7 cities.
The only attack of this turn, inf retreat an enemy cav.
IBT: Incan cavs attack our inf in the open, I thought they wouldn't. They broke through our wall, and take Esctepec and Chia
Turn 7 1410 AD
Esctecpec and Chia are only defended by cavs, we take them back.
Armies take out the top 2 inf in Veii, the dye city. Inf kills the cavs, and we take the city. Armies step in front of the city to hold the choke.
Artillery fire at infantries holding Copan, redlining everything, we take it without loss.
Copan comes with a barrack, harbor and the Great Lighthouse.

It means that Dye is shipped home this turn.
Land a team of 4 infantries next to Incan's last rubber.
Take out all the exposed Incan troops and get troops in position the next Incan city.
Defend every city with at least 3 infantries now.
Back home, WW jumps to 50%.

After playing around a bit, I decided to raise lux to 100%. The corrupt cities have to hire more entertainers. Combustion is now due in 10.
IBT: Not too bad, only lost 2 inf in the open this inter turn.
Turn 8 1415 AD
There are about a dozen Incan cavs in the open. Should I attack them or should I attack the city? I chose the cavs.
Bombard every cav down to yellow line.
Has barely enough infantries to kill all but 1 cav, lost 3 infantries.
Land a task force on Silk.
IBT: lost 2 infantry. 7 more Incan cavs charges into view, but they end their turn on a mountain tile.
Turn 9 1420 AD
Bombard every thing down to red in Yas, raze it without loss. I thought I had a replacement settler, guess I lost them when I lost those 2 cities. I went back to the home front and order up some more.
Bring the armies to the western front, use them hold certain tiles to force the cavs onto flat grounds.
In the silk taskforce, arties perform abysmally. The infantries are forced to fortify.
IBT: lost 2 more inf. More Incan cavs streaming in, going after something in the backline.
Turn 10 1425 AD
Come within 1 hp of taking Palencia.
Manages to take out all exposed Incan cavs in our territory.
Silk Taskforce: Arties damage all 3 defender, but I still don't think we have enough to take that size 12 city. I'm beginning to think that this secondary attack wasn't such a good idea after all.
NOTES:
- It takes a few turns to get into the flow of the battle, so I'll try to relay as much info as I can.
- The Incan cavs will go after the weakest unit on the battle field. During the next interturn, they will attack the hurt inf on the rubber. Bottom-line is that, if you leave unit exposed like I'm doing here, expect them to get killed

- If there are no easy pickings in the open, then the cavs will go after lightly defended cities. In the picture, Tikal is the lightist defended town, so it a very likely target if there were no inf in the open. It is kind of like baiting, but I can't help it. The only way to avoid it, is to defend every city with the same amount of troops.
- A stack of 3 inf in the open is pretty safe from attack.
- Only attack cities with bombardment support. Cav stacks on flat grounds can be taken without artillery support, though expect a lot of cav retreats.
- Hoovers and Wall Street due in 2.
- I have left most of the workers fortified, but it shouldn't be hard to find them.
- The reason that I'm running 100% lux, is because the core cities are MM'ed with WLTKD. With so many of them on the breakpoint exactly (45 and 40 shields), I really want to keep the WLTKD going. It's a choice between research and production, and I'm chosing production.
- Check every turn to see if France will talk. Her gem means alot for us right now.
Come to think of it, I am leaving you with a mess.
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