Fire a few Engineers who pop up every now and again when a city grows. Slipped a few theatres/jails in the build queues of cities with malcontented citizens, they said 'blah blah war bad blah blah' something like that.
IBT a couple of HRE destroyers meet their end attacking our battleships in coastal waters.
1921AD
A few tanks and airports finish, a few tanks and airports get started.
Charlie has a rather large stack of obsolete units garrisoned in Vienna, the top unit, a Machine Gun gets pelted from a-high by our fighters exposing a Lonbowman as best defender with <6% chance of fending off our tanks I wish him luck and charge in. The longbow bites the dust without scratching our armour. Next in line is a Gren vs a newly promoted CR2 tank he wins at 80% taking a considerable amount of damage. That sees the re-emergence of the Machine gun he bears the brunt of a CR1 Barrage1 tanks assault and is now dead. A CD2 musketman is the second to last unit able to benefit from the 80% cultural defence in Vienna and at 38% chance to win its reasonable but not enough as he dies revealing I need to check my eyesight as there's still a moderately damaged gren left, he dies too. Cannons are now up surprisingly instead of the Knights, I keep the remaining 3 tanks unpromoted as the odds are 99.6% in our favour and I'd rather have the option to promote-heal then next turn if necessary. All 3 annoyingly take damage.
That's all for the battle of Vienna for this round tune in next turn when the infantry are unleashed.
I take some time to familiarise myself with the rest of our armed forces. We've got a couple of amphibious groups ready to move this turn, 1 in Ulm and 1 in Brandenburg they sail out to Pisa and Mainz respectively with the latter getting a coastal bombardment from 60 to 16%. There's a few cannon/artillery having a vacation in Prague (quite nice this time of year) they're a little slow for my liking so they can stay put for now, they may get called upon if we need to visit Monty again. In fact I decide to upgrade the cannons and load them into the transports which are now bound for the Netherlands
I also upgrade our last Airship.
Lubeck holds the HRE fleet of 5 destroyers and 2 transports, we should be safe from that as the destroyers will be on escort duty.
Some tanks in the homeland are able to be airlifted into our newly acquired cities but I'm going to send them to ex-Netherlandia as we may need them for Monty.
IBT
another couple of HRE destroyers meet the same fate as the brothers last turn.
1922AD
We've agained visibility in to the last of Charlie's cities, and I spot something I've never seen before in Vienna.
See in the happiness section, it has AARRGGHH!!?

It also has a settled Engineer which I was going to allow but then again it also has 3 wonders so it'll have to burn.
Vienna part 2
A Longbowman has popped up to defend Vienna in the inter-turn, I'd have built a Musketman but that's the AI for you. Our two cannons strip 20% off the defenses to make it a still rather strong 60% cultural defence but considering that our units are over 100% the defenders strength it's not much help. Our tanks make short work of the Knights a Longbowman at nothing less than 94% odds, annoyingly the cities on a hill so our tanks don't get to use blitz for some reason but our infantry finish the job and the city burns removing a huge cultural radius and allowing us to attack 3 cannons and 3 grens which resemble a rather pitiful counter-attack(or counter-defend

) from Charlie. The I realize I forgot to raze Vienna and have to reload the auto-save.

History repeats and this time the city burns.
Over by Pisa our fleet closes in on the city and our 3 destroyers in our convoy only manage to strip the defenses down to 31% which gives the defending machine gun an 80% chance to win. Fortunately a couple of destroyers are surplus to requirement in Mainz so make they make their journey to Pisa and strip a further 19% of but even so the Machine gun has a 75% chance. A Kamikaze tank gets nominated and promoted to CR2 and surprisingly gets to 57% but dies nonetheless. Amphibious city raider Infantry take over and make short work of the garrison until a combat 2 Grunt dies at 87%. The city is captured and the tanks get moved on, destination: Nuremburg, via...
Mainz.
Here our destroyers remove the last of the defenses and the tanks move in as only green infantry are present. The city burns as it houses a 'great' person. The tanks move on and will be at the doors of Nuremburg in 2 more turns.
With a couple of cities razed we'll need some settlers so Prague gets the task to build one considering it's Hospital progress was sabotaged in the interturn.
The fighters pop up with nothing to do, Mainz would have made an ideal staging groun for the attack on Nuremburg but the city is no more. There's a fort about 5 tiles NE on top oil which is now neutral territory the best place I can see for our fighters to rebase, sadly I have no troops closeby to garrison and there's a scary Knight in Nuremburg which could destroy our fighters easily. So I drop a couple of infantry off in the desert to the NE and they be there next turn to protect the fighters which will coincide nicely with the arrival of the Tanks at the gates of Nuremburg.
3 workers get captured NW of Regensburg, which is guarded only by Longbows so I send out a transport with an artillery and a couple of infantry and a rifle. The trasport reveals a Gren guarding a fort in now neutral territory and I can only assume he'll move to reinforce Regensburg in the inter-turn
Tired of micromanaging the workers I set them to 'build trade network'
IBT
We suffer a minor setback, an unescorted transport near our mainland was sunk by an HRE destroyer it had 3 tanks and likewise a transport in the South of Holy Rome was sunk with 2 infantry by a destroyer from Lubeck

ops:. We avenge our Northern losses when a second transport unloads it's cargo and sinks the damaged destroyer but the Southern destroyer hid back in Lubeck for now.
1923AD
Our victorious fleets from Pisa and Mainz have combined and move towards Lubeck making short work of it's defenses and garrison hopefully also taking out the last vestiges of the HRE Navy bar 1 pitiful caravel in Luxembourg though a new destroyer will emerge from there in the next turn.
The Gren outside Regensburg is now part of the city garrison delaying my plans to take the city but we'll have a few tanks ready there next turn.
Alt-Tab-ing back into Civ 4 causes civ 4 to crash. I might go back to hand writing notes if this continues, or maybe I should use windowed mode, a 30" Dell monitor is good for that.
Load up again and re-do things.
Have to pull back the tranpsort outside Regensburg as it lacks an escort an will be easy prey for the new destroyer Luxembourg will produce.
The fighter rebasing plan turns out to be a pipe dream as you can't land planes in a neutral fort, handy to know in the future but questionable in my book. I fly the fighters over to Lubeck but that's 1 tile shy of their range. We'll have to take Nuremburg the BC way, at 60% cultural defence it won't be pretty.
I divert Espionage points away from the soon to be dead Charlie and go 3:1 on Monty and Surya. When the culture tax rate gets cut I'll change the Espionage slider.
IBT
Charlie is deathly silent apart from a sabotaged copper mine outside Prague.
1924AD
Start a few carriers and fighters in case we need the vs Monty.
Fighters, Destroyers, Battleships infantry and tanks converge on Luxembourg capturing it flawlessly. Meanwhile Regensburg meets the same fate to a pack of tanks, leaving only Nuremburg under HRE control.
At Nuremburg the odds for a CR2 tank vs the Machine gun shows 22%, it's not going to get any better than that this turn so I go for it. He dies but improves the odds for all subsequent fights which all should have resulted in wins except we lost a tank to a gren at about 96% odds leaving an MG holding on for dear life at 1.8 strength until the next turn
I end the turn capturing a few straggling HRE workers and begin the reshuffle of troops.
IBT
Charlie hit another time with spies this tim taking out the newly built trading post in Florence.
1925AD
A knight is going to perish along with the MG in Nuremburg, the city is captured without loss and razed because of the 'great' prophet residing there.
That spells the doom of another AI at our hands. WW won't sort itself out unitl next turn so the culture slider stays put.
A quick bit of homework on Monty shows that it'll take about on average 7000 EPs to get city visibility that's about 35 turns at the current rate. We also can't check to see if there's anything on his hands as us and Fred are the only targets.
IBT
We defeat a Privateer, must have been a barb.
1926AD
WW settles down and the specialist fun begins again. *sigh*
I flip into Uni Suff for a bit of extra prodcution and also to rush buy some more navy especially some carriers and battleships. 2 turns of anarchy ensues.
Sorry got a bit sick of typing, I'm not the world's most fluid typer and the report was taking longer than the turns.
Basically set us up for attacking Monty massed carriers fighters and bombers (after Fred finished all the radio wonders in 2 turns of each other) filled up the Holy roman lands with settlers and when it got to turn 1935 I figured we could win Dom just by pumping the culture tax to full so that's what I did. We won in 1936, thought it was a bit silly to hand the game over for 1 turn but I've got the save in 1935 if you want it for your HoF, all you have to do is force the end of the turn.
Sorry about the pics I meant to put up thumbnails.
Nice work team.
P.S. If you want to demolish Monty there's 2 giants stacks waiting to go, one off the Northern Eastern tip of the Netherlands and one to the South of Aztecia