Turn 207
Build
4 Factories: Coffee, Powdered, Strawberry and Barnpolis - next - Coal Plant in 5 for most.
Bank in 2 turns for That Big city on the hills.
Actions
Finished Barricade wall, building fortress along coast skares as well, replaced all east coast with Cavalry since they are meat for bombers now, staked more infantry on east coast cities.
Factories wil be ready in 11 turns for Sweet (longest) and 1 turns for Sugar, Crunch and Munckin (shortest). Average build factories time is 2 turns now.
No Draftes - will draft more next turn.
Micromanaged since some of our cities have growned and worker production is now at 1 per 4 turns in many central cities due to police. Set more tax experts, but not all i could because i want the growth to keep up with the worker production.
Situation
Gold: 530 (+289gpt) -> KISS is giving us +120gpt
Steal in 6 turns, and Refining in 3/2 turns (spy steal - 1209 immediatly action), thus providing us with 2 techs in 7 turns, maybe 1 less turn if i ignore growth and set more tax experts.
Military:See screenshots.
Pic1
Actions vs possible MIA landing
1.Fortress wall along coast line skares in 1 turn - next - Fortress enveloping wall around main core circle.
2.West coast is almost all covered with drafts bloking coventional landings. Plus city walls have been built and are finishing in remaing cities.
4.Sent Corporation to KISS, Maxilimillian we lost a city due to cultural flit to KISS, go get it back pls - Neodakheat.
5.More sugestions are welcome, gimme all you got.
Future
In sum - With luck Refinning in 2 turns, Steal in 6/5, then combustion we research and economize for a steal of Flight. By the time we get to Flight MIA will have 100 Bombers and must be producing tanks, they dont really need marines at all, they just choose the skare they want to land in and bomb it to pieces.