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Trip
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Hunt Valley
Apr 2002 time: 00:36
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I don't think anyone, even the biggest optimists on this team believe that we will win this game through this operation. This means, however successful we are, possibly razing GWT's entire west and Parthemuende and Flammburg, the game will go on. And we should have a plan to deal with that. 
After this invasion, I believe that Ruhrpott and a few other GWT west cities will be razed (save the debates for the outcome elsewhere, I'm just using this as a base to work off of for the sake of discussion ). This means we will have a lead on GWT economically and possibly militarily (depending on how many losses each side suffers). However, with Leo's GWT will still be a deadly military threat, and will no doubt be on guard the rest of the game.
Now, I have to get studying for my French History final tomorrow morning at 7am, so I'll be prompt for now and expand on my thoughts later. 
I think the best way to deliver the coup de grace to GWT will be to trigger our GA in ~40 turns. With our GA (and cities properly prepared, with CHs where necessary and higher populations) we should be able to create the REAL army of doom, capable of sending GWT to meet Sid. We can use the current wonder build in AP to build Smith's Trading Company to trigger this. Because of using our major shield producers (Ming, Tripoli, Banana) for the war, and our switching of HoD to naval duty, the only option to do this is AP.
With the decidedly military focus that this game is taking on, I believe that switching AP from the HG to Smith's is a wise decision so that we can deliver a Cavalry-led charge into Webringen. We can finish Smith's in ~40 turns, as opposed to getting the HG and Cope's (roughly) in that amount of time.
E_T wants to build the HG, then Copernicus, then a Lib then a Uni in AP. This will give us a super science city. He then wants to trigger the GA later, using it to build Factories and such. We then launch our invasion after that.
However, I don't feel that this is proper for the reason I just stated above. This game will (obviously) end with war, and if we give GWT too much time after our invasion (conclusion should be 20-25 turns from now) then they will be able to rebuild another fierce army with the help of Leo's (and probably their FP, or do a Palace jump), despite being economically inferior. And they will eventually reach Navigation. They're still only 4 techs away.
We can use our GA to build up a new force of Horses and gold. Get Military Tradition, do a mass-upgrade and land the Wave of Doom (WoV, tm, of course ) in 55-65 turns.
After a bloody war of death and attrition, our superior numbers will triumph (just as in the GCA war), but this time there won't be anyone to save them. The game will be won with the conclusion of Armageddon.
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