I'm not sure that targeting Red over Infrared is the correct strategic decision here - if we can take the capital then that splits him in two, meaning we can manage his forces in easier chunks. If we take Red then he's still got his whole empire intact and pumping units into the capital while we've got three culture-crushed cities to defend from both sides. Razing Red gives us more room to breathe, so I could go for that, but I think capturing it would be a mistake.
Tactically though Infrared is a tougher nut to crack than Red.
Next turn:
- We can move our stack to the hill next to Infrared
- We move our extra Cats, a Pike and a Knight to THHill
- He can hit our trailing Cats but I don't think he will as he needs to pack units into the city
Turn 141:
- Bombard Infrared's walls with five Cats
- Add the extra Cats to the stack
- Mardoc can make a move to threaten Broccoli and Carrot, we'll have small quantities of reinforcements in the area, essentially a mace and an axe in each with a knight for extra cover - again I think he'll keep his main forces in Infrared
- He could attack out with his Cat, we'll have our supermedic in place to heal any damage done
Turn 142:
- Find the tipping point for bombard/collateral and CHARGE! or spend another turn bombarding the 40% culture. I hope he doesn't build walls as they'll slow the bombardment down somewhat. Without walls on the first turn five Cats take the defenses down to 60/100 (24%) then second turn seven cats take it down to 4/100 (1%), with walls that is 80/100 (40%) and 52/100 (26%)
- If we don't have enough hitters to take the city this turn we'll promo heal and take it next turn. We're first in turn order so unless he turns autopromote on we'll face the same injured units...
Turn 143:
- Profit
Whereas Red should be straightforward.
Next turn:
- Move all units to SE of Red
Turn 141:
- Bombarding is less effective due to walls, so perhaps we suicide cats until we're happy with the odds, or we bombard then use a sacrificial Mace, Axe or Knight to get good odds for our main hitters
- Whatever happens we take the city
Turn 142:
- Profit
Even so I'd still rather take Infrared. Perhaps I'll get a chance to run a sim to give us a better idea of what's likely to happen at the walls of Infrared.
Tactically though Infrared is a tougher nut to crack than Red.
Next turn:
- We can move our stack to the hill next to Infrared
- We move our extra Cats, a Pike and a Knight to THHill
- He can hit our trailing Cats but I don't think he will as he needs to pack units into the city
Turn 141:
- Bombard Infrared's walls with five Cats
- Add the extra Cats to the stack
- Mardoc can make a move to threaten Broccoli and Carrot, we'll have small quantities of reinforcements in the area, essentially a mace and an axe in each with a knight for extra cover - again I think he'll keep his main forces in Infrared
- He could attack out with his Cat, we'll have our supermedic in place to heal any damage done
Turn 142:
- Find the tipping point for bombard/collateral and CHARGE! or spend another turn bombarding the 40% culture. I hope he doesn't build walls as they'll slow the bombardment down somewhat. Without walls on the first turn five Cats take the defenses down to 60/100 (24%) then second turn seven cats take it down to 4/100 (1%), with walls that is 80/100 (40%) and 52/100 (26%)
- If we don't have enough hitters to take the city this turn we'll promo heal and take it next turn. We're first in turn order so unless he turns autopromote on we'll face the same injured units...
Turn 143:
- Profit

Whereas Red should be straightforward.
Next turn:
- Move all units to SE of Red
Turn 141:
- Bombarding is less effective due to walls, so perhaps we suicide cats until we're happy with the odds, or we bombard then use a sacrificial Mace, Axe or Knight to get good odds for our main hitters
- Whatever happens we take the city
Turn 142:
- Profit

Even so I'd still rather take Infrared. Perhaps I'll get a chance to run a sim to give us a better idea of what's likely to happen at the walls of Infrared.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld