*sigh* I always forget how long these turns can take. It's mostly staring at stuff that you're just going to have to pick one way or the other anyway. Seeing as it's 1am (again!), I'm (mostly) going to post pictures later. (Actually, I was going to post pictures after all, but photobucket is down.)
A quick summary so I don't forget...
Switched to Universal Suffrage from Police State to buy stuff, but decided for some reason to stay in Vassalage rather than switch to Nationhood. I think I had the idea that it would be nice to have another turn of units getting +2 exp. I think that cost us around 100gp this turn, between lost citizens and upkeep...
Our War Weariness is at around 10-13 without the -50% from that.
It's actually kinda manageable in Police State, oddly enough, but it's really ridiculous the rest of the time. For one thing, we seem to have reacquired a Dyes, so that helps some. Nonetheless, I expect it to only go up, so a couple of cities with chronic happiness problems are getting jails whatever Seven thinks. At the level of population we actually have right now, most citizens are actually working land tiles, so the marginal output of a citizen in the couple of cities I singled out is high enough that it will ... okay, almost ... pay for itself by the time the game ends. At 2 citizens, each with a marginal foodhammer output of 4, we'd be seeing it take 10 turns to pay off. Given the actual situation as I described it, those numbers are both lowballed, and we might even be able to turn culture back down to 0%, depending on the situation.
I have to admit that I have a weird relationship with our units. There are more units that I can keep track of easily, and yet, at the same time, it's hard to find units in the places you really want them sometimes. As a case in point, Nemedia:
He's got 7 defenders in there now... actually looking at the picture I took, it was 8. Oops.
Anyway, I could bring 7 attackers to bear easily. So, I applied a pile of air strikes and then attacked... and the initial attackers did alright, but one of them lost at 90% odds. Thinking I'd just gone from "got it" to "don't got it", I called it off because everyone left could use healing and consolidated. I'll admit I made one of our battleships a medic, but, well, from my perspective that just means it gets to follow the transports around. It's the same speed as them...
Okay, that might have been pretty weedy. As we all know, I need to learn to be more aggressive. I think justifying stuff to you guys might actually help with that, because I have your example to live up to.
(BTW, I couldn't attack with the tank because I'd loaded it that turn.)
In other news, I moved a galleon and upgraded it to a transport (the latter part there probably not strictly necessary, I suspect, but it did let me cram a fourth Marine onto it...) in our island theater in the center. Due to speed, it's forking two of Commodore's cities, and there's a third one a different transport of ours can hit. I have a picture of the three, and I was thinking I'd ask you for opinions on which ones you think I should keep, and which ones I should burn. Of the ones in the picture I haven't posted yet, Hyperborea is probably safe from retaliation due to which side of a spoke it's on, Brythunia is strategically highly valuable but is also size 16 and therefore will be in revolt for forever, and Xapur is on an island, making it a pretty safe target for us and hard for them to reinforce. It currently also has a battleship berthed there, so, if we took it, we could blow a battleship away with a transport and some marines. (It's also close enough to the other island we took that we could take it and then sail the transport straight into the harbor...) We'll likely lose the transport if we attack Brythunia from the east. I don't think our transports can get all the way there in one turn from the west, though. Pursuant to threatening Xapur, I stationed 3 bombers (most I could do, actually, due to city size...) in range of it.
Okay, conclusion I came to about the picture you still can't see is that we can probably keep Xapur and Hyperboria, but Brythunia is too exposed and we should just burn it. Not being able to cross the land bridge there is unfortunate, but preventing them from doing the same is even better. Of course, the biggest reason why I think we can keep Hyperboria is that, based on visible units, it seems like Commodore is finally running out of units. I may be having trouble keeping track of all our units, but all his units are a lot more trackable... although being in an area that is between 1/2 and 1/4 the area that ours are in certainly helps!
Oh! One last thing... Luddite got flight and has a couple of fighters patroling. Our antics might not work as well against him, soon. Burning another of his cities should probably be doable sometime soon, though. I'll spring for it if an obvious opportunity presents itself. There are just enough defenders that it's not quite a sure thing, but we've got a transport forking three of his cities and he can't even see it. I should just do it instead of thinking about it soon. At least now we have a carrier in the area to give things a little extra softening up...