First to domestic news.
In here, by the time I actually get him to spawn, I will have a circa 50% chance of a non GM GP. I seem to always spawn GMs, but, that is a 50% chance of throwing a third GA in 9ish turns, depending on how much I starve down the city or work the farm tile. Could be nice to press ahead. I don't see much value in holding the GA here. Last turn of this GA
Workers without railroad are pretty much out of things to do on the mainland. I should transfer a few of them over for combat engineer work - soon that will be a dedicated unit! :P
Drey4E didn't declare. I thought long and hard about this. They did move threateningly. They did not hit DZ. They moved to cover borders and upgraded. I could have stayed at peace, but I could not see any benefits. Drey4E are already moving to their border cities. Even when Scooter will probably attack in a couple of turns I doubt he will move much back from my borders. So the unit amounts will be probably broadly similar (maybe a few more airships sent my way) out in the east he can sit his cavs all over the place and generally be annoying. Just really limited benefit from staying at peace. War by default!
West
Most confident of making gains here. Good mix with the cheeky starting machine gun covering. Also giving me some AA in the stack with its 20% intercept chance. He will get another inf, be able to draft there too, yet I feel confident of being able to break down the door. I have 5 airships that can start to damage the inf. He has some cav that can make a nuisance of themselves. I'm gonna leave the island alone. One thing I didn't consider is the chance there are units on that galleon that could get into the city... Ah well.
I then have the small water stack. Out of range of all his ships save the galleon. One galleon/frigate had the moves to get closer and threaten silkmoths, but I would have been in range of his (damaged) frigate and not comfortable with possibly loosing inf on a galleon really! I'm hopeful he thinks it is a bluff and I can raze dogs with 1 ship full. The way his roads work it is awkward for him to reenforce it. The good thing here is limited airships for him (2 in range to hit me) and the machine gun. He cannot really hit my stack, and I can use the promos to heal any airship damage. I also don't really expose myself much either.
I stationed an airship in a Scooter city to the south and Pind city to the north in range of silkmoth and dogs respectively. Wish they had both gone to the Pind city now I am not able to hit silkmoths.
East South - no real change. More units in Honeybees. I think I may have stopped him trying to take sector 3, but have no idea.
East North
I kept my stack in the forest covered by the workers. They are free to move if he takes Zoth Omagog, and should be safe from the def bonus if not. Luckily Percy is protected by a lot of tiles that stop 2 movers. Feeling safe over here. Issue is a LOT of zepplins. I have control over the Northern sea currently really too. Cheeky move of units on the galleon. I expect him to cover this eventuality. I think Donovan is looking rather secure now in his new capital. Especially if he gets a further CG inf.
Actually a little worried that Scooter might make huge gains for little expenditure. Look at this...
Very little in his core. All facing off v me either at our border, or in DZ land. Could I have crowned Scooter starting this war first? Will he even jump in with me? One thing I think is his lack of zepplins will be felt after initial moves. Plus he should get the brunt of any drafts I reckon, as the core will be more valuable to Drey4E. Surprised at lack of improvements in his land, although he has been whipping/drafting hard all game so I suppose this doesn't help.
So - I don't think I can loose any core cities in this war. Small possibility I might get issues from that cavalry stack re newly conquered DZ cities. Main concern. BGN coming back after the peace treaty expires, or Pind having a go...