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For that last holdout far-inland capital that's hard to get to (surrounded by rivers and mountains, etc) I use a spy and XCOM's (which take no strategic resources) and stealth bombers. XCOM's are more fragile than you might expect when the city is much over 120 strong, so plan to lose a few; send in at least 2 at a time. Try to give them siege, cover, or march promotions first. Sometimes you might have to give one amphibious promotion because he'll be attacking over a river. (you should be building and buying them in a city that gives at least 2 promotions immediately.)
For continents, I like going 'wide' for the building slots, sending in my Task Force : at least 12 SSs(submarines), 4-6 fully loaded CVs(aircraft carriers), stack as many land troops as I have assault ships (BBs = battleships); and using my older ships to escort excess troops, workers, and a couple of settlers; for naval bases along the way, and a city (or 2) for fast airports . I really enjoy putting together 24-30+ BBs for coastal DESTRUCTION ; and landing the first 3 waves into a cold LZ . Oh, was there a city where I want to land ?? ; (oops) not for long !
Yeah, DDs(destroyers) have their place as Flak platforms, but usually they are too late (for me) in the tech tree, by the time I'm ready to get BUSY busting a swath through whatever shore defenses Bozo left for me to kill . Do we need a 'friendly' CS ??
SSs lead, Task Force follows, assault ships(and troops) close on the shore up to the beaches, BBs pound the crap out of whatever is in range, N.B., fire BBs first from 3 tile range, then 2 range, then 1 range; and land troops . DO NOT forget to bring artillery for targets beyond your BBs 3 tile range !!! (Rocket arty is even better !!)
It is said that some "shoestring" players bring minimal force to bear, thinking that they're loaded for Bear; I prefer to bring the whole damn Zoo .
Now that you're ON Bozo's continent, with 20+ units, plus air force; Romp & Stomp, and General Badassery should be the order of the day .
Can't say I've really found the need to go with Giant Death Robots; the uranium tends to go for nuclear plants and a few nuclear missiles instead. XCOM squads, however, are sort of neat with their ridiculous paradrop range.
Rocket artillery, mechanized infantry, mobile SAMs, submarines, destroyers, and XCOM squads don't require strategic resources -- not even oil. Modern armor and jet fighters requires aluminum.