We gladly take peace with Portugal; the war with them was purely to gain access to invade Britain, so it serves no purpose anymore.
We land a few troops in the tundra on the British Island, just outside their culture borders. On the first IBT after landing, we get accosted by a Missionary! Fortunately, the guards at the camp hold firm in their resolve and kick the false prophet out of their camp.
Scandinavia also asks for peace; I decline for now because I want to sink their Longship that dropped three units off in Old Spain.
Soon enough, tensions rose with Britain. Her warships were plying our waters, being rude to our pilgrims at every turn and even ...
insulting our mothers!
We told them to get out of our waters and to take their "Your mom" jokes with them!
We have troops on their island, so we can attack pretty quickly. First we just have to move troops within range of Portsmouth.
As we're moving into position, we take a few losses: A Rider to a Missionary, an Enslaver to a Bombarde, and five Riders to invisible units (plus one Knight). They take 3-4 Brits with them, but the ratio isn't pleasant.

Those units were slated to kill the Garrison next to Portsmouth!
A quick note about techs. In this game, I held off absolutely as long as I could on getting Absolutism. Normally in CCM you want to get Absolutism and Military Tradition ASAP - that gives you Cavs. Since I'm playing China, though, I wanted to keep Riders around for a while longer -- the 3 move is awesome!
On our next turn, we burn the Garrison with a Rider and an Enslaver (he wipes out a wounded Treb and enslaves the crew - bonus

). The rest of our stack fights with good success and manages to take the city shortly before I run out of attackers.
Soon, we complete the Military Academy:
In CCM, this building acts as a barracks, autoproduces the Schneider75 (CCM artillery unit), and enables some other autoproducing buildings.
What's this? Britain looks like she's about to land troops on my southern island! Fortunately, I have two Frigates in the area, and the threat is sunk.
The war continues well, and as our troops are approaching x, we finish research on Steam Power, bringing us to the IA
Marine Academy is another of CCM's many troop-producing buildings -- in this case, Marine Infantry, an 8/7/1 amphibious unit (compared to 6/6/1 for Musketmen)
They seem less useful in CCM than they do in C3C because cities tend to have more defenders.
In 1734, we manage to get a Leader! He immediately goes to rush Battlefield Medicine in Sagres.
1736 - 1740, we're consolidating our gains. Then I run into a strange bug. When I loaded the game today from the SAV, all Galleons have the Great Artist graphic!
