LK154 - CCM - Bablyon

The Mongols assault Lagash, and as predicted it’s a bad attack, though of the nine Keshiks that fail five are saved by redline-retreats. We’re slightly unlucky to lose an arq and a pikeman (4-2).

The Mongols are very far away on the western lobe of the continent, so there’s no question of our taking the offensive and capturing their cities, of course. This war is a pure waste of time.

Imperia bank --> knight, Absolut town centre --> mosque, Akkad bank --> arq, Örebro town centre --> town clock.


1605 (6): A lot of Mongol units are on flat land around Samarra, so we begin our operations there:
 
Now it’s just a question of how lucky we are with straight 4-2 attacks, no retreats possible.

We dispose of the first Mongol stack around Samarra—four ancient cav and three horse archers—at the cost of one knight (11-3). We don’t attack the bottom unit of the stack in this case.

We obliterate the next stack, two AC and three HA, for the loss of a knight (16-4).

I like the way that from some angles, our trebuchets seem to be clubbing their opponents on the head. :D

We expunge the third stack, four HA and an AC, without loss (21-4).

All seven luxuries are available on our landmass, so it has to be a pangaea, even though it’s odd that there are eleven civs we haven’t met with that geography. The narrow chokepoint in the middle of the continent explains that, no doubt.

At Lagash the Mongols run out of retreat luck, and lose seven of their attacking Keshiks, while only two redline-retreat. We lose an arq and an Enk (28-6).

We lose a pikeman defending our elephant colony to the attack of a chariot (28-7).

Roskova bank --> knight, Uppsala mosque --> windmill, Elit town clock --> mosque, Visby granary --> town centre, Ur town clock --> town centre.


1610 (7): Our bombardes and trebuchets have arrived at Lagash, so we’re able to counterattack there and we unhorse eight Keshiks without loss (36-6).

We pick off a chariot outside Samarra (37-6).

We’re clearly over the worst of the Mongol attack, but there are still twenty-three Keshiks visible.

The Keshiks cease their suicidal attacks on Lagash. They’re now spread all over the map between Samarra and Lagash, few on flat land.

We have to grant a demand for 79 gold from the Israelites.

Zyr town centre --> bank.


1615 (8): We pounce on four wounded Keshiks outside Lagash, gaining a monk (41-6).

We bludgeon three Keshiks south of our elephant colony, losing a knight (44-7).

We can finally trade a tech for Sacred Art, though thirty-six turns into our minimum run on SA that’s not a huge achievement. We send Clockworks and 77 gold to the French for SA.

We wipe out the final five Keshiks around Samarra at the cost of a knight (49-8).

We lose a knight to the unexpected attack of a yellowlined Keshik (49-9).

Cathyton town centre --> knight, Smolensk town centre --> windmill.

The Americans establish an embassy with us.


1620 (9): Most of the remaining eleven Keshiks are in vulnerable positions now, and we expunge them at the cost of one knight (60-10).

That leaves a previously unspotted stack of three horse archers, an AC, and a chariot between Samarra and Lagash, which we crush, though one of our mullahs loses a seemingly safe attack on the chariot in four straight rounds (65-11).

It’s unusual in CCM for an AI civ to attack us out of the blue as the Mongols did, since the land fills up slowly due to the limited settlers. Perhaps the fact that the Mongol units were cut off from their civ by the chokepoint made their decision-making more aggressive.

We begin a great redeployment of our forces to the Chinese border where they began the round. :rolleyes:

One of our slavers makes a raid into China, enslaves a trebuchet, and destroys China’s turn-200 settler for a second slave (technically a worker; 66-11).

One of our mullahs kills, rather than converting, a Chinese worker.

We observe no Mongol activity.

Czar’s Gold bank --> knight, Malmo town centre --> town clock.


1625 (10): Our luck goes from bad to worse—the Chinese have Gunpowder/arqs now. Well, with our large and expensive knight force we can sustain high losses attacking cities.

We move units north and west towards the Chinese border.


1630 (11): Our military buildup has brought us up to average relative to China.

Linköping town clock --> windmill, Norrköping town clock --> town centre, Nippur mosque --> aqueduct.

Nineveh is targeted by a propaganda campaign, but it’s a very happy town and we don’t have to adjust its MM.


1635 (12): We’ve converted the Ellipi-Eridu-Assur triangle into a killing ground, with all the hills fortified and some of the forests cut down, so that China’s Riders can only invade by making themselves vulnerable on flat land. The goal is to wipe out most of China’s Rider force before we take any Chinese cities, because holding flip-prone towns against the move-three Riders will be so difficult.

So, we declare war on China and await the onslaught.

Some nation’s Famous Pirate, likely Dutch, sinks one of our exploring dhows (66-12).

Eighteen Riders come forward to the slaughter, we hope, along with nine slow Chinese units and two ancient cav.
 
Uppsala windmill --> town centre, Ur town centre --> windmill.


1640 (13): We liquidate the stack of twelve Riders adjacent to Ellipi, for the loss of one knight (78-13).

The RNG is less kind when we smite the six Riders approaching Eridu from the west, and we lose two knights. We don’t attack the last unit in the stack, which would leave a knight stranded (83-15).

We wipe out a stack of five pikemen, two longswordsmen, and two longbowmen approaching Ellipi. Unfortunately our only loss is a bombarde (92-16). We gain our first Great Leader of the round.

Our GL rushes Ellipi’s bank. This doesn’t save a lot of turns, but with more elite attacks to come we have to use the GL immediately.

The Indochinese have discovered Exploration, so we have a shot at a University-Exploration twofer, in which Printing Press will give us the usually necessary sweetener for the second trade since the Indochinese don’t have it. We first set the sliders to 10-0-0, and send 139 gpt, elephants, saltpetre, and iron to Canada for University. Next we trade University and PP to the Indochinese (who have no gold) for Exploration.

We address our large gpt deficit when we return to 7-0-3 by selling saltpetre to the Americans for 49 gpt, elephants to the Nubians for 30 gpt, and furs to the Inca for 14 gpt.

After some thought, I also sell University to Spain for 62 gold and 48 gpt. I don’t like to let a major tech go so cheaply, but the way the chart works, we can never trade it for any tech we don’t already have—it’s an absolute bottleneck once we know PP and Exploration.

These deals reduce the deficit to -34 gpt, which we can easily tolerate with 88 gpt coming back from the Dutch in three turns and about 1100 gold in the treasury.

We then restore our iron supply by sending Alchemy to the Maya, and our saltpetre supply by sending Sacred Art to the Aztecs (who throw in 38 gold).

The Chinese throw another sixty Riders into the battle, along with four AC.
 
Stockholm town clock --> town centre, Ellipi bank --> knight, Örebro town clock --> windmill, Smolensk windmill --> castle.


1645 (14): Now that we have Exploration, we build our first garrison of the game to support our attacks, and later two others.

We dispose of the stack of five Riders next to Ellipi without loss (97-16).

In the cataclysmic battle against the main Chinese stack, we obliterate twenty-eight Riders and two AC for the loss of seven knights, which with the knights attacking at strength five due to the garrison seems a little unlucky (127-23). We gain a monk.

We batter the stack of seven Riders next to Eridu almost without losing a hit point, our bombardes and trebs proving very powerful supported by a garrison (134-23).

We get started against the remaining Chinese stack on our soil, bullyragging two AC (136-23).

We meet the Egyptians, who are only slightly behind us in tech, and trade them Theology for 1355 gold and silks. We now have four luxuries.

We’re now listed as strong relative to China.

The Chinese only bring up four more Riders, though twenty-five slow units and eleven trebuchets are also in view.
 
1650 (15): We carve up all twenty-four Riders now on our land, losing four knights (160-27).

Finally we assail a stack of ten slow units, slaying four pikemen, four longswordsmen, and a longbowman, while leaving the final unit alive so as not to expose a knight. We make several retreats but lose only one knight (169-28).

We pick off a wandering Rider approaching Ur, far from the main front (170-28).

Three slaver victories this round yielded one slave.

Sixteen mullah victories this round generated five monks.

Forty-two elite victories this round, one of them defensive, produced only one Great Leader. I’m glad Leaders aren’t important enough in CCM for this to be frustrating. ;)
 
The killing ground:



The far northeast:

 
We can take the offensive against China almost immediately, although the next player may want to spend a little more time dealing with the slow stacks when they’re within range of our garrisons. The ability of the Chinese to sneak Riders into cities we’ve captured, even after culture bombs, may be troublesome; but with the Chinese Rider force largely wiped out, and garrisons available to us now, there’s no doubt of the outcome. I think we can see all thirteen Chinese cities in one group under the fog, so our chances of a clean kill and a quick integration of China’s cities into our empire look good.

We can approach Canton by hill-hopping with a one-turn roading crew (available in Ellipi), so we probably won’t be attacked on the way.

The Chinese have had Gunpowder for a while now, but I haven’t seen any arqs, so if we’re lucky they may not have saltpetre.

We have five foreign workers/slaves at or near the Chinese front, enough to form three garrisons (with three needed for the task, but only one being consumed). That won’t be enough for the whole campaign, so another five presently in Uruk are heading for the front. We shouldn’t let them be diverted into ordinary tasks.

Please be aware that we’re still at war with the Mongols, because I think we may still be getting war happiness from their sneak attack. They don’t seem to have any units left on this side of the continental chokepoint, but if they do, and we’re threatened, they’ll accept peace whenever we want it.

Some trade opportunities may open up when we get 88 gpt, two resources, and furs back from the Dutch this interturn.

Our building of banks has been sporadic, since we’ve given higher priority to military production, so we can’t assume any given city already has its bank. We don’t have a bank in Babylon yet.

Our turn-200 settler, now approaching Göteborg, can found a city in the northeast at Six on the screenshot. This site takes in a lot of tundra, but it has enough grassland to support the one-food tiles, and it leaves room for another city between itself and Göteborg eventually.

We’ll soon get our first Famous Pirate from Jolly Roger in Nineveh. If it just sails off alone it’ll quickly be sunk, since it has no nationality and any civ can attack it. It should just stay in port until we can build a war galleon, or even two, to sail with it and cover it.
 
ROSTER:

LKendter (up)
Greebley (on deck)
Jersey Joe
Elephantium
Northern Pike
 
Wow! now I know why I gave up on CCM... :dubious:

no wait, my computer wouldn't play it... oh well... you guys are the best.:bowdown:

I am so tempted to try it again
 
Our turn-200 settler, now approaching Göteborg, can found a city in the northeast at Six on the screenshot. This site takes in a lot of tundra, but it has enough grassland to support the one-food tiles, and it leaves room for another city between itself and Göteborg eventually.
What about the spot 1W of "six" on the coast for the extra sea commerce?
 
I almost chose that spot too, so I certainly don't think it's bad. My reasoning was ultimately that this is a production-versus-commerce decision, and we always need production, whereas in CCM we tend to solve our money problems through conquest, as we will in this game when we take the Israelites' 50K of gold. :evil:
 
A very interesting reading and a tempting game! :)

I like the way that from some angles, our trebuchets seem to be clubbing their opponents on the head. :D

I like that, too. :D

Wow! now I know why I gave up on CCM... :dubious:

no wait, my computer wouldn't play it... oh well... you guys are the best.:bowdown:

I am so tempted to try it again

Hi darski, you are very welcome to try it again - it´s fun, and you don´t have to play at such a high difficulty level. :)
 
We are actually 'equal' in culture with the Chinese (they are below 2x ours).

I think we should keep Chinese cities without starving them down and going for a complete kill of China.

These cities are good locations close to our Capitol and so will become core cities much faster if they start larger.

We just have to be careful what units are put in them during the war itself and we are fine; flips are just a minor nuisance.
 
@Greebley - what is your availability next weekend? I got a few done yesterday, but I can't complete a full set before next week.
 
With my luck so far this round, I wish we were playing my world map where leaders have more value.
 
Back
Top Bottom