LK154 - CCM - Bablyon

LK, thanks for letting me know your schedule so that I was able to take my time.
 
1752 (0): Counterattacks out of Meroe cost our advancing stack its only covering musketman, and a hussar. We're really suffering from the lack of infantry with which we started this campaign, although waiting around would have been worse.

Our knight doing suicide reconnaissance in western Nubia (I assume) redline-retreats and survives an attack.

Napata comes out of resistance (and riots, of course).

The Canadians [and next turn the Israelites] are building Arms Race, the CCM equivalent of ToE, in their capital, so it's highly unlikely that we'll get it. I consider a plan to use the otherwise useless Battlefield Medicine as a pre-build for AR, but the odds are too long.


1754 (1): We build the garrison for next turn's attack on Meroe. From now on I'll only mention it if we aren't able to support an attack with a garrison.

We lose a cav and a hussar to another two attacks out of Meroe (0-2).


1756 (2): We dispose of Meroe's garrison, manned by a musketman (1-2). This brings us next to an Israelite stack of a warrior and a spearman--pretty funny, when they're the richest and most advanced civ in the game. :D

We take Meroe, defended by five riflemen and a heavy artillery, for the loss of two hussars and a Schneider (7-5). We gain our first Great Leader of the round in the last attack, seize 1424 gold in loot, and take control of Hanseatic League.
 
Apparently, although the Civilopedia entry isn’t clear, Hanseatic League gives us an extra commerce in every coastal and sea tile we control, in addition to kontors (effectively second marketplaces) in all our cities. If all this is really the case, HL is one of the most powerful Wonders in CCM.

Our reconnaissance knight locates the last two core Nubian cities--but there are now four elsewhere.

We'll probably send the new Leader on a three-turn journey to rush a hospital in a near-core city. The Nubians have few but strong units, so we won't be getting many more victories with our elite knights anyway.

Our gallant reconnaissance knight is hunted down in western Nubia (7-6).

The resistance in Meroe ends.


1758 (3): We remove Toshka's two garrisons, defeating a missionary and a rifleman while losing a cav (9-7).

We storm Toshka, garrisoned by two riflemen and a musketman, at the cost of a cav (12-8). We claim three workers and 1581 gold in loot.
 
We pick off a roaming Nubian rifleman around Meroe (13-8).

The resistance in Toshka ends.


1760 (4): I've been ignoring various chickenfeed tech sales we could make, but a couple are now available that just make it over the chickenfeed threshold. ;) We sell Absolutism to Egypt for 84 gold, 21 gpt, and gems, and Naval Power to Spain for 145 gold and 36 gpt. We now have all seven CCM luxuries.

We excise the garrison supporting Aniba and Axum, defended by a musketman (14-8).

We seize Aniba, held by a rifleman and a musketman, at the cost of a cav (16-9). We claim 1254 gold in loot.
 
The Nubians manage four counterattacks in the Aniba-Axum area. We slay a marine inf and a rifleman but lose a hussar and a cav (18-11).

We discover Democracy ahead of schedule, thanks to the assignment of some scientists.

Shanghai builds Great Palace.
 
This is Shanghai now, so the Great Palace seems to do absolutely nothing:
 
The resistance in Aniba ends.

We build Supply Centre Ivory in Elit, as suggested by Tusker.


1762 (5): Our Great Leader rushes a hospital in Umi, our last founded city, which has tremendous growth potential.

Our first attack of this turn into Nubian territory causes Austria-Hungary and Germany to declare war on us, due to MPP's with the Nubians. This would be more of a concern if we'd ever met the Austrians or Germans. :lol:

All over the battlefield we mop up four riflemen and a musketman, losing a hussar (23-12).

We buy Steam Power from the US for 6733 gold, iron, and incense.

We have access to four rubber and two coal, loosely speaking, though to claim all of it we'll need two colonies. One rubber doesn’t really count, since it’ll be lost when the Dutch get an expansion at Breda.

We capture Axum, manned by four riflemen, for the loss of two cav (27-14). We claim 1332 gold.

[Some glitch with screenshot]
 
A classic threefer is available, so we strike. We buy Nationalism from the Israelites for 1338 gold and 600 gpt; trade Nationalism, 478 gold, and coal to the USA for Improved Steam Engines; and send ISE and 398 gold to the Incas for Scientific Method.

With this, we’re completely caught up in known-world techs.

We sell Enlightenment to India for 104 gold and 34 gpt.

The resistance in Axum ends.


1764 (6): We’re down to two monks and two Great Artists, and it’s going to be hard to generate more culture bombs when most opposing units are stronger than our lawyers and much stronger than our mullahs. So I’m not going to culture-bomb Aniba just to speed our operations up by a turn, and our advance on the two remaining Nubian core cities will go more slowly.

Our huge payment of 853 gpt to Israel ends, but some large incoming payments end too, and unfortunately a lot of the gold in question goes up in smoke before we have the chance to sell those civs more techs, as often happens.

Somehow the backward Carthaginians have money, though, so we sell them Naval Power for 5 gold and 151 gpt.

We further improve our finances by selling iron and incense to Spain for 39 gpt, and elephants to Canada for 26 gpt.

Even with these deals we’re self-researching Corporation at -273 gpt with nine turns to go and 2342 gold in the bank, so luxuries like a mass upgrade to 1900 infantry (90 gold for the promotion from musketman) will have to wait.

I recall that in a previous CCM game steam engines were half-price (meaning 60 shields) for industrious and scientific civs, but that’s not the case here. So we’ll build some selectively in towns that can complete them quickly, but given their short lifespan (obsolete with Radio), no more than that.

Our ship of the line sinks a privateer near the North Pole (28-14).

We trample the last Nubian unit behind our lines, a musketman (29-14).

The Indochinese and Israelites go to war, which is tremendously convenient. :goodjob:

Napata flips. We lose only two units.

The Aztecs complete Mesoamerican Christianization. That took a while.


1766 (7): We re-take Napata, defended by two riflemen, and collect 1290 gold for our efforts (31-14).
 
We demolish Kerma’s garrison, held by an arq (32-14).

We take Kerma, defended by four riflemen, at the cost of a cav and a hussar (36-16). We claim 1398 gold.
 
This sends the Nubian capital to some distant spot, so we can hope that flips will become unlikely.

We wipe out a force of two bombardes, a cav, and a longbowman landed next to Toshka (40-16). Our mullahs have a rare chance to get back in the action, and achieve no conversions but do bring us our second Great Leader of the round. Like his predecessor, he’ll have to travel for a while to reach a flip-safe town where he can rush something useful.

The resistance ends in Napata and Kerma.


1768 (8): We sell Imperialism to Egypt for 17 gold and 152 gpt, but this just makes up for an expired payment.

We spot and eliminate a (presumably) French slaver outside Shanghai (41-16).


1770 (9): We sell the Maya Printing Press for 249 gold.

Our Leader rushes a hospital in Hangchow.

We ride down a rifleman on our approach to Kaau (42-16).

We storm and auto-raze Kaau, held by a rifleman and an arq (44-16), and collect 1700 gold in loot. Kaau was the last Nubian city on our side of the chokepoint, as far as we can tell, and a recently founded junk town. We waited two turns for it to reach size two or get an expansion, but we couldn’t wait indefinitely when it increased the chances that Kerma would flip.
 
1752 (0):The Canadians [and next turn the Israelites] are building Arms Race, the CCM equivalent of ToE, in their capital, so it's highly unlikely that we'll get it. I consider a plan to use the otherwise useless Battlefield Medicine as a pre-build for AR, but the odds are too long.
Becuase I am not familiar with all the CMM rules, could you swap ? Arms Race is a great wonder and Battlefield Medicine is a small wonder? I could not swap small wonders on my last turnset.
 
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