325 (0): Lux rate to 30%, worker stack outside Milan double-covered, all according to my own advice.
Genoa Roman fort --> horseman.
300 (1): A Viking spearman outside Venice gives us some trouble, redlining a chariot, but a slaver then carries it off into bondage (1-0).
We form our iron colony on Lonely Mountain.
I don't care to attack Korean spearmen in unroaded forest, so we just await developments around Florence.
We repel the attack of a Korean warrior at Florence (2-0). We've underbuilt spearmen a bit and we only have one to absorb attacks there.
Rome and Venice temple --> Christian Community.
Two more Great Wonders are built where we'll get the benefit, with the Vikings completing the Great Lighthouse and the Carthaginians Hammurabi. The Statue falls to the unknown Greeks, which is also good.
275 (2): We again need two attacks to accomplish the defunction of a Viking spearman around Venice, when a chariot redlines (3-0).
Rome's temple doesn't yet let us cut the lux rate to 20%.
We scythe down three Korean units, two spearmen and an archer, next to Florence (6-0).
Rome CC --> theatre, Milan CC --> Legionary, Naples CC --> Legionary, Florence Roman fort --> CC. It's irritating to keep deferring the production of one-turn Legions in Rome, but I think the long-term financial play is definitely to build a theatre (allowing us to cut lux to 20%) and a marketplace there first, as CB has suggested. The two builds together will take another five turns.
250 (3): We expunge a Korean spearman and a Korean archer around Florence (8-0). Our archers' stealth attack--a CCM feature--proves useful.
Another Korean warrior falls at the gates of Florence (9-0).
Venice CC --> Roman fort, Genoa CC --> spearman.
225 (4): Our exploring warrior in the north discovers a Siamese border.
We don't attack on the Florence front, hoping the Koreans will move into more vulnerable positions.
Rome theatre --> marketplace, lux down to 20%.
Milan and Naples produce our first Legionaries.
200 (5): Genoa will be stuck at twelve shields for a while, which is irksome when Legionaries cost twenty-five. An elegant short-rushing trick using catapult ships would be available...except that we're still in despotism.
The Senate gives us our first Praetorian.
Florence CC --> Legionary.
175 (6): We complete our road linking Florence to the Korean mountains, and I decide it's worth some losses to deprive the Koreans of their iron colony. We lose one chariot and another redlines, but we strike down the occupying spearman and dissolve the colony (10-1).
Closer to Florence our chariots do wheelies on two Korean spearmen which have finally moved onto clear ground (12-1).
Milan apprentice --> worker.
A Korean elephant attacks our stack on the former Korean iron colony, and we become the villains of a documentary on poaching (13-1). Our spearman promotes to elite.
The Carthaginians make a well-conceived landing, by AI standards, of an elephant and two bowmen on the tile two NE of Milan. The rivers in the area will make our response difficult.
The Great Library brings us Republic, so we can build ancient cavalry. Unfortunately we can't quite get Rome to 40 spt.
The Siege Workship produces our first catapult in Rome.
150 (7): Our Legionaries get off to a brilliant start, when one dismembers the Carthaginian elephant with five blows (14-1). I intended this only as a softening-up attack, so that we'd lose an easily replaced unit rather than an autoproduced one.
We account for both Carthaginian bowmen with slavers, but take no slaves (16-1).
We send a slaver to investigate Cheju, the Korean city on our side of the mountains. It's at size two, so we set up an immediate attack.
The Carthaginian landing disrupted Milan's MM, so ancient cav is the efficient build there now and we switch to that.
Our flying column approaching Cheju isn't properly covered, but we get away with it and even gain a slave when the Koreans attack out of the town with an archer (17-1).
Rome marketplace --> one-turn Legionaries.
125 (8): We storm Cheju, held by three spearmen. We gain two foreign workers and a slave; they're different in this mod, of course, but both work at half-speed. We lose a chariot (20-2). We loot 33 gold from this minor town, so the Koreans must be fairly rich, but that's what we expect in CCM.
Cheju has a Roman Symbol from the moment we occupy it, so I assume this is an undocumented feature of the Senate.
We upgrade a horseman to ancient cav for 60 gold. I wouldn't do this en masse, but we only have the one.
We break the attack of an invisible unit on Milan (21-2).
100 (9): We get ivory hooked up outside Cheju, but it'll be six turns before the tile is within our borders. Then we'll have the option of building two-turn war elephants in Rome. I decided against burning a slave for a colony to save that modest amount of time.
The Vikings show up with Berserkers--just 4-2-1 in CCM, but still, we'll have to pay more attention to our southeastern flank now.
A supply shipment reaches Rome.
The Praetorian now holding the mountain iron against the Korean redlines and retreats an attacking catapult, but the latter has enough movement to get to safety, so the same thing will happen again soon.
The Poles, unknown to us, build the Oracle. It gives two free techs in this mod.
75 (10): Rome training chariot --> chariot.
Five slaver victories this round, one defensive, generated three slaves.
Six elite victories this round didn't produce a Great Leader.