I got so excited when I saw that pile of NuMercs that I forgot to post a "Got it".
So here we go....
This is what they started with
This is what's left:
I did have a little help from my friends
who were suitably rewarded
Don't think I've ever seen a 12 town nation pay quite so much for fur trim for their hats before. I think I'm guilty of profiteering.
That little diversion worked a treat as the Mongols absorbed most of strays heading toward Mauch Chunk and killed some of the rest.
So in 1170 we cannoneer the crew of NuMercs at Mauch Chunk and kill one with an elite cavalry looking for a promotion, then hunker down again. The orhers move off to heal. (This process is repeated several times throughout the set, but in different locations focused on our eastern towns. Wound most of them with all those lovely cannon, kill one or two depending on how many healthy cavalry or knights are on hand then watch the others wander off.)
There is a major threat heading towards Centralia which is covered by a single cavalryman.
The Chinese are paper tigers, Xinjan and Macao are ours for very light casualties and no losses and now they are off the continent. They will give us what little cash they have for peace and will throw in Navigation for Physics but I don't want Navigation so I take their 2gpt and bid them begone to their jungle islands. I didn't even inquire about any towns as the last thing I want are undefensible outposts....
Clean up a few more Carthaginain invaders and the threat to Maunch Chunk is in abeyance. Now to worry about Centralia...Move the knight army and a couple of wounded cavalry to cover the mountain road and then to Centralia next turn. Two more healthy cavalry are making their way down the spine of old Japan.
By 1180 the Carthaginian squads have been whittled in half and most are wounded.
In 1200 take 100 gold pieces out of Joan's tunic for a peace treaty. Then sign a peace treaty with Ragnar and get Magnetism for 290 gold pieces. Then use our new attractive powers and our extra horses to buy wool from the Iroquois. Buy Gems from England for Dyes and Metallurgy.
Our people are now very happy and it is time to apply the whip....
Turn our research off and hire a few collectors.
In 1210 attack Malacca and a leader spawns. And we begin the process of bringing Carthage to its knees with Mosby's Raiders, an invading force of cavalry, a Gallic army and knights. The leader forms a cavalry army and heads the Mobile Strike Force in the east.
In 1240 sign an RoP with Hiawatha so he can do a better job of killing Mongols, then renegotiate the Peace Treaty and pay him salpeter, iron, furs and 60gpt for Theory of Gravity.
And in 1250 eliminate most of the Carthaginian invaders with the Mobile Strike Force and Mosby's Raiders are heading across Carthage after leaving one town cut off and starving (it lost two pop points in three turns)
The key to defending the east is to keep the forces moving. Shift cannon, muskets and fast attack as needed to swat the Carthaginians. There have been no additional troops coming from Carthage since about 1200 so I would say they are done to a turn.
The pillagers are moving east to west across Carthage towards Carthage. Do not pass Go, do not collect $200 but head directly to Carthage pillaging as you go. Keep them together and don't fight any battles, this is a Mosby raid.
Isolate the capitol then move on east to Hippo where they can join up with the Mobile Defense and the artillery and then start capturing cities with bombardment support. Only one cavalryman and one knight was lost in the last ten turns, and that is how we want to fight this one, minimal losses and maximal damage to the enemy. If you are attacking, attack only the wounded and the crippled.
In the rest of the world the only terrain improvements needed are irrigated plains, roads and forests chopped outside the core. Mines and irrigation are unnecessary. I planted over twenty new towns so keep an eye on the growth and whip those temples.
Do not spare the whip!!! If a town is pop 3 has its temple and has growth in one, whip a settler. If it is pop 4 and has its temple and you have ten shields in the box whip a settler. In the new towns whip the temple as soon as the population gets to two.
We can build the Pentagon now but I wouldn't waste the shields, bigger armies are no help when you need to defend the swath of territory we have. And the Military Academy is useless until we get railroads and factories built, if ever.
This is Religious Warfare, a Celtic Jihad. Temples and settlers and cavalry and muskets are what we need. (I did build a few longbows for cheap MP's and their defensive shot).
Culture per turn grew by 85 points. Babylon is no threat to us, culturally, they are a major threat militarily. Build new towns in the interior of old China, or on the borders of Carthage and Mongolia, not on the coasts or the borders of Babylon, so protective garrisons are not needed. as we will assimilate both of those nations in the next twenty or so turns anyway.
The Save