CommandoBob
AbstractArt
CCM (Civ Conquest Mod) by Civinator is a vastly different version of Civ3 than what most of us are accustomed to playing. Civinator has taken elements from Civ4 and grafted them into Civ3, shifted other things around, add here, subtracted there and has ended up with a substantially harder game to play. It looks familiar but playing CCM like it was Civ3 is the wrong thing to do.
CCM does away with Diplomatic victories and both Cultural ones. Your options are Conquest, Domination or Space (Race to the Moon). All three will involve significant warfare. So, if you have an aversion to pointy-stick discussion with your AI neighbors, this is probably not a mod you will enjoy. Then again, there are no building maintenance fees, so you can fabricate every wood shop, tool shed, civic center and house of worship in the inventory and not slow down your economy. Builder's paradise!
Civinator does a good job of explaining most of the changes at CCM - The Information Sector. This is an informative thing to read but it doesn't really prepare you on how to play the game. There are too many changes and a cursory reading of the changes leads to information overload. After you play the game this information is much more understandable. Reading about Enslavers, for instance, does not prepare you for the damage they can and will do to your empire.
This thread is designed to get you over the hump of playing the first 100 turns or so. In those turns you meet most, if not all, of the major changes introduced into CCM.
Do not mistake this as a criticism of earlier games that sought to explain CCM. It is not. This attempt is better understood as a reflection of how I learn and how I sometimes need things explained to me. My C3C reflexes were so strong and ingrained (it was the first Civ game that I completed any game above Chieftain) that CCM was like playing a totally different game. It takes some relearning to play it well.
The game that follows is played straight. There was one reload to correct a really stupid mistake and another time to refight a battle (first time was the best) but there was no going back 5 turns and starting over. Otherwise, what you see is what you get, goofs and all. It ain't pretty, but I hope it is helpful.
[EDIT]
A Table of Contents seems like a good idea.
CCM Topics
CCM does away with Diplomatic victories and both Cultural ones. Your options are Conquest, Domination or Space (Race to the Moon). All three will involve significant warfare. So, if you have an aversion to pointy-stick discussion with your AI neighbors, this is probably not a mod you will enjoy. Then again, there are no building maintenance fees, so you can fabricate every wood shop, tool shed, civic center and house of worship in the inventory and not slow down your economy. Builder's paradise!
Civinator does a good job of explaining most of the changes at CCM - The Information Sector. This is an informative thing to read but it doesn't really prepare you on how to play the game. There are too many changes and a cursory reading of the changes leads to information overload. After you play the game this information is much more understandable. Reading about Enslavers, for instance, does not prepare you for the damage they can and will do to your empire.
This thread is designed to get you over the hump of playing the first 100 turns or so. In those turns you meet most, if not all, of the major changes introduced into CCM.
Do not mistake this as a criticism of earlier games that sought to explain CCM. It is not. This attempt is better understood as a reflection of how I learn and how I sometimes need things explained to me. My C3C reflexes were so strong and ingrained (it was the first Civ game that I completed any game above Chieftain) that CCM was like playing a totally different game. It takes some relearning to play it well.
The game that follows is played straight. There was one reload to correct a really stupid mistake and another time to refight a battle (first time was the best) but there was no going back 5 turns and starting over. Otherwise, what you see is what you get, goofs and all. It ain't pretty, but I hope it is helpful.
[EDIT]
A Table of Contents seems like a good idea.
CCM Topics
- Pregame and Setup, Post #2: World sizes, C3C vs CCM; opponent set up options.
- Great Wonders in CCM (Overview): Listed by All Civs, Specific Civs and Religious Civs, by the Ages.
- Artillery
- Tech Trading and Garrisons
- CCM: Golden Age Triggers by Great Wonders (another thread)
- Autoproduced Units Dicussion and several lists of autoproduced units
- Mountains and Marshes
- Turn 00, Post #3: Palace and Ancient Empire Tech Tree.
- Turn 01, Post #4: Worker Turns and Workers.
- Turn 2 to 20, Post #5: Slavers Hut and Clans.
- Turn 21 to 30, Post #6: Apprentices, Prophets and Religion.
- Turn 31 to 40, Post #7: Naples captured by Enslaver.
- Turn 41 to 50, Post #8: Stealth Attacks.
- Turn 51 to 60, Post #9: Worker Stacks.
- Turn 61 to 70, Post #10: Golden Ages.
- Turn 71 to 80, Post #11: Roads and Royal Stables.
- Turn 81 to 90, Post #12: Production Enhancing Buildings and Science Enhancing Buildings.
- Turn 91 to 100, Post #13: Bloody Battle of Goteborg.
- Turn 101 to 110, Post #14: Last City of a Civ and Changing Governments.
- Turn 111 to 120, Post #15: Continuing the Viking war and Markets.
- Turn 121 to 130, Post #16: Killing the Vikings.
Last edited: