CCM 101: A Primer

Wow CommandoBob, what a wonderful positive surprise! :):goodjob:

I just made a link from a German CCM-thread to your tutorial story and noted, that your story is a "must-read" for anybody, who is interested in CCM. I will do the same at the starting page of CCM at CFC. You explain CCM in a very understandable, so scientific way. :clap:

Some small things that could be added for the explanation of the starting phase of CCM, is the fact that trade between cities is possible from the first contact of the civs. In CCM it is not necessairy, to build roads from capital to capital to perform trading. In this sense it could also be a good idea, to build very early an ancient sailing ship to find contacts to other civs for trading techs and resources. In most cases the ship will have more trading contacts than the landunit scout, as land barbarians appear more early than sea barbarians (another argument -not scientific but personal: I enjoy exploring the very long coasts of the CCM maps with ancient sailing ships. :)).

One other thing that could be mentioned is, going very early for the tech wheel and the royal stable, frequently could be a good decision (especially if you don´t have access to iron). If the enslavers are the "secret weapon" of era 1, the chariots (and warelephants) are the "tanks" of era 1 as they have a good attack factor and the "Blitz"-flag. The more early you can build the Royal Stable, the more of these powerful units you will receive -for free.

The remaining bug -called by the players the "houseboat-bug"- unfortunately can´t be resolved by giving the settlers population points. In the current settings the upgraded settlers all have population points, but the crash in the special situation described, still occurs. Until now no-one has found a remedy against that bug.

May be it could be a good idea, to describe the defense against these nasty enslavers a little bit more detailed: The terrain is your friend and it could be a very good starting position to have a surrounding you wouldn´t describe as ideal in normal C3C.

As pointed out, the enslaver can´t move over mountains without a road. But the enslaver also can´t move over marsh terrain without a road. Now the next fact that has to be taken into account are the movement rules for units in CCM, that are somewhat different from normal C3C. Some parts of these movement rules were described above about the performance of landartillery in CCM. In CCM each tile of the terrain needs movement points as if you would climb on top of a hill in C3C. On the other side, the different units in CCM have different movement boni. The artillery has no movement bonus, that´s why this unit can retreat, but can only move one tile a turn without a road, so it has two (2) movement points.

The enslaver has no movement bonus for desert, forests, hills, jungle and volcanos. So beeing a movement-two unit, the enslaver in this terrain only can move one tile and therefore can be better catched by defending units. Frequently an early net of roads combined with some fast units (chariots or your own enslavers) can be a great help. And frequently the big maps in CCM have natural choke points, that an enslaver must pass. Use them. If a great Wonder, that produces holy men (prophets, priests, mullahs, yogis and so on), is been built next to your civilization, your empire always is in great danger, as these units have less movement restrictions and an attack factor of three (3).

CommandoBob, it´s a pitty that your tutorial story ends here, as I could read a lot more about CCM, written in the fine, understandable and scientific style you are explaining this mod to the civers. :)
 
The images have been added to the last three sets of turns. The saves have been attached and the game log for each set of turns has been added also. The Great Wonders post is now competed, too.

@Civinator: Thank you for your kind words. I will make the additions you mentioned in the next few days.

I was going to suggest that increasing the cost of Motorized Settlers to 60 shields from 50 (doubling the C3C cost of 30 shields) and making that cost the city 4 citizens instead of 2 citizens might fix that houseboat bug and also slow down the human from spamming cities, but if that won't work, then that won't work, which is too bad.

Once I killed the Vikings I have not touched this game and played it any more. My last save is just after their final popup. I do like the overall situation but haven't had time to get back into it, though I would like to. We'll just have to wait and see how that plays out.

@Elephantium: You were right; it was the quotation marks. The game log is in Notepad but everything else I did in MS Word. The Calibri font, my default font in Word (I hate Times New Roman!), has slanted quotation marks and the forum doesn't like them. I edited them in the posts to be the normal straight, vertical quotation marks and the links worked fine.
 
The so-called "smart quotes" in Word always mess things up when you try to paste them into something for the web. Always. :cry: :mad:

(I deal with this on a regular basis at work)
 
Artillery
Artillery, in all forms, is an auto produced unit. And they behave differently from C3C. I think we have touched on this before, but lets go over it again. In CCM, artillery attacks on offense and bombards on defense. They attack and they can die. They can also produce Great Military Leaders, too. With their 2 MPs they can and do retreat. But their 2 MP only lets them move that fast on roads and rails. Out in the open field or in enemy territory it is one tile per turn. And there is never enough of them.

Also, the upgrade path is different. Catapults upgrade to Trebuchets and then that artillery line ends. Trebuchets upgrade to foot soldiers, not cannons or bombardes. The next artillery piece is the excellent Schnieder75, a very versatile weapon that seems to outperform Heavy Artillery, even though the latter has the larger attack factor. The difference between the Schnieder75 and the earlier ballistic based weapons is like the difference between Cannons and Artillery in C3C. Schnieder75 also reintroduces the Stealth Attack back into the game, so you can pick your target and hit them with greatly superior firepower.

Artillery, due to its slow speed in unliberated lands, its newfound ablilty to die while attacking and relative rarity, tends to be less useful in conquering the heathen. If you lose a cannon on the turn you get it, you have to wait 8 turns to get another one. That hurts. These guys are not useless, but it takes a while to build a small stack of artillery and even then that stack will contain four or more different kinds of artillery.

Once result of their ability to attack is their ability to defend. Unlike C3C, artillery cannot be captured. So, if you leave a catapult exposed, the AI will attack it, probably defeat it and kill it. There is no way to get it back. It is gone.

The rock throwers and big guns excel at killing wounded AI units that get snagged inside your borders. They can attack pretty safely, have the option to run away if the going gets too tough, and have a lot to attack with. And if the tile the attack is roaded, they can still move once the bad guy goes away.

These units are produced as Veteran so they get to be Elite very quickly and genereate a good number of MGLs.
 
In C3C there were only a handful of autoproduced units. Ancient Cavalry from the Statue of Zeus and Crusaders from Knights Templar are the only ones I recall.

There are bunches more in CCM, a whole lot more. Some of them require you to do something to make them work, like the zero cost upgrade of a Clan to a civ specific settler. Other do not, like Enslavers. They just appear and are ready to use.

The units actually produced are many and varied. Thus far, we have seen Clans, Apprentices, Enslavers, Training Chariots and Catapults. And many more are yet to come.

Except for the Clan and Aprrentice, which have the specific purpose of slowing down early expansion for everybody, the rest of the auto builds are not needed to win the game. They are fun, yes. I do like using a Flamethrower to serve up an attack of toasted Impis. :evil: They add spice to the game, introduce some nifty units into the mix and make the game more interesting. But they are not needed to win.

But there are a lot of them, over 50 individual units which does not include the civ specific settlers and workers. And they all need their own building, which in turn means a lot of buildings. Most of these are small wonders, but a few city improvements and great wonders are also autoproduction centers.

The following lists, based on the civopedia, order the auto production data in several different ways.


Building Key:
Great Wonder
Small Wonder
Improvement

Autoproduced Units That Require A Manual Upgrade To Be Used, by Age
(Unit Name, Upgrades To, A/D/M, Frequency/Turns, Building, Technology)
  • Ancient Empires
    • Apprentice, Civ specific worker, 1.1.2, 12, Worker Houses, None -> Explosives
    • Clan, Civ specific settler, 0.0.1, 20, Palace, None.
    • Trainings Chariot, Civ specific Chariot, 3.1.2, 8, Royal Stables, The Wheel -> Engineering.
  • Age of Discovery
  • Industrial Ages
    • Apprentice, Partisan, 8.8.1, 12 Worker Houses, Explosives -> Mass Media.
    • Trainingslauncher, Civ specific mobile rocket launcher, varies, 8, Arsenal, Rocketry.
    • Hull, Civ specific aircraft carriers, varies, 8, Carrier Dock, WW2 Ships.
  • Atomic Age
    • Apprentice, Guerilla, 9.9.1, 12, Worker Houses, Mass Media.
    • Apprentice, Vietcong, 10.10.1, 12, Worker Houses (Indo-China only), Mass Media.

Autoproduced Units (including automatic upgrades), by Age
(Unit Name, A/D/M, Frequency/Turns, Building, Technology)

  • Ancient Empires
    • Answar Warrior, 4.2.3, 8, Jihad (Moslem only), Chivalry -> Enlightenment.
    • Catapult, 4.1.2, 8, Siege Workshop, Mathematics -> Engineering.
    • Crusader, 5.2.2, 8, Crusade (Christian only), Chivalry -> Enlightment.
    • Egyptian Settler, 0.0.1, 20 turns, Sphinx (Egypt only).
    • Egyptian Settler, 0.0.1, 30 turns, The Pyramids, Masonry.
    • Horsearcher, 3.2.2, 3, Hunnic Storm (Mongols), Dark Ages -> Ballistics.
    • Knight, 4.2.2, 5, Royal Tournament, Chivalry -> Ballistics.
    • Medieval Infantry, 3.3.1, 6, Royal Garrison, Feudalism -> Renaissance.
    • Praetorian, 3.3.1, 6, Roman Senate (Rome), Consturction -> Physics.
    • Supply Shipment, 0.0.1, 15 turns, Great Iron Mine, Iron Working.
    • Supply Shipment, 0.0.1, 15 turns, Silkroad, Trade.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Dyes), Pottery.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Furs), Writing.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Gems), Seafaring.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Incense), Polytheism.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Ivory), Trade.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Silks), Trade.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Spices), Writing.
    • Supply Shipment, 0.0.1, 15 turns, Supplycenter (Wines), Pottery.
  • Age of Discovery
    • Bishop, 16.3.2, 8, British Artillery School (Britian only), Imperialism.
    • Bombarde, 8.1.2, 8, Great Guild, Gunpowder -> Imperialism.
    • Cannon, 10.1.2, 8, Great Guild (all except Korea), Ballistics -> Imperialism.
    • Coastal Battery, 5.2.1, 15, Coastal Fortress, Naval Guns -> Explosives.
    • Famous Pirate, 3.3.4, 20, Jolly Roger, Naval Guns -> Screw Propeller.
    • Guard Infantry, 7.7.1, 6, Arc De Triomphe (France), Aboslutism -> Chemical Industry.
    • Heavy Artillery, 14.1.2, 8, Artillery School (all but Austria-Hungary, Britian and Germany), Imperialism.
    • Heavy Artillery, ?, 8, German Artillery School (Austria-Hungary and Germany only), Imperialism.
    • Hwach'a, 9.1.2, 8, Great Guild (Korea only), Ballistics -> Imperalism.
    • Marine Infantry, 8.7.1 8, Marine Academy (all except Austria-Hungary and Germany), Naval Power.
    • Nelson Class, 23.16.6, 16, Royal Navy (Britian only), Dreadnought -> Total war.
    • Schnieder75, 11.1.2, 10, Military Academy, Military Traditon.
    • Trebuchet, 5.1.2, 8, Siege Workshop, Engineering -> Gunpowder.
    • Venetian Galleass, 2.2.4, 6, Doge Palace, Naval Guns -> Screw Propeller.
  • Industrial Ages
    • 150mm Howitzer, 18.1.2, 10, German Military Academy (Germany only), Fascism.
    • 152mm Arty, 18.1.2, 10, Military Academy (all but Austria, Germany, Russia and USA), Mass Production.
    • 155mm US Arty, 18.1.2, 10, Military Academy (USA only), Mass Production.
    • 76mm Artillery, 10.3.2, 8, Ordance Factory, Mass Production.
    • Alpine Troops, 10.10.1, 6, Alpine School, Combined Opeartions.
    • Atomic Bomb, 0.3.1, 6, The Manhattan Project, Nuclear Bomb -> Space Flight.
    • AT-Infantry, 4.11.1, 8, Tankdestroyer School, Rocketry -> The Laser.
    • BR-2 Mortar, 18.1.1, 10, Military Academy (Russia only), Communism.
    • Escorted Bomberraid, 0.5.26, 6, USAAF (USA only), Strategic Bombing -> Jetpropulsion.
    • Flamethrower, 14.5.1, 8, Combat Engineers, Chemical Industry.
    • German77, 11.1.2, 10, German Military Academy (Germany only), Military Tradition -> Fascism.
    • German AT-Infantry, 5.12.1, 8, German Tankdestroyer School (Germany only), Rocketry -> The Laser.
    • German Flamethrowers, 14.5.1, 8, German Combat Engineers (Austria-Hungary and Germany only), Chemical Industry.
    • German MG-Battallion, 5.14.1, 8, German Machinegunners (Germany only), Great War Experience.
    • Heavy Coastal Battery, 6.3.1, 15, Coastal Fortress, Steel.
    • Hetzer, 12.11.3, 8, Ordance Factory (Austria-Hungary and Scandanavia only), Improved Tank Design.
    • IS-3 Heavy Tank, 18.10.2, 7, Tankograd (Russia only), Blitzkreig Tactics -> Adv. Computers.
    • Jagdpanther, 14.15.3, 8, Ordance Factory (Germany only), Improved Tank Design.
    • KV-2 Heavy Tank, 14.8.2, 6, Kirov Factory (Russia only), Mass Production -> Improved Tankdesign.
    • Luxury Liner, 0.5.7, 10, Blue Riband, Screw Propeller -> Plastics.
    • M-10 Achilles, 10.9.3, 8, Ordance Factory (Britian, Cananda, France, India, Netherlands and Poland only), Improved Tank Design.
    • M-36 Jackson, 12.9.3, 8, Ordance Factory (USA only), Improved Tank Design.
    • M-7 Priest, 16.3.2, 8, Artillery School (Africian, American and European civs only), Mobile Warfare.
    • Machinegunner errant entry.
    • Marine, 12.7.2, 5, Marine Corps, Combined Operations.
    • Marine Infanterie, 10.9.1, 5, Marine Academy (Austria-Hungary and Germany only), Great War Experience.
    • MG Btln, 5.13.1, 8, Machinegunners (all except Britian, Germany and Japan), Great War Experience.
    • MG Btln (Japanese), no stats given, 8, Japanese MG Academy (Japan only), Great War Experience.
    • MG-Bat. (British), 14.1, 8, British Machinegunners (Britian only), Great War Experience.
    • Mod. Destroyer errant entry (no entry for Royal Navy (Modern)).
    • Motorized Infantry, 11.11.2, 8, Motorized Infantry (all but Germany), Mobile Warfare.
    • Panzergrenadier, 11.11.2, 8, Panzergrenadiers (Germany only), Mobile Warfare.
    • Paratrooper, 10.10.1, 6, Paratrooper School, Combined Operations.
    • Russian MG, no stats given, 8, Machinegunners (Russia only), Great War Experience.
    • Semovente 75, 10.8.3, 8, Ordance Factory (all but 11 civs), Improved Tank Design.
    • Sexton 16.3.2, 8, Artillery School (Canada only), Mobile warfare.
    • Su-100 13.14.3, 8 Ordance Factory (Russia only), Improved Tank Design.
    • Su-76 16.2.2, 8, Artillery School (Arabia, Babylon, China, Indo-China, Korea, Mongols, Poland and Russia), Mobile Warfare.
    • Tiger,18.10.2, 7, Tiger Factory (Germany only), Blitzkreig Tactics -> Electronics.
    • U-Boat Type IX, 9.4.5, 5, Blom and Voss (Germany only), Submarines -> Nuclear Bomb.
    • US Battleship, 16.14.6, 12, Pacific Fleet (USA only), Radio -> Nuclear Bomb.
    • US Cavalry, 8.4.2, 6, US Cavalry (USA only), Military Tradition -> Combustion.
    • Wespe, 16.3.2, 8, German Artillery School (Austria-Hungary and Germany only), Mobile Warfare.
  • Atomic Age
    • BTR-60, 13.15.2, 8, Motorized Infantry (11 Asiatic and African civs), The Cold War.
    • Lockheed U-2, 0.2.150, 14, Skunk Works, Focused Research.
    • M-113, 13.15.2, 8, Motorized Infantry (all except African and Asian civs), The Cold War.
    • Modern Marine, 14.11.2, 5, Marine Corps, Synthetic Fibers.
    • Nuclear Submarine, ?, 8, National SSBN Project, The Cold War.
    • Peacekeeper, 15.13.2, 8, United Nations, Plastics.
    • Self-propelled Artillery, 24.5.2, 8, Artillery School (all but Britian and Germany), Adv. Computers.
    • Self-propelled Artillery, ?, ?, Artillery School (Britian only), Adv. Computers.
    • Self-propelled Artillery, ?, ?, Artillery School (Germany only), Adv. Computers.
    • SR-71 Blackbird, 10.7.150, 14 Skunk Works, Supersonic Flight.
    • Tarawa Class, 5.9.7, 14, Blue Riband (Modern), Plastics.
    • TOW Infantry, 12.14.1, 8, Ministry of Defence, The Laser.
    • Transport, ?, ?, Blue Riband (Modern), Plastics.

Invisible, Enslaving Autoproduced Units, by Age
(Unit Name, A/D/M, Frequency/Turns, Building, Technology)

  • Ancient Empires
    • Brahmin, 3.1.2, 8, Great Temple (Hindu only), Philosophy -> University.
    • Enslaver, 2.1.2, 10, Slavers Hut, Warrior Code -> Enlightment.
    • Missionary, 3.1.2, 8, Great Monastery (Christian only), Religion -> University.
    • Mullah, 3.1.2, 8, Golden Mosque (Moslem only), Religion -> University.
    • Priest, 3.1.2, 8, Temple of Blood (Mesoamerican only), Mysticism -> University.
    • Prophets, 3.1.2, 8 Solomon's Temple (Israel), Polytheism -> Alchemy.
    • Prophets, ?, ? Stonehenge, Polytheism -> Feudalism.
    • Prophets, 3.1.2, 8 Temple of Baalbek, Polytheism -> Feudalism.
    • Warrior Monk, 3.2.2, 8, Monastry of Martial Arts (Buddhist only), Chivalry -> Enlightment.
    • Yogi, 3.1.2, 8, Great Pagoda (Buddhist only), Philosophy -> University.
  • Age of Discovery
    • Lawyer, 6.2.2, 10, Supreme Court, Jurisprudence.
  • Industrial Ages
  • Atomic Age

Autoproduction Building by Age
(Building, Unit, Frequency/Turns, Technology)
Italics = manual upgrade
Asterik (*) after building indicates upgrades from initial unit.
  • Ancient Empires
    • Royal Stables*, Training Chariot, 7, The Wheel.
    • Crusade, Crusader, 8, Chivalry -> Enlightenment.
    • Golden Mosque, Mullah, 8, Religion -> University.
    • Great Iron Mine, Supply Shipment, 15, Iron Working.
    • Great Monastery, Missionary, Religion -> University.
    • Great Pagoda, Yogi, 8, Religion -> University.
    • Great Temple, Brahmin, 8, Philosophy -> University.
    • Hunnic Storm, Horsearcher, 3, Dark Ages -> Ballistics.
    • Jihad, Ansar Warrior, 8, Chivalry -> Enlightenment.
    • Monastery of Martial Arts, Warrior Monk, Chivalry -> Enlightenment.
    • Palace*, Basic Settler, 20, none.
    • Roman Senate, Praetorian, 6, Construction -> Physics.
    • Royal Garrison, Medieval Infantry, 6, Feudalism -> Renaissance.
    • Royal Tournametn, vKnight, 5, Chivalry -> Ballistics.
    • Siege Workshop*, Catapult, 8, Mathematics -> Gunpowder.
    • Silkroad, Supply Shipment, 15, Trade.
    • Slaver's Hut, Enslaver, 10, Warrior Code -> Enlightenment.
    • Solomon's Temple, Prophet, 8, Polytheism -> Alchemy.
    • Sphinx, Egyptian Settler, 20, none.
    • Stonehenge, Prophet, 8, Polytheism -> Alchemy.
    • SupplyCenter (all), Supply Shipment, 15, Polytheism/Pottery/Seafaring/Writing.
    • Temple of Baalbek, Prophet, 8, Polytheism -> Feudalism.
    • Temple of Blood, Priest, 8, Mysticism -> University.
    • Worker Houses*, Apprentice, 12, none.
  • Age of Discovery
    • Artillery School*, Heavy Artillery, 8, Imperalism.
    • Arc De Triomphe, Guard Infantry, 6, Absolutism -> Chemical Industry.
    • British Artillery School*, Heavy Artillery, 8, Imperialism.
    • Coastal Fortress, Coastal Battery, 15, Naval Guns.
    • Doge Palace, Venetian Galleass, 6, Naval Guns -> Screw Propeller.
    • German Military Academy, German77, 10, Military Tradition.
    • Great Guild, Bombarde, 8, Gunpowder -> Imperialism.
    • Jolly Roger, Famous Pirate, 20, Naval Guns -> Screw Propeller.
    • Marine Academy, Marine Infantry, 8, Naval Power.
    • Military Academy*, Schnieder75, 10, Military Tradition.
    • Supreme Court, Lawyer, 10, Jurisprudence.
    • US Cavalry, US Cavlary, 6, Military Tradition -> Combustion.
  • Industrial Ages
    • Alpine School, Alpine Troops, 6, Combined Operations.
    • Arsenal*, Trainingslaucher, 8, Rocketry.
    • Blohm & Voss, Uboat-Type IX, 5, Submarines -> Nuclear Bomb.
    • Blue Riband, Luxury Liner, 10, Screw Propeller -> Plastics.
    • Carrier Dock*, Carrier Hull, 8, WW2 Ships.
    • British Machinegunners, Mg-Bat (Britian), 8, Great War Experience.
    • Combat Engineers, Flamethrower, 8, Chemical Industry.
    • German Artillery School*, Heavy Artillery, 8, Imperialism.
    • German Combat Engineers, German Flamethrower, 8, Chemical Industry.
    • German Machinegunners, German MG-Battallion, 8, Great War Experience.
    • German Tankdestroyer School, German AT-Infantry, 8, Rocketry.
    • Heavy Coastal Battery, Heavy Coastal Battery, 15,Explosives.
    • Japanese MG-Academy, MG Btln (Japan), 8, Great War Experience.
    • Kirov Factory, KV-2 Heavy Tank, 6, Mass Production -> Improved Tank Design.
    • Machinegunners, MG Btln, 8, Great War Experience.
    • The Manhattan Project, Atomic Bomb, 6, Nuclear Bomb -> Space Flight.
    • Marine Corps, Marine, 6, Combined Operations.
    • Motorized Infantry, Motorized Infantry, 8, Mobile Warfare.
    • Ordance Factory*, 76mm Arty, 8, Mass Production.
    • Pacific Fleet, US Battleship, 12, Radio -> Nuclear Bomb.
    • Panzergrenadiers, Panzergrenadiers, 8, Mobile Warfare.
    • Paratrooper School, WWII Paratrooper, 6, Combined Operations.
    • Royal Navy, Nelson Class, 15, Dreadnought -> Total War.
    • Tankdestroyer School, AT-Infantry, 8, Rocketry.
    • Tankograd, IS-3 Heavy Tank, 7, Blitzkrieg Tactics -> Adv. Computers.
    • Tiger Factory, Tiger, 7, Blitzkrieg Tactics -> Electronics.
    • USAAF, B-24 Liberator Escorted Bombing Raid, 6, Strategic Bombing -> Jetpropulsion.
  • Atomic Age
    • Blue Riband (Modern, Transport, 10, Plastics.
    • Ministry of Defence, TOW Infantry, 8, The Laser.
    • National SSBN Project, Nuclear Submarine, 8, The Cold War.
    • Skunk Works, Lockheed U-2, 14, Focused Research.
    • United Nations, Peacekeeper, 8, Plastics.

Prerequistes Buildings for Auto Producing Building, by Age
(Note: Except for Crusade and Jihad, these buildings must be in the city. Other requirements, like a coastal city or location of a resource, are not addressed in this list.)
  • Ancient Empires
    • Royal Stables: Palace.
    • Crusade: two Basilicas.
    • Golden Mosque: Islamic Community.
    • Great Iron Mine: none
    • Great Monastery: Christian Community.
    • Great Pagoda: Buddhist Community.
    • Great Temple: Hindu Community.
    • Hunnic Storm: Mongol Symbol.
    • Jihad: two Mosques.
    • Monastry of Martial Arts: Wat
    • Palace: none.
    • Roman Senate: Roman Symbol.
    • Royal Garrison: none.
    • Royal Tournament: none.
    • Siege Workshop: none.
    • Silkroad: none.
    • Slaver's Hut: none.
    • Solomon's Temple: Hebrew Community.
    • Sphinx: Egyptian Flag.
    • Stonehenge: none.
    • Supply Center (all): none.
    • Temple of Ballbek: none.
    • Temple of Blood: Mesoamerican Stonehead.
    • Worker Houses: none.
  • Age of Discovery
    • Arc De Triomphe: French Flag.
    • Artillery School: Military Academy
    • Coastal Fortress: none.
    • Doge Palace: none.
    • British Artillery School: Military Academy
    • German Military Academy: none.
    • Golden Mosque: Islamic Community.
    • Great Guild: none.
    • Jolly Roger: none.
    • Marine Academy: none.
    • Military Academy: none
    • Supreme Court: Courthouse.
    • US Cavalry: American Flag.
  • Industrial Ages
    • Alpine School: none.
    • Arsenal: none.
    • Blohm & Voss: German Flag.
    • Blue Riband: none.
    • Carrier Dock: none.
    • British Machinegunners: British Artillery School
    • Combat Engineers: Military Academy.
    • German Artillery School: German Military Academy.
    • German Combat Engineers: German Military Academy.
    • German Machinegunners: German Military Academy.
    • German Tankdestroyer School:German Military Academy.
    • Heavy Coastal Battery: Coastal Fortress.
    • Japanese MG-Academy: Japanese Flag.
    • Kirov Factory: Russian Flag.
    • Machinegunners: Military Academy.
    • The Manhattan Project: none.
    • Marine Corps: none.
    • Motorized Infantry: Military Academy.
    • Ordance Factory: none.
    • Pacific Fleet: American Flag.
    • Panzergrenadiers: German Military Academy.
    • Paratrooper School: none.
    • Royal Navy: British Flag.
    • Tankdestroyer School: Military Academy.
    • Tankogard: Russian Flag.
    • Tiger Factory: German Flag.
    • USAAF: American Flag.
  • Atomic Age
    • Blue Riband (Modern): none.
    • Ministry of Defence: none.
    • National SSBN Project: none.
    • Skunk Works: none.
    • United Nations: none.

Since a Military Academy is needed for several other buildings, it is helpful to rename the city that has the Military Academy in some way so that you know where this small wonder is located. Otherwise, you might miss out on a unit because the required building can only be built in one city. And you forgot where you had placed your Military Academy! :crazyeye:
 
CommandoBob, thank you very much for your additional reports about features in CCM from a player´s view.

Great writing! :):goodjob:
 
Mountains in CCM are not the same as mountains in C3C. In that game, most units could move onto mountains except the wheeled units. Early in the game that meant catapults and trebuchets. Unless the mountain had a road they could not enter.

In this game, that is not so. It is much more restrictive. Except for workers and their later upgrades (Partisan/Viet Cong), about the only units that can enter an unroaded mountain are those pesky invisible units. However, Enslavers lack that ability, so their threat is somewhat muted. But as you saw in the first sets turns of this game, Enslavers are nasty enough on their own.

Okay, but what does it mean in game play? Let's look.

Below are the twin mountain near Naples in 2540 BC.

Twin Mountains near Naples, 2540 BC
earlyMountain.jpg


Now let's put an enemy Archer 1E of the southern mountain and map its offensive moves.

Archer Offensive Moves
earlyMountain01.jpg


The Archer can move 1N, 1S, 1NW or 1SW. But it cannot move onto the mountain (1W).

Now, pretend this Archer can retreat and has three foes to the east of it. Where can it retreat to?

If an Archer Could Retreat
earlyMountain02.jpg


It can retreat to the same four tiles. It cannot retreat onto a mountain.

Mountain Roaded
earlyMountain03.jpg


So, now we have used our workers to put a road from Naples to that southern mountain. Their ability to enter mountain tiles is still the same. This road doesn't look like much, but it is.

Let us put one of our Archers on that mountain. Where can he attack?

Archer on Mountain
earlyMountain04.jpg


1NE, 1E, 1SE, 1S, 1SW, 1W and 1NW (back down the road). The only place he cannot attack is the other mountain.

Our Archer is on a mountain and has poor defense, even on a mountain. What tiles can an enemy Archer be in and attack our Archer?

Where can the Archer be Attacked From?
earlyMountain05.jpg


See the reddish/pink dots? None of them can attack the Archer on the mountain. Nada. Not a one. Nottagonnahappen.

This Tile can Attack the Archer
early_Mountain06.jpg


The yellowish dot is the only tile from which our Archer in the mountain can be attacked from. And that is only because there is a road that leads from the attacker's tile to the defender's tile.

Marshes act like mountains in this respect, also, though jungles do not.

Mountains and Marshes. M&Ms.

Now mountains and marshes form a natural barrier to most AI attacks. Except for the unseen invaders, they stop, deflect or reroute any AI invasion of your land. Suddenly, a mountain range becomes important because a road on your side of the moutain cannot be used by the AI on the other side. You can attack the AI stacks next to your roaded mountians and it cannot attack you back.

But beware. If a unit attacks from a mountain and moves off the mountain onto a tile that does not have a road that connects back to that mountain, it cannot go back to the mountain tile it attacked from.
 
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Moderators, take note: the only way I can get here (this thread) is from my yahoo search results. Perhaps (w/CB's approval) it can be placed in references and guides. I don't know if you will see this, please let me know. Edit:Well it did show up but I didn't see it listed before. Need a second cup of coffee!
 
Soon CCM will be presented in an improved version in its new home.
Here a special "Thank you very much, SOC-site and MarineCorps" for hosting this mod for a long time. :thanx:
 
There are some interesting changes here. I don't know if I'm up to playing this mod (I'm bad enough at the basic game) but I'm subscribing to the thread anyway. :D
 
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