Rat 42 - CCM Heading to the Moon

I am currently in England for business for a week, hence my no show here for a bit.
 
3-B 1817 AD

Leptis Magna
Recon over Leptis Magna. A Late Pike is in the nearby garrisson. We send a veteran Ehrhardt instead of an Elite, since the tile is too far away for a leader to get back to our borders. That Ehrhardt dies, but it is soon avenged (316 of 360).
Bombers ping four Rifles and destroy The Grand Mosque, barracks, Steam Engine, Academy and Railyard.
Four eAV7s attack, one dies and the fourth one promotes Rommel (319 of 364; 66 of 73e, 7 MGL).
Rommel goes to Bremen to do the groundbreaking for a new Railyard.
Fifth attack runs over a yellowed Rifle (320 of 365; 67 of 74e, 7 MGL).

Good News
1817_LeptisMagna.jpg



Leptis Magna doesn't receive us kindly, despite the gift of 1384 in gold. Nine of its citizens engage in a sit down while we make the rest of them tax collectors.

We bring our supply thingee into the capital and then use Supply-Collecting Warrior to liberate our workers. They immediately plop down a rail connecting Leptis Magna and Candyland.

Chutes and Ladders springs up 2W of Lepis Manga so that we can cross a river before we attack Rusicade, the current capital of Carthage. There is a garrisson on the back side of Rusicade, too far for us to reach.

Rusicade
We attack 10 times with Elites, but 4 Rifles and a Cavalry were stout defenders. We lost 2 eEhrhardts and had 4 retreats (330 of 375; 71 of 84e, 7 MGL).

Good News
1817_Rusicade.jpg



Another ex-capital of Carthage is ours, along with 1442 in gold. And 10 crankies.

We send a wounded eEhrhardt across the border to sniff out a new city, but they just find the back border of Carthage and Oea.

Mousetrap is built on a Carthage side of a river border, to make Oea more accessible.

Oea
eEhrhardt deals with a 1900 Infantry in a garrisson NW of Oea (331 of 376; 72 of 85e, 7 MGL).
Last eEhrhardt retreats from Oea (331 of 377; 72 of 86e, 7 MGL).
We are out of 2 Move Elite AV7s and Ehrhardts.
The vAV7s go 3 of 4 (334 of 381).
Locate another eAV7; the defending Hussar flails away but dies and Barbarossa is created (335 of 382; 73 of 87e, 8 MGL).

Good News
1817_Oea.jpg



Oea speaks a new language. We gain over 1500 in gold and let people starve to teach them to love us as their new masters.

Barbarossa visits to Chicago and they name their just planned Railyard after him.

Remove Funny Bone gives us another river city and destroys a Carthaginian garrisson.

Hadrumetum
Three r1900 Infantry stare down 3 AV7s and 3 Ehrhardts, costing us one of each (338 of 388).

Good News
1817_Hadrumetum.jpg



A few happy people create us here, but most are ticked over the 1600 gold we grabbed. Let them eat air.

And West Carthage is gone.

City in the Fog
The newest captial of Carthage is found just inside the fog south of Hungry, Hungry Hippo. It is Leptis Minor and it does not have a garrisson.

Four AV7s face off against v1900 Infantry. Win and promote, die, win and then die (340 of 392).
Call in the Ehrhardts. Retreat, die, retreat, retreat, Win!, retreat, retreat, Win!, Win!, Win!, die, retreat, retreat, die, die; these five attacks have been on a 2/4 1900 Infantry, which has promoted to 3/5 and is now 1/5 (344 of 407). :eek: and :salute:! We are out of unfought healthy Ehrharts, too. Two Marine Infantry, a Rifle and another 1900 Infantry lie unburied inside the city.
Maybe it is time for a change of pace.
eGerman Knight vs. 1/5 1900 Uber-Infantry-Man-Plus. Except that it was a Cavalry instead and we die (344 of 408; 73 of 88e, 8 MGL).
Wake up *AV7 Rommel and the Cavalry dies (345 of 409).
vGerman Knight vs. 1/5 1900 Uber-Infantry-Man-Plus. We die and he becomes 2/5 with win #6. (345 of 410). So much for the change of pace.
Call up another *AV7 to the disaster at Leptis Minor. We retreat; win #7 for this John Wayne clone (345 of 411).
*AV7 vs. 2/5 1900 Uber-Infantry-Man-Plus. He turns red and then we die; win #8 (345 of 412).
Repeat: *AV7 vs. 1/5 1900 Uber-Infantry-Man-Plus. We win, but there is another 1/5 1900 Infantry (346 of 413).
Last *AV7 vs. 1/5 1900 Infantry; I'm hoping this one is not uber. We win and now a ship becomes visible, but no defender (347 of 414).
Defender was 1/4 Rifle who tears up *German Cavalry v.Manstein, who got promoted earlier this turnset (347 of 415). (Not another uber-defender!)
It takes 2 German Knights to rid us of that Rifleman (348 of 417).

Delayed Good News
1817_LeptisMinor.jpg



Leptis Minor is ours, at the cost of 11 units. Fifteen units are outside the city. Ouch. The 1700+ we get from looting the city will let us replace some of those quickly, if we so desire. We gain 11 resisters.

And we still have not located the Spices of Carthage.

Rusaddir has not become the capital of Carthage. The capital is now Gadir (15) stuck on some flood plains between Nubia and Britian, 3E of Oxford.

Carthage CleanUp
Now that the core of Carthage belongs to us, it is time to get rid of their units that infect our hard fought gains. We have plenty of Elite foot soldiers we could not use before; now they get a chance to shine.

We start by whittling down the stack of 15 1N of Candyland.
Two artillery attacks go down with no problem (350 of 419; 75 of 90e, 8 MGL).
First ePrussian Infantry covers themselves in glory (351 of 420; 76 of 91e, 9 MGL).
Richthofen plays with the trains at Mecca.
Next attack dies (351 of 421; 76 of 92e; 9 MGL).
We use all 11 ePrussian Infantry; 9 survive (360 of 432; 85 of 103e; 9 MGL).
Three ePrussian Rifles join in the fun of depleting this stack (363 of 435; 88 of 106; 9 MGL).
In several minor events, seven pests are removed, though a 1900 Infantry out shoots an ePrussian Rifle and eMarine Infantry (370 of 444; 90 of 110; 9 MGL).

We leave 8 units, 4 1900 Infantry and 4 Rifle, all inside our borders but not too close to any city. They threaten two units on the IBT.

We lose 7 units to take out 4 bad guys near South Byzantion (374 of 455).

Persia
The five Rifles near São Paulo are our next target.
What is it with these Rifles? Only five of them but one of them picks off 4 Prussian Infantry! All five of them die, but we lose that many, too (379 of 465).

Breslau can be attacked by 4 War Elephants and 1 Cavalry, so we stick 6 defenders in it.
We pick off the Schnieder 75 with a German Knight (380 of 466).

Fortify the remaining Prussian Infantry in the garrisson outside of São Paulo. That should be enough to deter the Persian Rifles nearby.
[IBT]
And the save is attached.
 
Handoff and Notes
This is not the best place to handoff, but I've had the game over a weeek now and won't be able to play for another day or so. I think the exciting part of the turn is over, but there is still some prep work for next turn, depending on where we invade Persia, from the German side or the French side.

Things To Do:
Raise the science rate.

Rush some (a lot?) of science building.

Make ready to invade Persia. Airplanes can rebase, if needed; they are still active.

Keep the rail lines open to France and Carthage. Fortified slaves protect the rails to France from the Russians in the forests near Offenbach. Persia controls the other rail line. Taking out Persia will connect France without having go through desert tiles.

We can make peace with Carthage.

We need to starve our conquests down a bit to prevent their flipping. Or commit a lot of troops to preventing their flipping.

Things Done:
Carthage is down to two cities, which are isolated from each other. They are also isolated from us.

The big Persian stacks inside our borders are dead and gone.

Megiddo is undefended to draw Persians towards that city into better killing grounds than hills and forests.

Most of our wounded from the fighting of 1816 AD are in Berlin, healing. This is over 40 units.

The lightly wounded (3/4s and 4/5s) are NE of Milan, fortified.

One-Turn-To-Rail-Worker-Stacks are fortified around Frankfurt.

We have 19 NortheastEuropean workers. Twelve are in one railing stack and 6 are together in a Mining stack, with one oddball. The mining stack has mined this turn, the railers have not railed.

Kagoshima, Kyoto, Osaka, Nara and Besancon will complete Freighters this IBT. It will take the Freighter in Kagoshima three turns to sail into Nara and four turns for Besancon.

Prussian Infantry have been replaced with German Infantry (9.8.1 -> 10.10.1). None were upgraded, but the new units are what is being produced.

We need to build cities quickly to hit the 512 city limit. Right now the game is at 484, since we built three and razed none. We have 5 Motorized Settler builds in place.

Combat results: 380 wins of 466 attacks. We had 110 promotable elite attacks, we won 90 of them and produced 9 MGLs. Two attacks by Lawyers produced 1 Great Artist.

Other Stuff
I really like the death animation of the Knights. It so enjoyable to watch them fall off their steeds in slow motion. :D

My IBT have been around 15 minutes from the time I hit enter to the first city production screen.

Military
421 Worker (+14)
004 Warrior
004 Archer
005 Pikes
003 Cannon
013 Musketeers
003 Ancient Cavalry (-1)
002 Muskets
003 Longswords
003 German Infantry (+3, 10.10.1)
006 Marine Infantry (-1)
002 Dreadnoughts (+2)
003 Steamer (+3, move 6, carry 5)
002 Ironclads
008 Zeppelins
001 Missionaries
004 Lawyers
000 Great Artist (none that are German)
027 Prussian Rifleman (-2)
007 Fokker D (-1)
031 Gotha4 (+1)
003 Enslavers
067 Ehrhardt (-7)
035 AV7
002 German Flamethrower
001 War Elephant
012 Preatorian
019 Northeuorpean workers
001 Germanic Spear
007 Germanic Knights (-3)
001 Partisan
005 Heavy Artillery (+1)
005 150mm Howitzers
001 German Cavalry
002 Coastal Batteries
018 Heavy Coastal Batteries (+3)
004 Germanic Swordsman
002 Mullah (-1)
116 Prussian Infantry (no beginning count)
004 Motorized Settlers (+2)
001 Famous Pirate
002 Landsknedt
016 German Arquebusiers

00 Slaves


Current Units: 0871 (-27)
Allowed Units: 1142 (+102)
Support Costs: 0000 gpt
 
Some brutal battles there, but that's CCM. The important thing is to keep pushing forward, as we did. :goodjob:

I'm up, but this isn't a got-it, since I still don't have the art assets for the German rifleman (at least) and can't load the save. Civinator, do you know what I should do about this? Anyone else? :confused:
 
NP, could you do a search in your CCM directory for "German Rifleman" and "German Rifleman.INI"?

I don't have anything labeled German Rifleman in my CCM installation -- I have German Infantry and Prussian Rifleman :crazyeye: CBob's handoff file opens on my system.

Could you have a slightly older version of CCM installed?

Edit: On further searching, I find "German Rifleman" in CCM's PediaIcons.txt, in the following two lines:

#ANIMNAME_PRTO_German_Rifleman
German Rifleman

But it doesn't seem like it's actually used.
 
Thanks--that set me on the right track. :cool: I just copied the "German rifleman" folder as "German infantry", and I can load the save now.

So, I've got it now.
 
Another great story in your epic game! :clap::) I especially enjoied the part with the "Uber-Infantry-Man". :thumbsup: Sometimes I like it, when you get more resistance from the game.

About the German Rifleman: Part of that problem was Firaxis` poor decision, to name their WW II Infantry: German /Russian/... rifleman. In the first stage of the development of CCM this mod was concepted as 60 MB download for Civ Complete, containing all new concepts of CCM that can be covered with the normal 2X 30 MB upload restriction of CFC. In that stage a lot of things in CCM were compressed, including advanced paths to units hidden anywhere in Civ Complete. Some of the old entries in the pediaicons file stayed until today, as they (normally´) seem to do no harm for the performance of CCM. The industrial foot infantry units for Germany are called "Prussian Rifleman" (about 1871), "Prussian Infantry" (WW I) and "German Infantry" (WW II -the PTW unit).

Northern Pike, it seems, you are the first who has problems with that entry. A lot of people played CCM as Germany and all here was working fine for them. At present I can´t say what really triggered your problems, but I will have a closer look on it. Are you running the Civ Complete Version or the Vanilla version, that was upgraded with the two expansion packs (PTW and C3C)?

One other thing: Your stories, your screenshots and your reports are so great, that I think, you all have to earn five stars for it. :) On the other side I´m the creator of that mod and therefore it may not be ok, if I give you this rating. May be if another reader of this story also thinks you should get five stars for this story, I want to ask this civer to give you the five stars, that you deserve for it. :)
 
Civinator and Vmxa, thanks for the five stars--most flattering. :king:

Northern Pike, it seems, you are the first who has problems with that entry. A lot of people played CCM as Germany and all here was working fine for them. At present I can´t say what really triggered your problems, but I will have a closer look on it. Are you running the Civ Complete Version or the Vanilla version, that was upgraded with the two expansion packs (PTW and C3C)?

Ah, that points to the answer. I installed Civ III on my current computer with just vanilla, Conquests, and the 1.22 patch, since PtW isn't necessary to play unmodded Conquests. So of course I don't have the PtW unit you chose as CCM's German infantry. Fine detective work. :hatsoff:
 
Still lurking but 5 stars are happily granted/earned.
 
What mods are you using?
:faint:

Uhm, er, the mod is CCM.

CCM is a full blown redo of the basic game. It is rather recent. This is the first SG of this mod focusing on a Race to the Moon Victory Condition, the CCM equivalent of a SpaceShip VC. There is also a AW SG with this mod, Rat41, and another SG and one solo game by ThERat where he explains about the mod.

No Diplomatic or Cultural VCs are allowed in CCM. Only Conquest, Domination and Race to the Moon. Plus, it uses all 31 civs but not all of them are from C3C. No Armies, lessened corruption, no building maintenance and settlers, workers and artillery are autoproduced, though later you can build settlers and workers.

This ain't C3C, not by a long shot.

Download it today!
 
:faint:

Uhm, er, the mod is CCM.

CCM is a full blown redo of the basic game. It is rather recent. This is the first SG of this mod focusing on a Race to the Moon Victory Condition, the CCM equivalent of a SpaceShip VC. There is also a AW SG with this mod, Rat41, and another SG and one solo game by ThERat where he explains about the mod.

No Diplomatic or Cultural VCs are allowed in CCM. Only Conquest, Domination and Race to the Moon. Plus, it uses all 31 civs but not all of them are from C3C. No Armies, lessened corruption, no building maintenance and settlers, workers and artillery are autoproduced, though later you can build settlers and workers.

This ain't C3C, not by a long shot.

Download it today!

this is certainly an exciting race. I'm enjoying the ride fer shure.
 
Help!! what do I have to do to use that supply caravan????
 
send them to your capital, pick them up with a unit and you get 25gold each
 
My apologies for the long silence. I'm basically done and I'll post within 24 hours.
 
1817 (1): By assigning 166 scientists and raising the science rate to 80%, we cut our time to MassProd to four turns.

We rush exactly 100 research structures, along with four town centres, two commercial docks, a harbour, and a hospital.

Hmm, I don't notice that our operations in Carthage earlier this turn were supported by our own garrisons. So a lot of those losses so excitingly described by CB were avoidable. ;)

We'll approach Persia through Shantung to Persia's NW, since we're at war with China anyway. We get started by overrunning five Persian riflemen and a Persian marine inf on the approach march. We lose an AV7 (6-1).

Our first attack against Persian units on Persian soil brings India into the war against us, due to an MPP. India is distant and this conflict will be as irrelevant as our wars with Spain and Turkey.

We take Shantung, held by two fire lancers (8-1).

We remove Ergili's garrison, held by an arq (9-1).

We storm Ergili, held by four riflemen, at the cost of an Erhardt (13-2).

We dispose of Dariush Kabir's garrison, held by an arq (14-2).

We seize Dariush Kabir, held by two riflemen (16-2).

We can't neutralize Pasargadae's garrison, but we capture the city anyway, for the loss of an Erhardt (held by four riflemen; 20-3).

Outside cities, but still in this theatre of operations, we smite nine assorted Persian units (29-3).

We pick off a redlined Carth rifleman, and a Carth arq holding a bypassed garrison (31-3).

We lawyer down a Mongol lawyer/Great Artist pair outside Akropolis Now (33-3). We gain a Great Leader we'll save for next turn, since we're finished attacking.

Our enemies hardly attack--one redline-and-retreat and one loss by the Persians (34-3).

The interturn takes an hour--not because the program performs slowly, this time, but because more than a hundred cities need new builds.


1818 (2): After our mini-offensive last turn the Persians hold ten mainland cities:
 
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