Rat45 CCM - Gideon's Band

We control 51% of the world’s territory, 48% of its population. There’s plenty of play left in this game, but not many turns—fifteen or twenty, perhaps.

We’re set up to sneak our way onto the other continent using neutral territory and an airfield, build up without much fighting, and explode out of our bridgehead after that. We have a very small force north of One-Tile Crap Island, which should be able to land three tiles NE of Merv next turn, shelter behind the forests for the interturn, and then build an airfield. If this doesn’t work for some reason, we have two somewhat larger task forces trailing behind it which can try the same thing.

Once we have an airfield, everything we’ll need on the other continent except early tanks—including Lancias, workers, fast settlers, Great Artists, and a Leader—can be brought in by airlift. We can replace the Korean town of Chonju with one of our own controlling the uranium source, Leader-rush National Uranium Mine for a trade route allowing rails, and the rest should be easy.

(So if it seems safe, it might in fact be better for the task force to spend an extra turn at sea and land on the forest/tundra/game tile two east of Chonju. In that area we could even base the whole operation on Halle’s rubber rather than Chonju’s uranium. Whatever the next player decides about the details will be fine.)

We’re also rushing up a normal ship chain, with dreadnoughts protecting steamers, leading from the far northwest of our continent to the target area of the other continent. This will let us bring early tanks and elite cav over, and gives us a backup if the finesse approach to getting ashore doesn’t work.

This plan is completely dependent on our having a Leader available to rush National Uranium Mine, of course, so we shouldn’t use the Leader now in Jerusalem for anything else unless we’re absolutely, metaphysically certain we can generate another while mopping up the five remaining Roman stacks around Olliphane in the northeast of our continent.

With not many turns left in the game, our doing full research is just a symbolic gesture. If we’d like to cut research to 30% and have about 2500 gpt available for rushing, that would be perfectly rational.

I’ve done very little rushing for the upcoming interturn, to leave the next player’s options open, so he should look over the builds before hitting Enter.

We have a stack next to Faro, so we can re-take it and see what happens whenever we sink another Portuguese ship that might contain a settler. They have one suspicious stack off Meribah in the northwestern tundra, which we should be able to attack soon, and another right off One-Tile Crap Island, which will be harder to do anything about for a while.

We have a ship chain to Tschai on the island off Hebron, and we can raze the two Canadian cities there whenever we want.

We’re at war with the Chinese, and may have the chance to savage a galleon fleet of theirs with ironclads next turn.

We have over a hundred ordinary attack units in Milan, to heal while suppressing resistance during the safe interturn. Specialized units are in or around Jerusalem, and Great Artists in Kadesh (Military Academy).
 
Northern Pike (just played)
Greebley (on deck)
CommandoBob
THeRat (UP)
LKendter (swapped)
 
LOL - are we close to controlling all religion in the game?

Now we do. :D Since ours is the more advanced continent, almost all of the Wonders were built here.
 
Amazing, but again, nothing less expected from you, NP :goodjob:

Will see how far I can get our invasion
 
We made great progress, though I don't want to know how many hours that took.
 
Greebley,

no worries, so far I only opened the game and got stunned by the size of things.
 
Hmm...looks like I need to read The Star King by Jack Vance. I don' think I've read anything of his before.
 
I'm glad you caught the reference, or Googled it. :cool: I'm a tremendous admirer of Vance's, while being aware that he's a specialized taste. Like Lovecraft or (in a very different field) Wodehouse, he's an utterly individual writer far more distinctive in the way he uses language than in his subject matter. So readers who feel the magic of his style think he's a genius, while those who don't can't see what the fuss is about; no one is likely to be indifferent.

The Star King, and the Demon Princes novels of which it's the first, are a good point of entry to Vance's works, but the reader should be prepared for a low-key opening rather off the main point. This sort of stylistic quirk probably kept the mainstream F&SF audience from fully appreciating Vance, though he did win the Hugo and Nebula awards. It's also important for the new reader not to be alienated by all the peculiar names Vance invents before everything clicks into place, so to speak, and he realizes that they're part of a sophisticated and calculated artistic effect.
 
So I think we could try it with a 2 MV Superworker equaling 4 normal workers (each with 20 cost and 1 pop-point) and giving that superworker 80 cost and 4 pop-points plus iron and coal as a perequisite. :) The superworker will replace the normal worker.

Let's not be half-hearted about this ;); since the whole point of the superworker is to reduce the number of mouse motions involved in railing a tile, surely it should have the power of at least six normal workers.

Also, I don't think we have to be completely literal-minded and linear about how the population cost of the superworker scales with its power; pardon me if my previous post on the point was misleading. I'd prefer to see my hypothetical x6 superworker cost more than six normal workers in shields but less in population, say 200 shields but three or even two population points. My concern here is timing, since when we discover Steam Power in a CCM game we typically have only a medium-sized empire of largely uncorrupt cities, and to start abusing them by building units with a tremendous population cost would be bad play. Thirty or forty turns after Steam Power we tend to have plenty of cities we can treat ruthlessly--but at the time, no. So I'm concerned that if the pop cost of the superworker is set too high, rational strategy will prevent us from building it at the point in the game when we most need workers, and the objective of having fewer but more powerful workers on the map won't be attained.

Notwithstanding these concerns about detail, I'm delighted that you're addressing this problem in CCM II. :thumbsup:
 
Lurker:

Yes they cannot be x6 at 6 pop. Remember there are solo players as well. No more than 3 pop. The thing is the players are going to make as many workers as they need. Making them bust towns does not help the AI.

Players will just make fewer supers. Then they will be stuck with the extra labor that adds nothing to the enjoyment nor to the balance.
 
Houston, we have a problem:

Need the team advise what to do. Am on the IT after my second turn and the Vikings are taking out the last Roman city which causes the game to crash. We still have a deal with the Vikings for 1 turn.

I tried to demand them from leaving our territory which they comply with. What should we do. I could declare war on them and take out the units next to the Roman capital in order to prevent that crash, but our rep might be done with.
 
I could declare war on them and take out the units next to the Roman capital in order to prevent that crash, but our rep might be done with.

I'd say go ahead and do that. We'll win the game in the same number of turns now whatever our reputation is, so it doesn't matter practically; and a departure from our usual standards to work around a technical problem won't cheapen our victory.

I've been wondering and asking about the problem of surviving settlers in AI-AI wars since we started playing CCM, and I'm only surprised that it took this long to rear up and bite us.
 
Lurker:

I suspect that due to not using the GUI the check will not be done and the game will not crash.
 
Lurker:

I suspect that due to not using the GUI the check will not be done and the game will not crash.

What´s GUI?

Unfortunately there is no actual screenshot about the situation. Sometimes a very small different action by the player can change the situation. May be you can move your units so the Scandinavians must take another route or you can attack them with a HN-unit.
 
The Viking units are right next to the Roman city. I tested it, declared war on Scandinavia, took their unit and the game continues.

I will continue to play that way then. Like NP, I am also surprised to see this for the first time.
We are really lucky that this situation can be salvaged.
 
What´s GUI?
Graphic User Interface. Not a Dos Box or command line interface.

In this case, the part of the overall game that the player can see.

What vmxa is saying is that when a civ dies that the player cannot see, the game does not do the 'isThisCivStillAlive' check. But when the player can see that civ, the game does do that check.
 
Ah, very informative; thanks to both of you. That explains why most intra-AI eliminations aren't a problem then.
 
At this point I don't think our rep matters. I agree with the actions against the Vikings. We weren't abusing the game.

IIRC my turn was already high on the percentage to domination. After NPs crazy round the numbers had to go up a lot.

We can't lose even with a busted rep. Especially with a lot more cities running out of buildings and heading into pure military mode.
 
Graphic User Interface. Not a Dos Box or command line interface.

In this case, the part of the overall game that the player can see.

What vmxa is saying is that when a civ dies that the player cannot see, the game does not do the 'isThisCivStillAlive' check. But when the player can see that civ, the game does do that check.

Thank you very much for the explanation. :)
 
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