Rat 40 - Introduction to CCM

ThERat

Deity
Joined
Nov 29, 2004
Messages
11,503
Location
City of one angel
Now that CCM has been released for a public beta test, it is time to talk about a new succession game that I had in mind ever since I joined as a pre-beta tester.

This mod CCM plays very different from standard C3C. In my mind it has very nice new game elements such as auto produced units, religion, extended tech tree, autoproduced settlers and workers (and thus no city spamming for the early part of the game) and much more.

What better way than using a sucession game to introduce the game to a great audience.

I will wait for more results from the beta test as the game still has issues with crashes and freezes. Once the game seems reasonably stable though, I would like to start a SG here. In my mind, this game has really great potential as the Civ 3.5 some people always talked about.

I post this early also to gauge any interest in this CCM SG
 
thanks Greebley for the interest.

I have been contemplating to play a game alone first and post it under the story section so as to introduce this mod to others to create more interest. The German civforum has one such story and it does create some buzz...
 
Last I looked the mod was not stable, so that is a problem. What can you say about the religion aspects? I really hated it in Civ IV as it was too powerful. Not sure I would care for the enslave aspect either. It seems similar to the power one could wield in Civ2 with a diplomat/spy.
 
vmxa, I agree that there are issues left with CCM and that we did have freezes and crashes at times. These issues need to be dealt with befiore starting a SG for sure.

I have thus decided to get a game going where I will introduce some of the new features of CCM. This will hopefully make it easier to get into the game and get mroe interest. A SG will then follow once the game can be considered stable.
 
I'd definitely like to see your solo game. :cool:
 
Lots of interesting mods out there. If I could get the dern things downloaded, I might partake.
 
I' d like to try, "If"
1) RL let me
2) I'll manage to instal
3)Understand a little "new rules".

Basically what is
9. New Government settings.
10. CCM Movement Rules
and how
1. ICS-tactic (Infinite City Sprawl) stopped ?
2. Religious implementation is improved ?
 
have a look at my solo game to see what CCM is all about
 
Now that the mod is in a stable condition and all major issues are cleared up with only one issue causing a crash (if a Civ is eliminated with a settler still alive the game will crash), I would like to start this SG.

I would suggest the following settings for a nice introduction to the mod.

Verison: CCM 1.4
Difficulty: Emperor
Map: Huge Continents with 31 Civs
Barbarians: None as I hate them
Victory: any of the enabled conditions, means domination, conquest or space
Civilization: to be discussed

Beware that CCM play very differnt from normal C3C as settlers and workers are autoproduced for a great part of the game. Once we have a team assembled, we can discuss further details.

Anyone would like to join now?
 
Where can I download version 1.4? I don't claim to have looked very hard ;), but the links I can find are to earlier versions.
 
here you go...btw that is not a sign up is it?

CCM 1.4
 
It is now. :rockon: Thanks for the link.
 
I'd rather think about our problems and our options in this mod and choose a civ accordingly. In particular, slavers are a monstrous PITA early in the game, and warriors aren't sufficient to protect settlers and workers from them, which is an argument for starting with BW/spearmen. We'll also need to consider whether we want the GLib, and if so, whether we can afford any detours at all from Writing --> Literature; this too will influence what initial techs we choose.

In addition, with so many new civs in the mod it would be boring to end up with an old one.
 
I agree with choosing a new Civ though everything has changed and the UUs we used to know are changed as well. I found Rome/Italy amazingly powerful early on due to their early barracks.

Barracks are an issue in this game. If we play as warmongers, republic is out as a government due to the lack of barracks. Even monarchy is problematic for lack of early barracks. Theocracy is good, though it has the same tile penalty as despotism. Governments are overall more balanced with no clear favorite.

As for the early slaves, workers and settlers now do spot them and that makes defending a little easier.

Personally, I find getting enslavers and chariots very important in the early game. Chariots are autoproduced by a wonder that does not need horses.

Anyway, we can discuss more once we start the game. Maybe the others could have a look at a Civ they like to play. And we need a few more participants.
vmxa, do you like to join?


Roster
ThERat
Northern Pike
Greebley
- empty -
- empty -
 
I can't play, I don't have the mod or the time, but I can't wait to read it. :goodjob:
 
I am going to post a few starts tonight for us to select. It will hopefully get some more players to sign up as well.
 
lurker's comment: I'm interested in seeing how this game plays out. Not something i would ever play myself but could be good to read :popcorn:
 
Back
Top Bottom