LK168, Greece, Sid Attempt

Spoiler:
LK168_AD1914.png

And yes, after 6-8 hours of play I am still on the first turn.
 
Civinator:
Issue: Mark VIII are supposed to have Blitz Attack but are giving me the "can't attack more than once message.
Greebley, thank you very much for pointing me to that error. :)

That error was reported in the CCM 2 thread a longer time ago and is fixed for CCM 2.6.

https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-54#post-16408743
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-54#post-16410654

Screenshots of CCM 2 succession games with lots of tanks on it are rare events. I like them. :)
 
Preturn: Look over situation. Looks like Magreb has Bulldozers. We have sufficient cash that I decide to go for it with steals:
0) Check Fez to see if building a unit that is more advanced (don't have CAII)
1) Caught on safe steal
1.5) we plant a spy
2) Succeed on safe steal
3) failed safe steal
4) failed safe steal
5) Succeed safe steal
6) Succeed in getting Mobile Infantry and Buldozers.
Down to 24k and unsure if Magreb has next tech so stop here. However, I will try later if I can get enough cash from taking Magreb cities.

Also rush some Settlers including our home continent. If we are at max cities these will be sent across. If not, I will fill space on our continent.

Population being lower is mostly due to razing cities. I will be keeping them so we can reach 66% pop as well.

1914 AD:
Magreb:
Capture Algiers for 76xx gold.

Canada:
Capture Calgary - Spears red-line two of our tanks. Capture Winnepeg and the Canadians are no more. The units next to our town vanish.

Got more gold so I try to steal another Tech (improved tank design) and succeed from Magreb. This gives us a Vickers-> MK 8 Cromwell tank upgrade with an attack of 14. I upgrade some.

Oh our heavy Tanks are now attack 15 as well after upgrade.

Magreb:
Capture Leptis Magma losing a Tank.

Italy: Build road and city to capture Virconium from the South. Lose a Tank doing so.
Another town and Lugdunum is ours. Italy has a stack of 107 and many other units as well so I may try to eliminate. Build a 3rd city to reach Syracuse. We lose a Heavy Tank but gain a leader. Brundism and Hispalis are both surrounded by hills and we barely have enough to take out the two cities. I will want to build more Partisans for those tougher towns to capture (edit: turn a stack of 24 into Partisans)

Planting a spy for Italy is successful which is fortunate as they do have a sea bound settler. I find it using steal plans and we can reach with our current ships, but not sink it yet.

Another town enables us to reach The Hague, but I think I will sink the boat first.

Magreb:
Capture Rusuccuru losing 2 units.
Capture Ghent with one loss.
We capture Casablanca costing us 4 units (and red-lines as well) but captures Transcontinental RR.
More bad RNG and Rusicade costs us 3 untis to capture.
Lose 2 units attacking Sabratha.
Capture Tangier with some loss.
Capture Eindhoven with a loss of 2.

IBT: Miscalculated the movement of some Magreb armored cars and they take two tactical cities and kill/capture some workers. Won't be hard to get back.

I see another suspicious Roman Boat and find they had a second Settler. I really don't want to deal with their 150 odd units if I can help it so will work on killing that one as well. We do kill the first settler we found (note that the second one was a different type so missed it the first time).

1915 AD: We have 54 native Bulldozer and 23 Foreign. Will make planting cities faster.


Take back two cities gaining 10k gold. Start killing the Magreb Armored Cars. Find the Cromwell tanks can't attack twice which will make them much harder to become Elite.

Magreb:
Capture the capital Fes and nearby Marrakesh. Lose 2 total

There are 3 more cities to the south on a Peninsula, but using the Cromwells on cities that require all 3 moves to reach since they can only attack once (Tanks will deal with the distance 2 that might have an extra attack if not injured or a weaker unit).

Attack Oea near Amsterdam (now owned by Magreb).

Last Italian city is in the way so I capture it losing 2 Harley.

Namur is surrounded by hills so we use Partisans to take it out. Several losses since Partisans are weaker.

Ariana the new capital falls easily having only one defender.

Leptis Minor red-lines several tanks before being captured.

Lose 3 Cromwell taking out size 31 Zarsis

Capture Zama with a loss of 2 Tank.

Capture Amsterdam but lose 4 Tank doing so. Get Olympic Games. Also has world religion.

Go back to the Peninsula and Capture Rabat losing 3 Tank.

Capture Annaba and Casblanca.

Magreb now has 3 cities, 2 on islands and one past the Dutch. May try to deal with the islands if the game lasts long enough.

We had at least 3 leaders generated.

Gained a lot of cash from Magreb so I spend around 60k on Tanks on the other continent. We have around 100k left. Will be concentrating on Military only. Also upgraded 117 Workers to Partisans for more attacks per turn (don't want to waste infantry and tanks on minor Italian units).

IBT: I placed 47 Partisans along with Infantry in the city the Italian large stack was next to. Leads to huge losses on both sides, but we get some Vet Partisans out of it.

Gain the Marine Corps rushed by a leader last turn. This is near the size 2 Beja so we could take it out when we get a Marine Unit (city + defended radar - we bomb radar to red-line so marine can take out defender and land). Note that I don't think the game will last long enough for us to complete this plan, but we don't have much we need to rush.

Oceana's boats are annoying and I don't think we will reach them so I make straight up peace with them.

1916 AD: We had 38 Partisans after the battle (that includes the new ones created we lost a lot more than 9) These attack the Italians and destroy one of the stacks. I then use the 117 others and there are still a bunch of Italians (45 or so). I damage them and kill the xbows so they won't attack next turn.

Magreb:
Take back Leptis Magma for 7k gold. They have 53k left.
I notice they have 99 defenders for 3 tiny cities. Steal plans and find them milling about north of us. They are/were fighting lowlands.

Lowlands:
Capture Antwerp with loss of 2 Tanks
Capture Utrecht losing 2 Cromwell and a Tank.

We now have enough in land area (I forgot it was 58 so we are actually at 61%) and so I merge about half the workers to get to 59%. Not used to population being the harder one to get since I don't usually raze everything. I did notice we did not build Aquaducts so the new cities are pretty much useless for increasing our population. Fortunately enough cities were kept we make our largest cities max sized.

Good timing too because we would have had to deal with the Arabs (ROP or attack and deal with the units in our territory.

I am including the save just before I hit enter. The IBT is fairly long and the turn by turn display didn't show after 10 minutes when I cancelled.

Hit enter. Get one smaller flip and we win:
LK168_AD1917a.png


LK168_AD1917b.png
 

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Congrats on wrapping it up.

Who wants to do LK169 - AWM?
 
LK169 - AWM
LKendter
Greebley
 
Congrats on wrapping it up.

Who wants to do LK169 - AWM?
Ditto on the congrats Greebley.

Lee: add me to the list.
Are we going to use the latest Flintlock Patch?

What about modifying the Flintlock .ini file to allow building right next to enemy cities? That is how CCM 2 was before we started using the Flintlock patch.

I would prefer to play a civ that we have never been in the CCM series
 
Are we going to use the latest Flintlock Patch?

What about modifying the Flintlock .ini file to allow building right next to enemy cities? That is how CCM 2 was before we started using the Flintlock patch.

I would prefer to play a civ that we have never been in the CCM series

Yes, we should get the latest version of the Flintlock Patch.

How do others feel about cities 1 space away?

I'm also trying to get new civs. The only repeat was due to the perfect map situation for small conquest.

LK169 - AWM
LKendter
Greebley
Jersey Joe
 
Congratz for another win and an entertaining game
 
I am ok with cities one space away as long as we don't exploit it by a 'line' of cities burrowing into AI territory that we are not at war with.

It would also be a bit much if we plan a city right next to an enemy one so we can attack with infantry the same turn. It negates terrain and the need for fast units.

We didn't do these last games so it shouldn't be an issue.
So
1) No city adjacent to a city we don't own.
2) If NOT at war, don't exploit by going 'one further' into the other civ's land. - This would not be an issue in AW
 
1) No city adjacent to a city we don't own.
IIRC, the Flintlock patch can be set to enforce this, but still allow adjacent towns in home territory, e.g. to make canals across 2-tile isthmuses (isthmi?), or to correct the "off-by-one" placement of a captured AI town towards a coast or freshwater (if you feel so inclined!)
 
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Does anyone know what happens is we use the Flintlock patch to allow us to only have cities next to cities we own and we capture a city build a town next to it. Then, a turn or more later the previously captured city rebels and rejoins a different nation? At the time of this happening does it matter if we are at war with that nation or not?

Personally, I liked being able to settle right next to enemy cities, especial in forests, jungles and mountains.
 
Congrats, team! Greebley, thanks for getting us across the finish line.

I'll play the next one, too.

+1 for both CCM 2.6 and latest Flintlock.
 
LK169 - AWM with Latest Flintlock.
LKendter
Greebley
Jersey Joe
Elephantium
Cities 1 tile away from enemy cities = Yes / No
LKendter - lean yes, since that is how base CCM works.
Greebley
Jersey Joe
Elephantium
 
LK169 - AWM with Latest Flintlock.
LKendter
Greebley
Jersey Joe
Elephantium

Cities 1 tile away from enemy cities = Yes / No
LKendter - lean yes, since that is how base CCM works.
Greebley
Jersey Joe
Elephantium - yes
 
Congratulations to the team and thank you very much for your great reports. :hatsoff::clap: The most astonishing for me was, that the victory was achieved in only 304 turns!

Civinator, it sounds like 2.6 has some fixes. Is this version playable/complete?

CCM 2.6 is playable since a longer time (and my last test games were and are very interesting), but it still needs about three weeks of work. It is now set with the R16 preview version of the Flintlock mod. The upload will contain a mod-specific configuration file of the Flintlock mod for CCM 2.6.

During the game tests many of the changes in the game settings had to be changed again. The most prominent of those changes was the setting of land artillery, that now is possible with the Flintlock mod. Test games showed, that finally this setting in the end is another huge advantage for the human player. During the tests the artillery upgrade paths and settings were changed several times. Now the "old" CCM land artillery settings stay the same, but after horse artillery (with dimmed down movement bonus) a new unit line with field artillery was created, upgrading to WW2 SPAs and Cold War SPAs (M109 and so on). The Military Academy now produces a "siege artillery" line with offensive bombardment units upgrading to heavy WW1 and WW2 artillery and later Cold War heavy artillery (M110 and so on).

Anti tank guns and later tank destroyers now are a separate unit line. The movement rate of naval units up from era 2 was speeded up. The new naval convoys available with the R 16 version of the flintlock mod have defense settings of light cruisers and only demand one escort unit of the AI civs. Wotan47 just has created a wonderful WW1 convoy unit and will create a WW2 convoy unit for CCM, too. Until this unit becomes available the unit Troopship will receive the new convoy settings. Airports and harbors since R 16 now show the proper symbols for repairing and upgrading ships and planes. MV-three-units now are only starting to be available with tech Blitzkrieg and the values for partisans and guerrillas were dimmed down. The speed of research was dimmed down too, by switching the improvement observatory to a SW.

The biggest changes were done with the techtrees, so at a first glimpse they mostly look like CCM 2.5 techtrees, but all civspecific flag-improvements have been removed and are replaced by other settings. This step was necessary, as the number of building slots still is limited to 256 buildings and some buildings now are needed for other duties. The religious system now is improved. The former CCM 2.5 Religious Centers now are replaced by Churches, Mosques, Wats, Mandirs and Missions, all with their own city view graphics and all giving 1 happiness. Their happiness can be doubled by owning a religion-specific "Religious Art GW". The cheap different religious communities now only give 1 culture and no more 1 happiness. This setting now is far closer to the religious setting, that I had intended when starting the CCM mod, but couldn´t be achieved in CCM 2.5 due to the limited building slots. The Great Religious Centers (cathedrals) of CCM 2.5 now are renamed to Religious Centers. Two additional religious "Crossover-buildings" are added to CCM 2.6 (Great Mosque of Cordoba and Angkor Wat). Some of the buildings now produce the special strategic resources Faith, Electric Power and Capital Ships, only available in the cities where these buildings are standing. Faith is needed to build Religious centers, Electric Power is needed to construct several industrial buildings and for the autoproduction of units and the resource Capital Ships for the construction of later Pre-Dreadnoughts, Dreadnoughts, Battleships and Carriers. Another special strategic resource (Fuel) was under consideration as the Flintlock Mod was not able to fix the hyperlink-bug triggered by the resource oil, but at present I fix this problem with the "Don´t Click Icon" created by Vuldacon. Former test versions of CCM 2.6 had much bigger chains of special strategic resources, but in test games I had the feeling that this becomes too confusing during the game play. The new luxury resource Cotton now is enabled to balance the new settings of the religious communities. The techtrees now hold a stronger focus on Industrialization with an additional tech and they also give a new option that I am sure you will like and that you will detect soon.

Besides the new settings of CCM 2.6, that hopefully make the game even more demanding, the Flintlock mod also has some nice new features, among them the new aggressivity of the Barbarians and units with the king-flag performing as normal defenders (the last one triggered a lot of work for me by changing and partly configurating hundreds of civilopedia entries.

Spoiler :

Here are screenshots about era 1 and 2 in CCM 2.6, coming close to the release versions (one additional feature still must be added):

Era1-CCM2.6.jpg


Era2neu-CCM2.6.jpg

 
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LK169 - AWM with Latest Flintlock.
LKendter
Greebley
Jersey Joe
Elephantium

Cities 1 tile away from enemy cities = Yes / No
LKendter - lean yes, since that is how base CCM works.
Greebley
Jersey Joe
Elephantium - yes
The Latest Flintlock refers to Release 15? Is that correct?

I vote to have cities right next to cities of other nations whether or not the cities belong to enemies.
 
LK169 - AWM with Latest Flintlock.
LKendter
Greebley
Jersey Joe
Elephantium
Cities 1 tile away from enemy cities = Yes / No
LKendter - lean yes, since that is how base CCM works.
Greebley
Jersey Joe - yes
Elephantium - yes
 
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