Rat44 CCM - Ultimate Challenge

Twenty-six Spanish units that we can see come off the map. Apart from Oxford, the continent is ours.

We have the leisure now to mulch almost all the British units we can see--nineteen musketmen, eighteen riflemen, three inf, two arqs, two longbowmen, a Schneider, a treb, a pikeman, and a longswordsman. We lose four ET's (418-122) while gaining five partisans, a Great Artist, and a supply shipment.

We sink two British paddle wheelers damaged by our bombers, but don't have anything available to attack the steamer one is escorting (420-122).

We bomb and sink an Indian ship of the line approaching our shores--the first sign of activity from our overseas enemies (421-122).

We sell Corporation to Persia for 117 gpt and 261 gold.

Ten partisan victories this round yielded six partisans.

Twenty-six lawyer victories this round generated fifteen Great Artists.

Fifty-nine elite victories this round produced one Great Leader.

I've never seen results that unbalanced--extremely good Great Artist luck and incredibly bad Leader luck, even for a mod without Heroic Epic. Fortunately the Artists are a lot more important at this point in a CCM game.
 
Calcutta, nine tiles away from our port of Surrey, looks like our natural landing point on the other continent. The Indians have coal right there, and iron thirteen tiles away. We have sixteen steamers in Surrey and nine nearby, which would allow an initial landing of 125 units--probably enough, given that the Indians don't have rails built. So we could be ashore in India a little before we have Atomic Theory/fast settlers in five turns; but if the next player prefers to build up a little more and wait for the mobile settlers, that would be fine too.

The British have three steamers off their former south coast which could be carrying settlers. One we'll easily sink next turn, at which point we should take Oxford again to see what happens. However, the other two have a good lead on our steam frigates and may be hard to catch. When Cordoba and Santander come out of resistance, we should rush steam frigates there to catch the British steamers in a pincer movement. Our current bomber units can redline British ships but don't have lethal sea bombardment.

London contains ten bombers we've been using to bombard British ships, and almost all our obsolete units to reduce the chance of a flip. We should evacuate the city next turn, rebasing the bombers, unless a utility shows the flip risk to be zero.

We're keeping specialized units including Great Artists in Washington, cav in New York, early tanks in Boston, and Hotchkisses in Philadelphia. Most of our non-elite riflemen are suppressing resistance in our recent conquests, but that won't take long with the cities of eliminated enemies, and then they can join the invasion force.

The fun of building 50-100 airfields, and the railroads to them, will probably fall to the next player. ;) There are eligible locations fairly close to our core, but if we want them all in one place the German/Polish desert is the best choice.

We can afford a great deal of rushing, but I didn't do much on my last turn, to leave the next player's options open. Since we've been short-rushing most of the units we produce, our towns are not necessarily micromanaged for efficient production without rushing.

We have some coastal towns at thirty shields, which can short-rush forty-shield steamers in one turn via workers--Calgary, Quebec, and Sapporo. Ottawa produces one-turn steamers without short-rushing.

We have one city, Teayo, not yet on our rail net.
 
Just astonishing :hatsoff:

Must have been quite a crunch to take all those enemy cities out. Well on our way to victory :goodjob:
 
The ends game to this series is insane. I think that report took more time that a lot of turn sets do.

I think the end game with this is even more crazy then my world map games.
 
Great work, NP

I have got it. I should be able to play this weekend.

Note that you can build stuff in resisting cities - it just costs disbanded units. If you don't want to use useful units you can combine it with using the 2 hp drafted units. There is usually a city that can lose population. I have used this strategy to hunt down settlers in boats near resisting cities.

If you don't want to lower cities populations you can also build and chop down forests near the city.
 
Most ingenious nuances. :thumbsup:

Thanks for your various kind comments, gentlemen. :cool:
 
I'm about to start travelling, and I won't be able to play again until around August 25. It looks as though we're on schedule to start the next game then--perhaps with republic and democracy the only permitted governments after despotism?

Not much needs to be said about this game now--just :hammer: until :high5:.
 
Have fun NP...hope the holidays will be great :D

By the time you return, we might want to start said game...its time to taste democracy
 
This seems definitely wrong - US Cavalry can't be airlifted.

This is noted for the next biq (which will come with a new mainfile and is completely rewritten from the scratch, allowing to see the upgrade paths for foreign civs much better in the civilopedia and adding some new civs like Australia/Oceania, Maghreb and Brazil). Thank you very much for hinting on it :)

And a big "thank you very much" to all players of this succession game, who give us such an excellent story to follow on. :clap::goodjob:
 
This is noted for the next biq (which will come with a new mainfile and is completely rewritten from the scratch, allowing to see the upgrade paths for foreign civs much better in the civilopedia and adding some new civs like Australia/Oceania, Maghreb and Brazil). Thank you very much for hinting on it
Sounds exciting. You will be forced to remove a few Civs then I guess.
 
Sounds exciting. You will be forced to remove a few Civs then I guess.

Yes, Australia/Oceania replaces the Mayas, the Maghreb is an update of Carthage, Brazil replaces Portugal and may be Argentine or South Africa replaces the Arabs (as there so many Arabic civs now in CCM). The Dutch will be renamed to Lowlands, so the "unloved" Dirk Jan De Geer can be replaced by Leopold III.
 
My 'apprentice' worker now upgrades to Partisan. Is that on purpose because I don't need workers anymore?

Yes Greebley, this is intended. I pushed the modding for autoproduced units to the edges. :) The partisans/Guerillas must be autoproduced, too, as with their HN/enslave combination they would become to powerful, if they could be produced normally. On the other side the buildings available are limited (256) Therefore in my eyes it was good solution to change the autoproduction from workers to partisans when workers could have been produced normally.
 
Preturn: Several cities hadn't been adjusted for end of war so I did so, putting the clowns to work.
I drafted in our fastest growing cities to build 2 frigates near the Steamers next turn.

IBT: Rome declares on Koreans. Koreans, Carthage at peace With Carthage: Dyes deal came up for renewal. Got it for furs and tech. Also got 103 gpt for another tech after a misclick where we donated a tech. Hungary and Turkey are now at peace.

Tlatelolco deposes us for the British. That just doesn't seem right especially as its size 3. Lost a regular unit

1801 AD: There are now 3 British towns so a settler has settled. I also sank 2 of the 3 Steamers I could see.

Capture Oxford. Destroy Brighton. At least one steamer is destroyed. We can reach Tlatelolco with a Partisan so we take the city and the English are gone.

Load troops onto some Steamers

IBT: Russia and Arabia sign a peace treaty.

1802 AD: Landing on other continent. The initial landing is 120 units.

IBT: Arabia and Mayan at peace, China & India form a MPP. Given that we landed in India last turn, it means war.
We fiight of the first Indian attacks losing one unit.

1803 AD: We have moved our planes close so we can bombard the defenders of Calcutta and the nearby garrison to 2 hp. Take out Garrison and then city without loss. 3 units next to the city killed without loss giving us a great Artist (we have 2 more in the stack. Use the great artist. Garrison and Airfield built. We have coal next to the city (this city was ideal - close across the ocean, coal, and hill next to city) so we can build the national coal mine when we get a leader.

We can also reach Madras with our tanks so we capture it. We lost a tank.
Also steal maps from Incan and fail with Hebrew. 2 more fails where black still exists, and then succeed with carthage. This gives us most of it. The Hebrew/Indochina/China area is still black but we are at war with China and Indochina, so done with map stealing for now.

<note I lost my turn log from 1804-1806 so I will not give exact reconstruction>
We have 55 airfield in the southwest desert (clear spot on our minimap). First send over units, then workers.

We used our clan to build a town and the first leader to rush the National Coal Mine. This gave us the ability to build rails.

Lots of Isreal units show up. I didn't think they were after us but they attacked Madras putting us at war. The number of units that showed up so quickly seems to indicate they were planning to attack India, but since we owned the city they attacked us instead.

Isreal has tons of low level units - Knights, elephants and such first then the slower ones with def 4 Arquebusier being the best defense. This turns out to be a boon for making our Tanks go to elite. There are so many of them they kept me mostly busy. By 1806, most of the fast units are gone and the slow are showing up.

In 1804 we used Hotchkiss to capture Delhi. I think we lost 6 doing so.
In 1805 we capture Lahore with Hotchkiss.
In 1806 we Capture Karachi and Bombay. We are finally starting to build rails. Sent over 53 workers and 2 of our first settlers.

End summary: Here is a picture



IBT: As expected the Indochinese Cavalry on the edge of the picture attack our city, but we hold the attacking ones off.

Isreal forces attack our stack next to Karachi. Enough units are near enough that they take it out with lots of losses. They also attack Kirachi itself, but only dent the defenders.

Delhi flips. It has Ganges Pilgrimage. I had lowered the defenders to 2 so we lose just a little.

1807 AD: We take back Delhi
Using a plane for recon shows us:



Each Chinese stack is about 30 Ancient Cavalry.

I was thinking of taking Bangkok, but I don't have enough units to do that and clear out the surrounding units (I still have the Hebrew units to deal with). Instead I bombard the road one South of Bankok. This cuts the road and forces speed 2 units to stop before attacking Jaipur. That way I can kill the units on attack instead of defending in Jaipur - a huge advantage for us.
I will pick off units for the initial rush and then advance. It looks like a mountain road could be cut that would block Indochina. I may try bombarding it when it doesn't have units on it though that would mean moving the bombers north.

I also build a garrison in the area to help out the attacks.

Capture Indochina city of Bangalore.
Build Dallas to capture Kolhapor losing 2 Tanks
Build Los Angeles to capture Hyderabad, losing 2 Tanks and gaining a leader which I air transport to the other continent.
India is destroyed!
Pare down the Isrealites that can be reached.

Notes:
The rush by Isreal is pretty much over. They are low tech and could be taken over.
We only 1 settler over on the far continent, but I rushed a few for next turn. I switched some but not all cites with 2-5 shields over to settlers for the long term. The rest are building Town Centers, so can be switched and rushed at any time.
We are at peace with Inca and Persia so our East is buffered by them. However, some civs to the East have likely started sending units because we are at war with them.
Israel is reasonably big and primitive so we could grab their cities without much work. China next to them are sending ancient cavalry and such so are also primitive. This would give us the westmost bulge of the continent as ours. I think we should grab that first.

 
I have had the game long enough, so I am giving it up after 7 turns. I am not sure I will have time tomorrow. The next player will get to deal with the Chinese rush. With the road cut you should be able to kill the units before they can attack. This includes the Indo-chinese cavalry. I think we should be able to advance into Hebrew area while holding off these attacks.
 
Nice setup for the overseas war :goodjob:

It will be some sort of grind for the time being. Roster hasn't been posted for a while. There has been some shuffling around, but we could follow this:

The Roster:
ThERat
Northern Pike - away on holidays
Greebley
Elephantium - up
CommandoBob
 
I need a swap, possibly a skip.
Let's see if a swap works out.

Got it.

Plan to get a strategy post up tomorrow, which will help me get reacquainted with the game.
 
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