1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

CCM 101: A Primer

Discussion in 'Civ3 - Stories & Tales' started by CommandoBob, Dec 31, 2011.

  1. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    CCM (Civ Conquest Mod) by Civinator is a vastly different version of Civ3 than what most of us are accustomed to playing. Civinator has taken elements from Civ4 and grafted them into Civ3, shifted other things around, add here, subtracted there and has ended up with a substantially harder game to play. It looks familiar but playing CCM like it was Civ3 is the wrong thing to do.

    CCM does away with Diplomatic victories and both Cultural ones. Your options are Conquest, Domination or Space (Race to the Moon). All three will involve significant warfare. So, if you have an aversion to pointy-stick discussion with your AI neighbors, this is probably not a mod you will enjoy. Then again, there are no building maintenance fees, so you can fabricate every wood shop, tool shed, civic center and house of worship in the inventory and not slow down your economy. Builder's paradise!

    Civinator does a good job of explaining most of the changes at CCM - The Information Sector. This is an informative thing to read but it doesn't really prepare you on how to play the game. There are too many changes and a cursory reading of the changes leads to information overload. After you play the game this information is much more understandable. Reading about Enslavers, for instance, does not prepare you for the damage they can and will do to your empire.

    This thread is designed to get you over the hump of playing the first 100 turns or so. In those turns you meet most, if not all, of the major changes introduced into CCM.

    Do not mistake this as a criticism of earlier games that sought to explain CCM. It is not. This attempt is better understood as a reflection of how I learn and how I sometimes need things explained to me. My C3C reflexes were so strong and ingrained (it was the first Civ game that I completed any game above Chieftain) that CCM was like playing a totally different game. It takes some relearning to play it well.

    The game that follows is played straight. There was one reload to correct a really stupid mistake and another time to refight a battle (first time was the best) but there was no going back 5 turns and starting over. Otherwise, what you see is what you get, goofs and all. It ain't pretty, but I hope it is helpful.

    [EDIT]
    A Table of Contents seems like a good idea.

    CCM Topics
    CCM 101 Rome
     
    Last edited: Mar 30, 2018
  2. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Download the game and get everything unzipped and placed properly. Civinator explains how to do this and there is no need to repeat those instructions. Then start up C3C, select Civ-Content from the opening screen and then select CCM-v1.7.biq. And now we are at the Choose Your World screen. The first thing to select is the World Size.



    What is different: These are the same names, but the sizes are not the same.



    This is not an obvious change, so if you are thinking starting on a 'normal' tiny map to get a feel for the changes, think again. The Tiny map in CCM is the same size as the Standard map in C3C. And the Huge C3C map is CCM’s Small. The big jump is CCM's standard size map. It is more than five (5!) times larger than C3C's. But it only has 24 of the 31 civs in the game. To have the Baskin-Robbins experience (31 Flavors/AIs) you need to go to CCM Large or Huge.
    For this game I chose huge, pangea and 60% and mid settings on the rest. These values have not changed from C3C.

    Then to the next screen.




    What is different: To the left is the list of which Civs you can be, all 31 of them. Byzantines, Celts, Hittites, Iroquois, Ottomans and Sumeria are gone. In their place are Austria-Hungary, Canada, Indo-China, Israel, Poland and Turkey.

    What is different: At the bottom are the Victory Conditions. The Blues are the ones in play. And you cannot change them. Supply Shipments are new. They function like Caravans in Civ2. Victory Point Scoring is turned on but it should not be a factor.

    What is different: Look at the attributes for Rome. Militaristic, Commercial and Organized? Three attributes? Yes and Yes. Organized means Religious. And every civ has three attributes. Every civ is Organized/Religious due to how Civinator has redone the Anarchy period when switching governments. We'll get into the details later. Rome is still Rome, though it looks a bit different.

    (Note: in biq 1.7 Britain and France have a new attribute called Diplomatic. This allows them to sign Military Alliances, which is not allowed for other civs. This allows them one standard civ attribute; Seafaring for Britain and Commercial for France. In biq 1.8, when it is released, the Diplomatic attribute is slated to be removed.)

    Hint: Set the AI aggression to Most Aggressive. This will encourage AI vs. AI warfare, which works to your advantage.
     
    Last edited: Mar 30, 2018
  3. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    This is our world when we begin:



    We start with two (2) settlers and 1 worker. We are next to fresh water and 2 BGs are nearby. Not bad, not great, some potential...anyway, we build Rome where we stand. And a palace is built automatically.

    What is different: Everyone starts with two settlers, not one, and a worker. Expansionist civs also get a scout.

    What is different: Workers, and captured slaves, have a movement of 2. All terrain to them cost 1MP to move into. Worker actions take the same number of turns, regardless of terrain. Workers can also spot Invisible Units.




    What is different: In CCM The Palace is considered a Small Wonder, which means a pop-up screen and some music. To really see what is different, we must go to the civilopedia.



    Notice effects D, E and F. The Palace acts like a Barracks from C3C. Nice, now the capital doesn't need to build a barracks, The Palace does all of that work. What it doesn't tell you directly is that barracks work differently. They go obsolete. Government type has an impact upon production of veteran units. But the ability of The Palace to train better than average troops never goes away.

    Notice too that The Palace auto-produces settlers every 20 turns. Settlers cannot be built until the tech Atomic Theory is learned, in the Third Age. This is a game changer. Huge. No more settler pumps. No Rapid Early Expansion. No peeling off a settler to deal with unhappiness. All that is gone.

    This is like changing the rules in American football so that in the first half 20 yards are needed for a first down instead of 10. That’s right: Twenty yards instead of ten for a first down. It is that major a change. Not impossible, but definitely more challenging.

    Thus, on turn 20, 40, 60 and so on, a new settler will become available in the capital. We’ll see how that plays out.

    Here is what Rome looks like.

    Rome
    Spoiler :




    Nothing too surprising in the unit builds. Scout, Warrior, Archer and Roman Spear. Roman Spears have different graphics from a normal Spear, but aside from that they are same.

    What is different: Slavery and Roman Symbol are new improvements, while Worker Houses and Slaver's Hut are new small wonders.

    • Slavery: Increases productivity by 25% at the cost of -1 culture per turn. (Warrior Code -> Enlightenment)

    • Roman Symbol: Available only to Rome, this small 10 shield building generates 1 culture per turn. Since the capital already has The Palace and it also generates 1 cpt the value of this in the capital is dubious. In any other city it has great value since it can create a border expansion quickly and cheaply.

      Each civ has its own version of this build, some with civ specific names or the generic National Flag.

    • Worker Houses: Act like barracks (veteran units, healing and upgrading) and auto-produce an Apprentice every 12 turns. An Apprentice upgrades to a Worker since workers cannot be built until the Third Age when the tech Explosives has been learned. We need this improvement, but not in the capital. It can go in our second city, since it will be a quick build (10 shields). Then both our cities can produce veteran units.

      Workers every 12 turns, another significant difference from C3C.

    • Slaver's Hut: Auto-produces a new unit, Enslaver, every 10 turns.

      Enslavers are Invisible units that can attack other units without causing a war to start. They also have the ability to enslave any unit they defeat in battle. These things are nasty. You will hate them until you learn how to use them.

    Before we finish out this first turn, let's examine the tech tree.

    Ancient Empires (First Era)
    Spoiler :




    What is different: CCM has 24 techs in this era, C3C only 21. However, none of these 24 are optional, while Literature, Monarchy and The Republic can be skipped in C3C. Also, except for Literature, every tech leads to another tech, finally ending at Chivalry. There are eight Tier 1 techs here instead of the normal seven.

    The way the tech tree is set up, researching from left to right just won't work as well as it used to. Philosophy (Tier 3 in both games), which before needed Alphabet (Tier 1) and Writing (Tier 2) before it could be learned, now needs Writing (Tier 1) and Mathematics (Tier 2) plus Polytheism (Tier 1) and Mysticism (Tier 2).

    To get out of Despotism is not easy. In C3C, both Republic and Monarchy, Tier 4 techs, needed four techs before they could be researched, and sometimes only three, if you were the first to finish Philosophy. Here, while both advances are only Tier 3, Monarchy requires six separate pieces of knowledge prior to learning its secrets. Republic demands three more than that, for a total of nine. Writing and Polytheism, at the bottom of the tech tree, lead to Monarchy; the other Tier 1 techs point to Republic. Philosophy still gives a bonus tech but now it is on the shorter Monarchy path and not Republic's.

    What is different: Notice the blue circles in Writing (Tier 1) and Trade (Tier 2). These are the specialists that become available with each tech. Scientists are invented when Writing is discovered and Merchants arrive with Trade. Until then, the only specialists are Entertainers.

    In Game Actions
    We start a scout, to explore the world. It looks like we are in the SW corner of this world, which makes defense and expansion easier. We have some neat options to chose from but we need to know where our neighbors are and what the surrounding land looks like.

    For tech we start learning about Iron Working, which leads to Roman Forts, an early barracks. It is unique to Rome and will be around throughout this age and into the next, until Ballistics is learned.

    We send our other settler eastward and moved our worker 1E, where he began to mine a BG, 12 turns.
     

    Attached Files:

    Last edited: Mar 30, 2018
  4. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    We mentioned earlier that our worker is building a mine on a BG. Let's look at the worker unit and worker actions in some detail.

    Worker Turns


    The chart shows the number of Worker Turns needed to complete a task, based upon terrain. The numbers are for Non INDustrious civs in a Despotic government and before the tech that doubles worker speed has been learned. The green cells indicate the fewest number of worker turns in each case.

    What is different: It is not very easy to tell from the chart, but in CCM each worker action takes the same number of turns to complete, regardless of terrain. This, plus the fact that workers, now with a movement of 2, can move into a unimproved tile and begin improving it that turn, is very handy. In fact, for just building roads, CCM has a very definite advantage due to the 2 Movement Workers. Move into a tile, begin to road and finish in five turns. With C3C, move into a tile, movement ends, that turn ends and then three more turns are needed to finish a grassland road, for a total of four turns. Roading hills, forests or mountains and CCM is the far better choice.

    Mining is a very different story. CCM needs 12 turns to mine anywhere and everywhere possible, whereas C3C needs only 6 turns to improve grass or plains. Both games need 12 turns to mine a hill and C3C requires 18 to mine a mountain.

    Railroading is an odd comparison. In CCM, Steam Power doubles a worker's speed and it is learned before Compound Steam Engine, which allows railroads. In C3C Steam Power is tied to the rails and comes before Replaceable Parts and the faster workers. Thus, in-game you would never see a CCM worker take 24 turns to build a railroad. It would be 12 turns due to the worker's speed being increased to 2X. To make sure we are comparing apples to apples the slow speed is used in the table.

    Government makes a difference too. In Theocracy and Democracy, workers work at 150% efficiency (IND speeds). I'm not sure what the speeds are when an IND civ moves into these governments. I think the workers would be at 200% (100 + (100 * .5) = 150; 150 + (100 * .5) = 200 vs. (100 * 1.5 = 150; 150 * 1.5 = 225).
    Most despotic tile improvements tend to be roads and mines. Building a mine in CCM despotism is a significant investment of limited resources. Instead of a mine, you could build 2.4 roads. In C3C, that same mine would take 7 elapsed turns (1 to move onto the tile and 6 to build it) and that translates into 1.6 roads (1 to move onto the tile, 3 to build the road, move onto another tile on turn 5 and spend turns 6 and 7 on the road, not quite completing it). Thus, in C3C, the road building opportunity costs to a mine are much less, as are distances between early core cities, which are generally placed in a CxxC pattern.

    What is different: Workers, whether auto-produced or not, can see Invisible units. This is handy and dangerous. Handy, because now you can find those things you cannot normally see. Dangerous if your worker is unprotected, because that invisible unit will attack the worker.

    What is different: Auto-produced workers are not so easily captured as normal ones. In C3C, any military unit could capture an AI worker without a problem. In CCM, the workers fight back. They die and you get nothing, unless you attack a stack of workers. In that case the defending worker dies and the rest are captured and become slaves. Since workers do fight back, a unit can get promoted from attacking a worker. MGL’s are possible from such a promotion.

    What is different: Workers, whether auto-produced or not, have no population size. When you are able to build them on their own, the city does not decrease in population when the worker is born. The same is true for settlers, too.

    They do cost upkeep however.

    What is different: Sometimes workers are not tradable. They cannot be bought via trade. They will show up in MapStat as being in the capital, but they are off limits. However, at other times, they can be bought. Investigate each time, maybe you will get lucky.

    What is different: The auto-produced workers are a different unit class than regular workers. In a stack of 2 auto-produced workers and two normal workers, these guys will not move at the same when you use the Move All Units of the Same Type command/hot key. This is not a game killer, but it can be frustrating at times.
     

    Attached Files:

    Last edited: Mar 30, 2018
  5. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview
    In 3800 BC Rome finishes a Scout and starts another. Next turn Milan is founded, next a river and 3BGs. Milan begins the Small Wonder Worker Houses, which will give us a Worker every 12 turns. This SW doubles as a barracks, too, regardless of government type. In 3550 BC the Scout in Rome completes and we begin another Small Wonder Slaver's Hut. This same turn the Worker Houses are done and Milan starts on an Archer.

    Worker Houses
    Spoiler :




    The culture of Rome expands our borders.

    Rome 3500 BC
    Spoiler :




    In 3400 BC our first BG is mined outside Rome and we begin to road it. In 3200 BC we sell Warrior Code to Russia for The Sail and 37 of 37 gold. We just met. Our first road completes in 3150 BC. A Clan appears in Rome in 3000 BC.

    City of Rome, 3000 BC


    Poor city management lets Rome riot.

    A List


    Some busybody makes a list that they think is important. Rome is snubbed but too proud to complain.

    Key Points

    Slaver's Hut


    This Small Wonder is easy to overlook, but it should be a first build priority for any civ you play. It increases tax output, which is nice, but the real prize is that it auto-produces Enslavers every 10 turns. Enslavers are the secret weapon of the First Age.

    Enslavers are Invisible, a feature not used very much by C3C. In CCM, Invisible is used a lot and in every age. Each Invisible unit has the ability to enslave the unit they are attacking and turn it into a Slave. In C3C Mayan Javelin Throwers have this enslaving ability, so this is nothing new. Adding it to a unit you cannot see is new.

    Workers and Slaves can see Enslavers and other unseen units but only when they are adjacent to that unit. Enslavers can also spot other Enslavers, but only when they are close by. Their undetectableness has limitations.

    Enslavers are not just Invisible, they are also pesky purse snatchers with a movement of 2, attack of 2 and defense of 1 (2.1.2). They can attack anybody and not start a war. And they will. Expect it. They are worse than Impis.

    Unlike Impis, they can also be attacked by us and that also does not start a war. An Enslaver is fair game to be hunted by each and every civ not its own. It is always 'Enslaver Season'.

    The AI uses Enslavers to snipe at exposed units and even small stacks of units. A lone Archer or Spear is sure to draw the attention of these guys. They will attack cities. Workers and slaves are Enslaver magnets, also.

    Enslavers will bother your border cities, but not interior cities. This early in the game, however, every city is a border city, so that is no help.

    The best defense against Enslavers is caution. Escort your workers and settlers at all times, preferably with two escorts. Enslavers will defeat Spears, so be careful. As much as possible, don't let units end their turn by themselves in a tile. Keep units in your cities to prevent them from being grabbed after a lucky attack.

    When you are attacked by something unseen, try to make note of which direction the attack came from. If you have healthy surviving units, hit back the next turn at that tile. These bad boys can retreat from a losing battle and heal, so if you find one or one finds you, by all means try to kill it.

    You can also blunder into a battle with the Enslavers. Make the most of it.

    When you get one of these guys, do unto the AI as the AI has done unto you. Snipe any exposed units but be careful about counter attacks. Use them as Super Scouts to fog bust inside an AI's borders.

    The biggest strategic bonus with this unit is the ability to enslave and create slaves from defeated enemies. Granted, these enslaved units are a step below normal CCM slaves, but take what you can get. Defeated units that are enslaved have a movement of 1 (just like C3C), not 2 like workers that are captured. However, they look like the Move 2 dudes and that fact can lead to problems. You may have enough slaves together in a stack to road a tile in 1 turn, but if any of them have a movement of 1, that tile will need take two turns to road.

    As much as possible, keep the Move 2 Slaves and the Move 1 Slaves segregated into separate stacks. Later, when you can build workers, the Move 1 Slaves can be upgraded to Move 2 slaves.

    Clans


    Finally, our third city arrives. Almost.

    The Clan is a placeholder unit. On its own it is nothing. It can move. It can be attacked and die. But it cannot build a city. Settlers build cities, not Clans. In order to be useful the Clan must be upgraded to Settler. In this case a Southeuropean Settler. There are others, such as Asiatic Settler, Indian Settler and Southamerican Settler. The Palace auto-produces the Clan every 20 turns. The Clan is then upgraded to the appropriate settler for the civ. This is a free, no cost upgrade. Like any upgrade, it uses up any remaining movement points for the unit, so we don't get our Settler until the next turn. But it now exists.

    In theory, we could move the Clan to Milan and upgrade it there. Both The Palace and Worker Houses allow land units to be upgraded. In theory, yes we could. But we don't. The Clan stays in Rome and accepts the upgrade.

    A Clan is a free unit in that it needs no unit support. The settler it upgrades to will require unit support but not the Clan.

    The Clan to Settler upgrade process seems a bit cumbersome, and to some extent it is. The method behind the madness is that while units can be auto-produced, each building that auto-produces a unit can only auto-produce one unit. Building A can auto-produce Spears, Archers or Scouts. It cannot produce all three. It cannot produce a Spear, wait some turns, produce an Archer, wait some more turns and produce a Scout. Nor can it produce a Spear every 3 turns, an Archer every 5 turns and a Scout every 7 turns.

    However, it can produce a unit that can be upgraded. A Clan can be upgraded; it needs the special tech Hidden Reserve, a tech that cannot be learned or used by the player but is available at the start of the game. Hidden Reserve is used to make this mod work.

    So, The Palace produces the Clan, which is upgraded to a Southeuropean Settler. This unit is only available to Rome, Greece, Spain, Turkey, Israel and Portugal.

    One building but many units. This is more efficient than having a Southeuropean Palace that produces just Southeuropean Settlers. Then there would need to be a separate Palace for each Settler type in the game (an Indian Palace producing Indian Settlers, a Southamerican Palace for Southamerican Settlers and so on). Lots of duplication of work that is avoided by producing the upgradeable Clan. Since the AI must upgrade their Clans, too, the playing field stays level.

    Once you are able to make Motorized Settlers (tech: Atomic Theory), The Palace will still continue to produce Clans that must be upgraded.

    Turn Log
    Spoiler :

    4000 BC
    Rome.

    Start next to a river. Build Rome, Palace completes start a Scout. Worker heads 1E to mine. 2nd settler head 1E also.

    3800 BC
    [IBT]
    Rome: vScout -> vScout in 5.

    3750 BC
    Milan is founded, next to a river and 3 BGs; starts on a Worker House, due in 5 turns.

    3550 BC
    [IBT]
    Rome: vScout -> Slavers Hut (SW) in 17.
    Milan: Worker Houses -> vArcher in 10.

    3400 BC
    First BG is now mined, begin to road, 5 turns.

    3350 BC
    25 gold from a hut.

    3250 BC
    [IBT]
    Someone in red shows up.

    3200 BC
    We meet Russia.
    We trade Warrior Code for Sail and 37 of 37 gold.

    3150 BC
    First road is now done. Move 1SE and mine another BG.

    3150 BC
    [IBT]
    Milan: vArcher -> vScout in 4.

    3100 BC
    The SE scout disturbed some natives.

    [IBT]
    That scout dies.

    3000 BC
    A Clan appears in Rome. We upgrade it.

    [IBT]
    Rome goes cranky, my bad.

    2950 BC
    Raise luxury rate to 10% and Rome is happy.
     

    Attached Files:

    Last edited: Mar 30, 2018
  6. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 2950 BC we get our first Apprentice in Milan.



    This is upgraded to a Southeuropean Worker. We learn that Russia is building Stonehenge, which auto-produces a Prophet every 8 turns. Rome finishes the Slaver's Hut and starts on an Archer.





    Naples is founded in 2700 BC and starts on Slavery. Next turn we meet the Vikings. Russia starts the Temple of Baalbek. Like Stonehenge, it auto-produces a Prophet every 8 turns. Vikings are building The Colossus. We discover St. Petersburg to our NE. We met India and did not know it, only to find out they too are building Stonehenge. In 2580 BC we stumble into Delhi but nothing comes of that meeting.

    Roman Core 2540 BC



    Key Points
    Apprentices
    Getting our first Apprentice is a big deal. Just like a Clan, the Apprentice unit must be upgraded before it is useful. Like the Clan, it has a lot of units it can upgrade to. Unlike the Clan, later the Apprentice will upgrade to a Partisan, but that event is far in the future. Also, we get a new Apprentice every 12 turns. That is faster than a Clan, but still leaves a lot of work to be done in the meantime.

    It is turn 21 and our next worker will be useable next turn. During the early phases of the game that is not too bad. In C3C, at turn 21 and almost three cities, most of us would be considering how to juggle making workers and settlers in addition to the military. The common mantra, at least one worker per city, is hard to do in CCM. With the limitations on cities, the more extended spacing between the cities and the rather slow process of gaining new workers, every worker action is now super-critical.

    What is different: See the mountains near Naples? At this point in the game, the only units we have that enter the mountains are our workers. This doesn't seem like a big deal but it is. Units cannot enter mountains until workers have put a road in the mountain. And that unit must be on that road in order to qualify. If we roaded from the BG 2SW of Milan to the north mountain, then an Archer could move from that BG into the north mountain. If the Archer were 3SW of Milan, on the grassland, it could not move onto the mountain, since there is no road from that tile into the mountain. It is not enough that the mountain has a road. There must a road from the tile you are standing on into the mountain before you can move onto it.

    This also means that if there is no road from your tile to the mountain that attacking units in the mountain are impossible. Retreating into a mountain is impossible, too.

    This means that mountains are now true barriers and protectors. You can road your side of a mountain range, post outlooks and be safe from attack. Enemy units will be forced to navigate hills or other gaps in the mountains; gaps that you can exploit.

    Prophets
    Prophets are enhanced Enslavers, with a rating of 3.1.2. Prophets are auto-produced by certain religious wonders, The Temple of Baalbek and Stonehenge. Any civ can build these Great Wonders once they learn Polytheism. Feudalism expires both wonders. In addition, the civ Israel has a dedicated Great Wonder that only they can build, Solomon's Temple (Polytheism -> Alchemy), that also produces a Prophet every 8 turns.

    Like Slavers, Prophets are invisible, attack on the sly and can be killed with impunity. However, they can move onto mountains, which Enslavers cannot do (unless a road is present). As a Move 2 unit, they can retreat from combat. If they win in combat, they do not enslave the defeated unit. Instead, one third of the time it becomes a Monk. A Monk is a Great Cultural Person and their sole use is to Culture Bomb a city, adding 100 culture to the city and thus expanding the borders by 2 tiles (if the city has no culture). A Monk cannot be disbanded.

    Each civ also has a Small Wonder that can auto-produce other invisible religious units, such as a Missionary, Yogi, Priest, Brahmin and Mullah. These small wonders live from Religion to University and then their effects expire.

    Religion in CCM
    Unlike Civ4, where your religion influenced how others liked you, it does not work that way in CCM. The other civs don't care about your religion. There is no need to try to gain favor with a civ by switching to their religion. They just don't care. During diplomacy and trade it is a non-issue.

    In fact, if you never build Temples, then you can ignore religion for a while, until you capture three temples. Then it becomes a consideration.

    Once you build or otherwise acquire three temples, you now have the option of building a religious community. Each civ has a default community it can build, but some Great Wonders will affect that choice and even add one of a particular community to each of your cities. A religious community is a 10 shield building, very cheap, and produces 1 culture per turn. They are a cheap border expander. They are also needed before you can build a Level 1 religious building in that city. These buildings cost 80 shields, also add 1 culture per turn and make one (1) unhappy person content. Each religion has a Great Wonder that doubles the happiness enhancement of the Level 1 buildings. There are also Level 2 religious buildings that require the Level 1 to be built beforehand. They make 2 unhappy people content, produce 3 culture per turn and cost 160 shields. Some Great Wonders will double their happiness effect.

    As mentioned earlier, each civ, depending upon their religion, can build small wonders that auto-produce invisible religious units.

    Once your civ has three religious communities in it, it now becomes possible to build the Great Wonder Worldreligion X which will put a religious community of brand X in each of your cities.

    If you capture a city that has such a Great Wonder, you now control it and now benefit from it. Each of your cities now gets an X religious community and can now build those Level 1 and Level 2 religious buildings. Capture a second such Great Wonder and it happens all over again with brand Y.

    In CCM religion does not enhance your fighting or anything like that. It will make your cities less unhappy. Since Markets in CCM do not work like they do in C3C, having some feel good buildings may be necessary.

    Turn Log
    Spoiler :


    End of 2950 BC, Turn 20
    [IBT]
    Worker House in Milan produces an Apprentice.
    Milan: vScout -> Roman symbol in 4.

    Russians are building Stonehenge, a Prophet every 8 turns (Polytheism -> Feudalism).

    2900 BC
    Upgrade Apprentice.

    [IBT]
    Rome: Slaver's Hut -> vArcher in 4.

    2850 BC
    Southeuropean Worker works just as fast as Initial Worker; starts to mine a BG.

    2800 BC
    [IBT]
    Milan: Roman symbol -> vArcher in 5.

    2700 BC
    Naples is founded, starts on Slavery, due in 25.

    [IBT]
    Rome: vArcher -> vScout in 2.
    A ship comes sailing by.

    2660 BC
    We meet the Vikings. They know Pottey but won't sell it.

    [IBT]
    Russians are building Temple of Baalbek, a Prophet every 8 turns (Polytheism -> Feudalism).
    Scandanavians are building The Colossus, extra commerce (Bronze Working).

    2620 BC
    We find St. Petersburg to our NE.

    [IBT]
    Get the preboot from Russia.
    Rome: vScout -> vArcher in 4.
    Indians are building Stonehenge, a Prophet every 8 turns (Polytheism -> Feudalism).

    2580 BC
    Inital Worker finishes his 2nd mined BG and now roads.
    We find Delhi and talk to India. Nothing we can buy at the moment.

    [IBT]
    Get the preboot from India.
    Milan: vArcher -> vArcher in 5.
    *
    *
    *
    30
    *
    *
    *
    2540 BC*** #30 ****
    [IBT]
    Vikings plant Uppsla 5SE of Milan. Not good for them.
     

    Attached Files:

    Last edited: Mar 30, 2018
  7. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 2540 BC, during the IBT, the Viking city of Uppsala is placed 5SE of Milan. In 2500 BC we buy a slave from India for 100 of 144 gold. Our scouts determine that Russia is bounded by ocean to their north. Enslavers Hut produces our first Enslaver. Workers House produces another Apprentice. We learn Iron Working and start on Writing. In 2340 BC we sell Iron Working and gain Masonry, The Wheel and Pottery.

    In 2260 BC something bad happens. Naples is captured by Invisible units and becomes Scandinavian. Vikings also start on The Pyramids, a Great Wonder that auto-produces an Egyptian Settler every 30 turns. If this wonder is yours, you get five settlers in 60 turns while everyone else gets just three. In 2180 BC Rome produces another Clan. The Clan gets upgraded and the Assyrian tribe teaches us Polytheism.

    Roman Core, 2140 BC


    Key Points

    Naples, Oops!


    This was so preventable. And while it is a great teaching tool, it is also a glaring mistake. Naples was building Slavery when it had no defenders. I knew that was risky but never sent any defenders to the city. I could have changed the build to a Warrior but did not. In the end, this was my fault.

    However, having a Warrior in the city might not have saved it. A Warrior is 1.1.1 and an Enslaver is 2.1.2. The Warrior could have defended the city, died and the end result would have been the same with Naples being owned by Norsemen.

    Rome now has two cities and the Vikings have four. That is a bad situation. Rome is down a city to everyone. Russia and India have three cities.

    At the moment Rome is at a real disadvantage.

    Fortunately, Rome is also just producing military units. Enslavers and Apprentices have their prerequisite building built thus no need to divert and build them. Both cities will produce veteran units, courtesy of The Palace and Worker Houses. That is critical. We also gained another Apprentice/Worker, so mining can go faster; 6 turns instead of 12. And we bought a slave which will help us out. We have 3 workers and 1 slave to do improvements. Not enough but they are all we have.

    Rome, at the end of 2260 BC, was netting 7 spt or 3 turn Archers/Spears. Milan is netting 6 spt, so 4 turn Archers/Spears. At this point we have 6 Archers and 0 (zero) Spears. We need some Spears for city and stack defense but we need Archers to inflate our military strength to the other AIs. Rome is training the very first Roman Spear while Milan is cranking out another Archer. Our six Archers are in Rome (two of them), Milan (three more) and one Archer protecting two workers 1SW of Milan. The other worker stack, 1W of Milan, our first worker and slave, is in danger. After Naples was captured, and thus proof that Enslavers were prowling around, we did move an Archer out of Milan to protect the worker and slave stack.

    The Pyramids
    This Great Wonder has a very special bonus. If it is yours, you get an Egyptian Settler every 30 turns. In 60 turns, you could have 5 new cities while the rest of the world only gained 3. Of course, this game is not just about how many cities you have but how well you use the cities that you do have.

    Even so, with settlers so scarce, this is a nice wonder. And if you capture it, it still produces Egyptian Settlers. The first citizen of the city it builds is now that of your civ, not Egypt.

    Turn Log
    Spoiler :


    End of 2540 BC, Turn 30
    [IBT]
    Vikings plant Uppsla 5SE of Milan. Not good for them.

    2500 BC
    Buy a worker from India for 100 of 144 gold.
    Raise the luxury rate to 20% to keep Rome happy.

    [IBT]
    Rome: vArcher -> vArcher in 3.

    2460 BC
    Russia is against the sea to the north.

    [IBT]
    Slaver's Hut in Rome produces an Enslaver.

    2420 BC
    [IBT]
    Worker House in Milan produces another Apprentice.
    Milan's borders expand.

    2380 BC[/I]
    [IBT]
    Iron working -> Writing in 21 at 80%.
    Rome: vArcher -> vSpear in 3.
    Milan: vArcher -> vArcher in 4.

    2340 BC
    Sell Iron Working to Russia for Masonry (their monopoly tech) and 95 of 168 gold.
    Sell Masonry to India for 1 gpt and 145 of 145 gold.
    Sell Iron Working to India for The Wheel.
    Sell The Wheel and Masonry to Vikings for Pottery and 11 of 11 gold.

    Military



      • 01 Worker
      • 03 Scout
      • 06 Archer
      • 01 Enslaver
      • 02 Southeuropean Worker
      • 01 Slave
        • On-hand Units: 13
        • Allowed Units: 28
        • Cost per turn: 00
    Weak to Vikings
    Average to Russia
    Strong to India.



    Turn 35

    2260 BC
    We spot a Russian Chariot but our Enslaver can defeat it.

    [IBT]
    Naples is captured by Scandanavia with Invisible Units. It had no defenders.

    Scandanavia is building The Pyramids, Egytian Settler every 30 turns (Masonry).

    2220 BC
    Move an Archer to protect a worker stack.

    [IBT]
    Milan: vArcher -> vArcher in 4.

    2180 BC
    [IBT]
    Clan is produced in Rome.

    *
    *
    *
    40
    *
    *
    *
    2140 BC*** #40 ****
    Clan gets upgraded.
    Assyrian tribe teaches us Polytheism.
     

    Attached Files:

    Last edited: Mar 30, 2018
  8. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    With invisible units running around, we keep our newest settler in Rome. We just lost one city to the unseen and don't want our settler to suffer the same fate. Rome and Milan are producing vArchers. In 2060 BC we get another Enslaver. In 1980 BC we escort our settler out of Rome.

    The Temple of Artemis is completed in Delhi, India, 1980 BC.
    The Colossus is completed in Athens, Greece, 1900 BC.

    In 1860 BC we declare War on the Vikings and loser an Enslaver to an rSpear in Uppsala.

    The Pyramids are completed in Persepolis, Persia, 1860 BC.

    We see our first Stealth Attack at Uppsala. The city becomes Roman in 1820 BC.

    Stonehenge is completed in Carthage, Carthage, 1820 BC.
    Temple of Baalbek is completed in Jerusalem, Israel, 1820 BC.

    Venice is founded NE of Rome, 1780 BC.

    Roman Core 1740 BC


    Key Points

    Viking War
    Since we lost a city to the Viking it seems only fitting that they give us one back. We can't recapture Naples. It is still size 1 and would just auto raze, which doesn't help us any at all. No, the best thing to do is take Uppsala, which is not too far from Milan. In addition to gaining a city, Uppsala has some good production tiles around it; 3 BG, a Cow and situated next to a river. Once we get it, starve it down and grow it back up to a decent size, it will be a vital, core city.

    Our Stack of Doom was rather small; one vEnslaver and 5 vArchers. We lost the Enslaver but all the Archers survived. The city was defended by 2 Spears, an Archer and Enslaver.

    Stealth Attacks
    On our first Archer attack on the city, we got this pop-up:



    Some units in CCM can perform stealth attacks upon other units. The Archer is only one of them.

    Four things to keep in mind about stealth attacks:
    1. It is unit specific. It either can or cannot execute a stealth attack.
    2. It has limited targets. The Archer can stealth attack other Archers, Warriors and Enslavers, but not Spears. This is set in the .biq file but is also listed in the civopedia. Bowmen and Early Swordsmen are also valid targets, but we have not seen them in this game.
    3. There must be two or more valid targets in a tile. Two Archers, two Warriors, two Enslavers or any combination that adds to two or more.
    4. If only one valid target is in a tile, no stealth attack occurs.

    In attacking Uppsala with just Archers, we got this popup on the first attack because an Archer and Enslaver were defending the city (Rule #3). We killed the Enslaver with our first attack. On the second attack, also with an Archer, we did not get the popup because the Viking Archer was the only valid target (Rule #4). Instead, we took out a Spear. Then a second Spear and finally the Archer.


    Stealth attacks can occur against you, too. Having a Spear with a stack of Archers will not prevent enemy Archers from attacking yours. They will just ignore the Spear and focus on the Archers.

    In the Ancient Age, all Archers have stealth attack. After that, stealth attack disappears for a long time. Some artillery have the ability to make stealth attacks but these units are auto-produced. For hand-built units, stealth attacks do not reappear until early mechanized units can be built.


    Wonders Built
    The Temple of Artemis is a rather benign wonder. It doubles the effects of all Temples, making two unhappy people content instead of one (200 shields; Polytheism -> Theology).
    The Colossus gives an extra commerce in every tile that already produces a commerce (200 shields; coastal location; Bronze Working -> Never Obsolete).
    The Pyramids auto-produce an Egyptian settler every 30 turns (300 shields; Masonry -> Never Obsolete).
    Stonehenge produces 50% more science output in that city. It auto-produces a Prophet every 8 turns (300 shields; Polytheism-> Feudalism).
    Temple of Baalbek auto-produces a Prophet every 8 turns (300 shields; Polytheism-> Feudalism).

    Prophets are nastier versions of Enslavers. They are 3.1.2 units and stronger than Enslavers. Like Enslavers they are Invisible and fast movers. They can attack freely, without regards to starting a war and can be attacked freely, without regards to starting a war. They cannot cross unroaded mountains or volcanoes. Plus, Feudalism is an Ancient Empires tech, so their production time is rather limited.

    Since we have not met Carthage or Israel, we may not ever see any Prophets.

    Turn Log
    Spoiler :


    End of 2140 BC, Turn 40
    [IBT]
    Rome: vArcher -> vArcher in 3.

    Scandanavia is building Temple of Artemis, doubles Temple happiness (Polytheism -> Theology).

    2100 BC
    Keep our new settler in Rome and move some Archers towards the Vikings.

    2060 BC
    [IBT]
    Another Enslaver.
    Milan: vArcher -> vArcher in 4.

    2020 BC
    [IBT]
    Rome: vArcher -> vArcher in 3.

    1980 BC
    Settler and Archer head out to build a new city.

    [IBT]
    Indians are building The Pyramids (Masonry).
    The Temple of Artemis is completed in Delhi, India.
    Vikings are building Temple of Baalbek.

    1940 BC
    [IBT]
    5 Archers and an Enslaver move towards Uppsala.

    [IBT]
    That stack is attacked by something invisible; it dies.

    New Apprentice in Milan.
    Milan: vArcher -> vArcher in 3.

    1900 BC
    [IBT]
    Rome: vArcher -> vArcher in 3.

    The Colossus is completed in Athens, Greece.
    Vikings are building The Pyramids.
    Vikings are building Stonehenge.

    1860 BC
    We declare War on Vikings, in order to expand and reclaim what was once ours.
    We attack with our Enslaver at Uppsala and he falls to an rSpear.

    [IBT]
    The Pyramids is completed in Persepolis, Persia.
    Vikings are building Stonehenge.
    Vikins are building The Oracle.

    1820 BC
    Uppsala is captured. It has three resisters. We start a Roman Symbol.

    [IBT]
    We stop two attacks on Uppsala, one visible and one not.

    Milan: vArcher -> vArcher in 3.
    We quell one resister in Uppsala.

    Stonehenge is completed in Carthage, Carthage.

    Russians are building The Oracle.

    Temple of Baalbek is completed in Jerusalem, Israel.

    Vikings are building The Oracle.

    1780 BC
    Venice is founded NE of Rome, claiming some Sugar and Wheat. Starts on Roman Symbol.
    Hire a clown in Uppsala, city now at zero growth.
    Move in an Archer to help with crowd control and counterattacks; three defenders.

    [IBT]
    Rome: vArcher -> vArcher in 3.
    Resistance in Uppsala ends.
    Russia is building The Oracle.

    *
    *
    *
    50
    *
    *
    *
    1740 BC*** #50 ****
    Set Uppsala to starve, to reduce flip risks.
     

    Attached Files:

    Last edited: Mar 30, 2018
  9. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    We begin to starve Uppsala down to size 1. Out east, we lose our last scout to barbarians, but we are pretty convinced that the four of us are rather isolated. We found a 1 tile land bridge/chokepoint east of Russia.



    On our little semi-island, this choke point is in the NE corner, while we are in opposite corner, down in the SW.



    In 1660 BC we learn Writing and start Code of Laws. Our third Enslaver appears in Rome. Soon afterwards we can make peace with the Viking and get either Naples or Linkoping. We want more than just one city, so the war continues. Russia demands 34 gold; we pay to avoid a second front.

    We win a battle with our Enslaver but enslave nothing. Figures. One win out of three attacks with these guys, at least for me.

    In 1460 BC we have a stack of 8 units next to Linkoping. On the IBT something unseen attacked that stack and died and we gain an new Apprentice in Milan; this is our fourth Apprentice.

    The Oracle is completed in Vienna, Austro-Hungary.

    Linkoping shrinks to size 1, so we leave it alone. It has no border expansion, so if we capture it the city will auto-raze. This early in the game we want to capture cities, not raze them, so we look elsewhere for glory.

    Rome produces another Clan and its borders expand to ring 3.

    Hammurabi is completed in Oporto, Portugal.

    We are attacked 6 times by unseen units in these turns.

    Roman Core, 1340 BC


    Key Points

    Land Bridge
    While a bit of luck for us, this is really pretty nice. It means that few, if any, will find us or Russia or India or Vikings by just bumping into us. By boats, maybe, but the AI is terrible with boats and naval operations in general. This land bridge means that we can, if possible, take out our neighbors in relative peace. We won't have to worry about the next civ behind Russia, for instance, since Russia's north border looks to be ocean.

    To put it in terms of the board game Risk, we are starting out from Australia and plan to conquer the world.

    Workers
    At this time we have two worker stacks.

    Our initial worker and purchased slave are improving around the capital, guarded by a lone Archer. Rome is currently at 10spt and is our most productive city. Two turn Archers are nice, but there are still 3 more unimproved BGs that Rome can work. We are a long way from one producing Archers in 1 turn. Rome will need to build Slavery to make that happen and that improvement costs 50 shields. In turn, that translates into 2.5 Archers and we need those Archers now for the Viking war, while Slavery does not help us until Rome is producing 16 spt (16 x 1.25 = 20), which is at least 30 turns in the future. For now, we slowly improve around Rome.

    Our four Southeuropean workers are stacked together 3SE of Milan, protected by 2 Archers. This stack is mining and roading from Milan to Uppsala, mining the BGs first and then coming back to Milan to make a path that does not cross any rivers.

    Making a pathway to Uppsala for rapid troop movement means that Venice is not yet connected. It has two Archers for protection, but is stuck off by itself. After the Roman Fort is built then we train up vSpears for defense.

    Since the four stack is closer to the Vikings than the other stack, it is better defended with two Archers, even though having just one Archer on the smaller stack is a bit worrisome. Taking a unit out of Rome makes the city go cranky, so we take our chances with just the one defender for the worker/slave stack.

    For the initial worker/slave, making mines takes 8 turns and laying a road takes 3; the Southeuropean stack does that in 3 turns and 2 turns.

    Note that the initial worker/slave stack take 3 turns to make a road. That translates into 4.5 Worker Turns. So what about the 5 turns for a worker to build a road?

    Well, it does take a worker 5 turns to build a road but a slave only 9, or 4.5 WTs, since no unit can work a half-turn. I'm not sure how this came about and it is not a big deal but just know that 9 slaves can build a road in one turn and so can 5 workers.

    Wonders Built
    The Oracle gives 2 free tech advances to the civ that builds it (300 shields, Mysticism -> Never Obsolete).
    Hammurabi puts a free courthouse in each city on the continent, which in turn reduces corruption (300 Shields, Code of Laws -> Never Obsolete). The city it is in is resistant to Propaganda. It also adds +1 Happiness to all cities of its owing civ.

    Turn Log
    Spoiler :


    End of 1740 BC, Turn 50
    [IBT]

    1700 BC
    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vArcher -> vArcher in 3.
    Uppsala starves down to size 2.

    1660 BC
    We pick off a Viking Archer at uppsala.

    [IBT]
    We defeat the unseen at Uppsala.
    We lose our last Scout to Barbarians.

    Writing -> Code of Laws in 27.

    Enslaver in Rome.
    Uppsala: Roman Symbol -> Roman Fort in 10.
    Uppsala starves to size 1.

    1620 BC
    Send some Archers towards Linkoping.

    Rome shuts down.
    Venice: Roman Symbol -> Roman Fort in 10.

    1580 BC
    Move an Archer back into Rome and things are Okay.
    Raise Science back up to 80%, Code of Laws in 14.

    [IBT]
    Defeat something invisible outside Milan.
    Rome: vArcher -> vArcher in 2.
    Milan: vArcher -> vArcher in 3.

    1540 BC
    We can make peace with Vikings and get either Naples or Linkoping. I would rather capture them and eliminate the Vikings.

    [IBT]
    Russia demands 34 gold. We are Strong compared to them, but we pay just to keep them happy.

    1500 BC
    [IBT]
    Lone Archer in Venice fights off something unseen.
    Rome: vArcher -> vArcher in 2.

    1460 BC
    We finally win a battle with our Enslaver, but enslave nothing.
    We have 8 units next to Linkoping.

    [IBT]
    Something unseen smites on our attackers at Linkoping.
    Apprentice in Milan.
    The Oracle is completed in Vienna, Austro-Hungary.

    Milan: vArcher -> vArcher in 3.

    1420 BC
    Linkoping is now size 1, which is not good. It will auto-raze and we really want to capture it. Cities are precious this early in CCM.

    We pick off a Viking eArcher with one of our own and exit from around Linkoping. We'll deal with it later.

    [IBT]
    Rome: vArcher -> vArcher in 2.

    1380 BC
    We have two stacks of workers. One stack, with Initial Worker and our slave, is working around the capital. The second stack, now consisting of 4 Southeuropean Workers, is mining and roading from Milan to Uppsala. They can mine a tile in 3 turns and road a tile in 2.

    [IBT]
    We lose three units, including our Enslaver. Two fell to invisible units.

    Rome produces a Clan.

    Rome's borders expand to ring 3.

    Hammurabi is completed in Oporto, Portugal.

    *
    *
    *
    60
    *
    *
    *
    1340 BC*** #60 ****
    Second defender arrives in Venice.

    Milan: vArcher in 1 -> vSpear in 1.

    We have only 1 Spear and it is in Rome. Our forces in the field, all Archers, are fine when they attack but they don't defend so well. So we pull them back some and make the Vikings come to us.

     

    Attached Files:

    Last edited: Mar 30, 2018
  10. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    We get our second Spear on Turn 61. We let Milan make 3 turn Spears and Rome 2 turn Archers. We need better defenders. In 1260 BC we get our fourth Enslaver. In 1180 BC our initial worker and slave stack are attacked. They have one defender and that was enough. This time.

    The Statue of Zeus is built in Sparta, Greece.

    Our next Archer from Rome goes to protect that stack. Last time was too close.

    Linkoping and Naples have both grown to size 2. So we move a stack of doom towards Linkoping. In 1140 BC Code of Laws -> Trade. Linkoping shrinks back to size 1. Buy Mysticism from Russia for Code of Laws and 38 of 282 gold. Sell Mysticism to India for 30 of 30 gold. Trade -> Mathematics in 12 at 70% science. Venice and Uppsala switch from Archers to Spears. Berserk (4.2.1) beats our Spear. Naples shrinks to size 1. Berserk gets bushwhacked. Uppsala is connected to Rome. Fifth Apprentice in Milan.

    We had 5 unseen attacks.

    Roman Core, 940 BC



    Key Points

    Berserk, the Viking UU and Golden Ages
    The Berserk is available to Scandinavia once they learn Seafaring. They start with Sail and that tech is all that is needed to research Seafaring, so it is not surprising that they have it. In CCM is it less deadly than in C3C and costs less, too; 4.2.1 vs. 6.2.1 and 30 shields vs. 70 shields. It still retains the ability to conduct amphibious attacks. It is an early, cheap and very effective unit.

    A Berserk, in relation to Rome, is a steal at 30 shields. It has twice the attacking power of Archers and the same defense as Spears, but only costs 10 shields more. Quite a bargain in Ancient Empires timeframe.

    A victory with this unit does not start a Golden Age for the Vikings.

    No UU starts a Golden Age for anybody.

    Great Wonders are the only triggers for Golden Ages in CCM.

    Which means you should never have an 'accidental' Golden Age because an AI Warrior suicided on your UU and now you have your Golden Age start the turn after you decided to change governments. If you don't build many wonders, then you could still trigger your GA by unknowing building/capturing the right combination of wonders.

    And, a Golden Age lasts for 25 turns instead of 20.

    There are 72 Great Wonders in CCM and 69 Small Wonders. Not every civ can build every wonder, so the list is a bit smaller than it first appears.
    A listing of the various Great Wonders broken down by civ trait and age can be found at CCM: Golden Age Triggers by Great Wonders.

    Wonders Built
    The Statue of Zeus (Bronze Working -> Engineering, 100 shields) no longer auto-produces Ancient Cavalry. That unit is now available to every Civ. Instead, it is a commerce booster, granting one extra trade in each trade-producing tile. Only Greece can build it.

    Turn Log
    Spoiler :


    End of 1340 BC, Turn 60
    [IBT]
    We kill a Viking Warrior and something invisible.

    Rome: vArcher -> vArchr in 2.
    Milan: vSpear -> vSpear in 3.

    1300 BC
    Spears moves towards Uppsala.

    [IBT]
    Uppsala: Roman Fort -> vArcher in 7.
    Venice: Roman Fort -> vArcher in 7.

    1260 BC
    Pick off Archer and Warrior with no loss.
    Move wounded units into Uppsala, since the Roman Fort heals in one turn.

    [IBT]
    Rome produces an Enslaver (our fourth one).

    1220 BC
    [IBT]
    Lose an Archer to an Archer.

    Milan: vSpear -> vSpear in 3.

    1180 BC
    Linkoping is back to size 2.

    [IBT]
    Initial Worker and Slave, defended by a vArcher, were attacked by something invisible. With only one defender that was risky. We survived the attack, but if we had lost it, then very bad news. Can't build workers yet.

    Rome: vArcher -> vArcher in 2.

    The Statue of Zeus is built in Sparta, Greece.

    1140 BC
    New Archer in Rome goes to protect the nearby workers.

    Naples has grown to size 2, also.

    We have a small Stack of Doom, 1 vEnslaver, 1 vSpear and 7 Archers, headed for Linkoping.

    Drop science to 40%, Code of Laws in 1, +11 gpt, 271 in gold.

    [IBT]
    Our SoD Wins one and loses one to the unseen.

    Code of Laws -> Trade in 47 at 40%.

    1100 BC
    Linkoping shrinks to size 1 again.

    Buy Mysticism from Russia for Code of Laws and 38 of 282 gold.
    Sell Mysticism to India for 30 of 30 gold.

    strike down 2 Viking Enslavers, an Archer and an MGL.
    The winning unit is redlined and adjacent to 2 more Archers.

    Trade in 47 -> Mathematics in 12 by raising the science slider to 70%. Math leads to Philosophy, which is needed for Monarchy, a non War-Weariness government.

    [IBT]
    The redlined Archer fights off one unit, promotes to Elite and gains a hit point, defeats an Archer but falls to a second Archer.

    Venice losses to something unseeen.

    1060 BC
    Venice: vArcher in 2 -> vSpear in 2.
    Uppsala: vArcher in 1 -> vSpear in 1.

    [IBT]
    Vikings want to talk. Peace for Peace. Not near good enough.

    Beserk (4.2.1) bests a Spear.

    Uppsala: vSpear -> vArcher in 5.

    1020 BC
    Naples is back to size 1.
    Kill the Beserk.

    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Venice: vSpear -> slavery in 13.

    0980 BC
    Uppsala is connected to Rome.
    Kill an Archer.

    [IBT]
    Milan produces an Apprentice.

    *
    *
    *
    70
    *
    *
    *
    0940 BC*** #70 ****
    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  11. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 820 BC (Turn 72) we make peace with the Vikings in exchange for Naples, Linkoping and Norrkoping. We grow from 4 cities to 7 and they go from 5 cities to 2. Genoa is built east of Venice near some Horses. We had sent an Archer from Rome to Naples, which left one vSpear defending in Rome. Something unseen attacked Rome in 780 BC, but the Spear won out, though it was a bit scary, especially after having lost Naples earlier. Royal Stables, which auto-produces Training Chariots, is built in Rome in 700 BC. In 740 BC the path from Rome to Uppsala no longer has any river crossing. We learn Mathematics and start Philosophy. Horses are connected to Rome in 620 BC. New clan in 540 BC.

    We were attacked three times by things unseen. We won only one time, losing an Archer and Enslaver.

    Roman Core, 540 BC



    Roman World, 540 BC (Zoom Out)
    Spoiler :




    Key Points

    Viking Peace
    I had been checking with the Vikings for several turns about a peace deal. All three cities had been available before, in differing combinations, but only for two cities. This was the first time that all three were on the table, so I took the deal. All are small cities and Norrkoping is on the far side of the Scandinavia, so we may not be able to keep it. Naples and Linkoping are now Roman and will not change hands again. We could have captured them instead of getting them this way but we have already seen how the population fluctuates and the auto-raze danger that creates. We got them at size 1, we'll improve them and grow them up larger.

    The twenty turns of peace will allow Rome to build some infrastructure in the Rome and Milan and allow the new cities to build Roman Symbols and Roman Forts. By the time the peace treaty is over, all three cities should have expanded borders. Eventually, we’ll go back to training up fighting units, since our goal is to remove the Viking menace.


    Roads
    After peace was made, I put five Southeuropean Workers together in a stack, added in two vArchers and started making roads. First, the road for Rome to Uppsala was made river crossing free. Then we connect Naples from Milan and we are now roading from Milan to Linkoping.

    At this moment Rome needs much better roads, even at the cost of improving production tiles. Venice and Genoa are not connected and even though they are reasonably defended they are at risk. Rome to Naples needs to be more direct and we need fast movement between Linkoping and Uppsala.

    Too many tasks and not enough workers is a feature/trait of CCM. With fewer workers, every task is critical. Because mining any tile takes so long it is almost, at times, a bad idea to mine a tile, especially when cities are not connected. With five works we can road any tile in 1 turn and there are many tiles to road. I expect the roadies to be busy for a long time.

    Royal Stables
    Royal Stables (The Wheel -> Engineering, 50 shields) are an odd, hybrid building. They auto-produce Training Chariots every 8 turns, like a Small or Great Wonder, but are considered a city improvement. They can only be built in the capital city, since The Palace is a required prerequisite building. The Training Chariots are immobile until they are upgraded to a real, Civ specific unit (a 3.1.2). They can later be upgraded into Knights.

    Turn Log
    Spoiler :


    End of 940 BC, Turn 70
    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.

    0860 BC
    Bust a Beserk.

    [IBT]
    An Enslaver in Rome.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 4.

    0820 BC
    We make peace with Vikings in exchange for Naples, Linkoping and Norrkoping.

    We gain three size 1 cities, growing from 4 cities to 7, while Scandanavia drops from 5 cities to 2. One of them, Norrkoping, is on the far side of Scandanavia. We have units that can occupy Naples and Linkoping in two turns.

    Milan: vSpear in 2 -> Academy in 8.

    [IBT]
    India is building Ganges Pilgrimage.

    0780 BC
    Genoa is built East of Venice, on a hill near some Horses; Roman Symbol in 5.

    [IBT]
    I had dispatched an Archer from Rome to Naples, which left Rome defended with just a vSpear. Something spirit attacked it, but the Spear won out.

    Rome: vArcher -> Royal Stables in 2.

    Indians are building Worldreligion Hinduism.

    0740 BC
    Lose another Enslaver trying to poach an Archer. Blast!

    Units arrive in Naples and Linkoping.

    The path from Rome to Uppsala can now be made without any river crossings.

    0700 BC
    Archer arrives in Venice, making three defenders in this city.

    Drop science to 0%, Mathematics in 1, +31 gpt, 272 gold.

    [IBT]
    Mathematics -> Philosophy in 42.

    Seige Workshop, anyone?

    Rome: Royal Stables -> slavery in 4.
    Uppsala: vArcher -> vArcher in 4.

    Vikings are building The Great Lighthouse.

    0660 BC Turn 77
    Raise science to 70%, Philosophy in 9, +0 gpt, 303 gold.

    Like in C3C, the first one to Philosophy gets a free tech. It probably won't be us, but I don't trade Math away.
    Naples gets connected.

    [IBT]
    Something unseen attacked and killed an Enslaver.

    0620 BC
    Horses are connected to Rome.

    [IBT]
    Genoa: Roman symbol -> Roman Fort in 10.

    0580 BC
    [IBT]
    We lose a solo Archer to the spirits.
    Rome produces a Clan.

    *
    *
    *
    80
    *
    *
    *
    0540 BC*** #80 ****
    We kill a Spirit.

    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  12. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 540 BC we build Slavery in both Rome and Venice and an Academy in Milan. Next turn Linkoping is connected to Rome via Naples. We get a 6th Apprentice on that IBT. The years-per-turn drops then, down to just 25 ypt. In 425 BC we have a road between Linkoping and Uppsala. We learn Philosophy then, but we are not the first. We get a Training Chariot in Rome, too. In 400 BC we build embassies with our neighbors. Our 9th city, Florence is built in 325 BC. During these turns unseen things attacked us on the IBT 4 times and won 3 of those battles. On our turns we killed 3 unseen things.

    Roman Core, 275 BC


    Roman World, 275 BC (Zoom Out)
    Spoiler :




    Key Points

    Slavery
    This improvement is the first and earliest of the production enhancing buildings; only Warrior Code and 50 shields are needed. In whatever city it is in, the uncorrupted shields produced by the city are increased by 25%. Not total shields; uncorrupted shields. It also has the unusual effect of creating negative culture. It adds a negative one (-1) to the culture of the city that has built it. It is made obsolete by Enlightenment, a late Age of Discovery tech.

    (Note: All buildings that augment production, luxury, tax or research base their augmentation on net values, not gross values. If a city is producing 10 shields but 4 are lost to corruption, then 6 shields will be enhanced/augmented by an improvement. If a city has multiple enhancers, the enhancement for each is calculated separately and each is based upon the net values. When all the enhanced values have been calculated, they are added to the net value to become the total value. For a more detailed discussion see Power Plants: Everything You Wanted to Know But Were Afraid to Ask and Multiplier Buildings: A Practical Primer.)

    The Production Buildings (Improvements only):
    • Slavery (Warrior Code (Ancient Empires) -> Enlightenment (Age of Discovery), 50 shields, +25%)
    • Migrant Workers (Democracy (Age of Discovery), 10 shields and Democratic government, +25%)
    • Steam Engine (Steam Power (Age of Discovery) -> Radio (Industrial Age), 120 shields, +25%)
    • Town Clock (Clockworks (Age of Discovery), 80 shields, +25%)
    • Windmill (Engineering (Age of Discovery) -> Industrialization (Industrial Age), 80 shields, +25%)
    • Barracks (Communism) (Communism (Industrial Age), 40 shields and Communist government, +25%)
    • Electric Power (Electricity (Industrial Age), 200 shields, +25%)
    • Heavy Industry (Mass Production (Industrial Age), 240 shields and Light Industry, +75%)
    • Light Industry (Industrialization (Industrial Age), 160 shields, +50%)
    • National Work Service (Fascism (Industrial Age), 10 shields and Fascist government, +50%)
    • Railyard (Compound Steam Engine (Industrial Age), 180 shields, +25%)
    • Manufacturing Plant (Robotics (Atomic Age), 320 shields and Light Industry, +50%)
    • Nuclear Plant (Nuclear Reactor (Atomic Age), 500 shields and Light Industry and nearby Water and River, +100%)
    • Hydro Plant (Hidden Reserve (Ageless), 240 shields and Light Industry and nearby both Water and River, +25%)

    Academy
    This improvement is the earliest science building available. Knowing Writing allows it to be built. It adds 50% to science output of the city is in. Academy is a prerequisite for University, but not Library. An Academy cost 80 shields to build and it never expires.

    The Science buildings (all increase science output by 50%):
    • Academy (Writing (Ancient Empires), 80 shields)
    • Library (Printing Press (Age of Discovery), 120 shields)
    • University (University (Age of Discovery), 200 shields and an academy)
    • Research Lab (Focused Research (Atomic Age), 200 shields and a university)

    Roading
    I made it a point to try to connect all the cities of the Roman empire during this time of peace. The worker stack can move and road one tile per turn and that is all that it has done. From Naples to Linkoping to Uppsala and then to Genoa. When Florence was founded it was already on the road network. Now those guys are 1W of Genoa, heading to Venice and from Venice to Rome. Their last task will probably be to finish the Rome-Naples turnpike. Once the cities are well connected this stack will probably be broken up to begin mining some of the BGs that were only roaded before.

    Next War
    Rome took a break from just producing Archers to build the Royal Stables and Slavery during this time of peace, then began making Archers. Milan built an Academy and then started back on Spears. We've taken a breather but the elimination of Scandinavia is still very much on our mind.

    Turn Log
    Spoiler :


    End of 540 BC, Turn 80
    [IBT]
    Spirits take a Spear at Genoa.

    Rome: Slavery -> vArcher in 2.
    Milan: Academy -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 4.
    Venice: Slavery -> Academy in 14.

    0500 BC
    Linkoping is connected to Rome via Naples.
    Send an Archer from Venice to Genoa.

    On MapStat Russia shows as having one worker for sale, but on the Diplomacy screen none show up. I gather that autoproduced workers are not tradeable.

    [IBT]
    New Apprentice in Milan.

    0475 BC
    Hire a Geek in Rome.

    [IBT]
    An Enslaver in Rome.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Naples: Roman Symbol -> Roman Fort in 20.
    Linkoping: Roman Symbol -> Roman Fort in 20.
    Norrkoping: rWarrior -> rWarrior in 10.

    0450 BC
    Reinforcments arrrive at Genoa.

    [IBT]
    We kill something invisible at Genao.

    uppsala: vArcher -> vArcher in 3.

    0425 BC
    Complete a road between Uppsala and Linkoping.

    Drop science to 50%, Philosophy in 1, +6 gpt, 303 gold.

    [IBT]
    Philosophy -> Monarchy in 20 at 50%.

    We didn't learn this first.

    Rome produces a Training Chariot.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.

    0400 BC
    No good trade deals.

    Fire geeks in Naples and Linkoping so those cities will grow. Raise science to 70% and we learn Monarchy in 19.

    Build an embassy with Scandanavia for 30 of 309 gold.
    Build an embassy with India for 36 of 279 gold.
    Build an embassy with Russia for 39 of 243 gold.

    Everybody in our little corner is nice and peaceful.

    Eight more turns of Viking peace. Turn #85.

    0375 BC
    Stumble across a redlined vEnslaver. Enslavers have no nationality.

    [IBT]
    The Enslaver killed an Archer protecting our stack of 5 Workers.

    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 3.

    0350 BC
    vChariot crushes the 2/4 Enslaver.

    [IBT]
    Russia builds Yakutsk N-NE of Genoa.

    0325 BC
    Florence is founded, our 9th city. It is connected to Rome. It starts a Roman Symbol, due in 5 turns.

    A Viking worker is 1SW of Linkoping, building a road.

    [IBT]
    Russia stops in for an unannounced visit. They offer Riding for Philosophy and 20 gold. We pass.

    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Genoa: Roman Fort -> vSpear in 7.

    0300 BC
    [IBT]
    Lose an Archer to the unseen.

    Uppsala: vArcher -> vArcher in 3.

    *
    *
    *
    90
    *
    *
    *
    0275 BC*** #90 ****
    We kill something unseen.

    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  13. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 250 BC the road from Genoa to Venice is completed; Naples and Linkoping have cultural expansion, too. The peace with the Vikings ends and in 200 BC we got back to war with them. Road from Venice to Rome is paved in 175 BC. Goteborg is taken in 150 BC, lost on the IBT and recaptured in 125 BC. Solomon's Temple is built in 150 BC, but not by Rome. In 100 BC the direct road from Rome to Naples is finished. In 50 BC we get our first enslaved unit by an Enslaver. Also in 50 BC Silkroad is done.

    Roman Core 50 BC


    Roman World 50 BC (Zoom Out)
    Spoiler :




    Viking War 50 BC
    Spoiler :







    Key Points

    Battle of Goteborg
    We crossed the Viking border in 200 BC with 13 Archers, 2 Spears, an Enslaver and a Chariot. We stayed on the hills as we moved south. We lost both Spears to Viking attacks and our Enslaver retreated. When we were ready to attack we had 13 Archers and 1 Chariot. Goteborg was on a hill, defended with 3 vSpears, 1 Archer and a Berserk. We lost 9 of the 13 Archers in this battle and took the city with our Chariot on the last round of combat. Before the turn ended we moved a fresh Archer and Spear to the front lines; all of the surviving Archers were wounded. The conquering chariot tried to defend but at 2/4 it was overpowered and we lost both it and the city to a vSpear. Next turn we took the city away from the 2/4 Spear with our healthy Archer and moved in the Spear and wounded Archers.

    I expected a bloody battle since Goteborg sat on a hill. I expected to lose a few units, maybe as many as 5, but did not dream of losing 9. I did not expect to lose both Spears before the battle began. Fighting 5 defenders was unexpected, too.

    This battle delayed the whole Viking war. I had planned on taking Goteborg, get a handful of reinforcements and then be on the road to Stockholm. That did not happen. Fresh units did arrive but not enough to go campaigning anytime soon. Not only did the units have to be replaced they also had to arrive and there was no road from Goteborg back to Rome. The nearest Roman city is Uppsala and it is five tiles away or six tiles to stay on the south side of the river that runs from Uppsala to Milan to Rome. From Rome to Goteborg is 16 tiles.

    Wonders Built
    Solomon’s Temple (Polytheism -> Alchemy, 200 shields) is a Great Wonder that only Israel can build. It auto-produces a Prophet every 14 turns according to the biq file, though the civilopedia entry says every 8 turns. It also adds 1 Happy face in all cities of its owner.

    Silkroad (Trade, 200 shields) is a never expiring Great Wonder that produces a Supply Shipment every 10 turns. In its home city, luxury output and tax output are both increased by 50% and an extra trade is generated in each worked tile, as long as the tile produced trade to begin with. Silk must be in the city radius (the fat X of possible worked tiles) for this wonder to be built.

    Turn Log
    Spoiler :


    End of 275 BC, Turn 90
    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.

    0250 BC
    Road from Genoa to Venice is completed.

    [IBT]
    Cultural expansion at Naples and Linkoping.
    An autoproduced Worker moves next to Linkoping and begins roading.

    0225 BC
    [IBT]
    Enslaver in Rome.
    Training chariot in Rome.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 3.
    Linkoping: Roman Fort -> vSpear in 7.
    Norrkoping: rWarrior -> rSpear in 20.
    Florence: Roman Symbol -> Roman Fort in 10.

    0200 BC
    Peace Treaty with Scandnavia is over.
    We try to scare them into giving a tech or a city but they refuse.
    We declare war.

    We try to capture a worker inside our borders but kill it instead.

    We move 13 Archers, 2 Spears, 1 Enslaver and 1 Chariot across the Viking border.

    [IBT]
    We lose a Spear to a viking chariot.

    Apprentice in Milan.
    Naples: Roman Fort -> vSpear in 10.

    0175 BC
    Our Chariot beats up their Chariot.

    Road from Venice to Rome is paved.

    We move onto a hill 1N of Goteborg, size 2.

    Pop rush a Spear in Norrkoping (meant to do this last turn).

    [IBT]
    Outside Goteborg, our Enslaver retreats to an Archer and a Beserk bashes our remaining Spear.
    The city does not shrink to size 1, which is good for us.

    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Venice: Academy -> Seige Workshop in 14.
    Norrkoping: rSpear -> vTrireme in 10.

    0150 BC
    India was at 6 cities but now is at 5. They are not at war with Russia.

    The battle for Goteborg is not pretty. We lose 9 Archers taking the city (it was on a hill) but the city falls. We get 1 gold and two slaves. It was defended by 3 vSpears, an Archer and Beserk.
    A 2/4 Chariot defends our new city. It will probably be attacked by a nearby vSpear.

    [IBT]
    It is attacked and Goteborg becomes Viking again. We lose 10 gold.

    Uppsala: vArcher -> vArcher in 3.
    Genoa: vSpear -> vArcher in 7.

    Solomon's Temple is built in Jersualem, Israel.

    0125 BC
    Goteborg becomes our again, as we topple the 2/4 Spear that defended it. We regain 3 gold of the 10 we lost.
    We move 4 wounded Archers and a Spear into the city.
    We send the slaves towards Uppsala.

    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Resistance in Goteborg ends.

    0100 BC
    Road for Rome to Naples is done. All our core cities are connected by roads. We need to road to Goteborg.

    [IBT]
    Russians are building The Great Lighthouse.

    0075 BC
    [IBT]
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 3.

    0050 BC
    We get our first enslaved Slave (but alas, no screenshot).

    [IBT]
    We lose our Spear in Norrkoping and an Archer to the unseen.

    Clan in Rome.
    Linkoping: vSpear -> vArcher in 7.

    Silkroad is built in Copan, Maya.

    *
    *
    *
    100
    *
    *
    *
    0025 BC*** #100 ****
    Swat away a Spear at Goteborg and Beserk at Norroking. Clean out anohter solo Spear near Linkoping.

    Drop science to 10%, Monarchy in 1, +45 gpt, 198 gold.

    Turn 100.

    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  14. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    We learn Monarchy in 25 BC. While we have the option to change governments, we don't, since we are in the middle of a war. We begin to learn Religion. We sell Monarchy to Russia for Trade, Riding, Seafaring, Construction, 11 gpt and 323 of 323 gold. To learn those four techs would have taken 36 turns at 70%. In 50 AD we start cranking out 1 turn Archers in Rome. Goteborg is connected to Rome in 75 AD. The next turn we move 17 units out of Goteborg towards the Viking capital of Stockholm. Turin is founded in 125 AD, inching us towards Japan. Siege Workshop is built in Venice that same year.

    In 175 AD we capture Stockholm and find Malmo, the last Viking city. We capture Malmo but the Vikings do not die. This is bad; it will cause the game to crash.
    We had saved the game after the capture of Stockholm, so we reload that save and play away.

    Well, since we cannot kill the Vikings to death at the moment, we revolt to Monarchy, still in 175 AD.

    Ganges Pilgrimage is finished in Delhi, India that turn.

    In 200 AD we see that we lost 11 population points due to the revolution and some cities will starve down even more.

    The Great Lighthouse is built in Lisbon, Portugal.

    Vikings land a settler pair 3SW of Naples, on the coast.

    In 225 AD we become a Monarchy and lost 5 more population points, for a total of 16. But we have survived the transition.

    Roman Core 225 AD


    Roman World 225 AD (Zoom Out)
    Spoiler :




    Viking War 225 AD
    Spoiler :







    Key Points

    Last City of a Civ

    Like in C3C, capturing the last city of an AI doesn't kill the AI outright, which is a mere nuisance in C3C but in CCM it is much worse than that. If the last city is taken and the AI is not dead, the game will crash on the IBT. The only known cure is to save the game before the last city is taken and reload the game if the AI doesn't die. Reloading often seems like cheating but for CCM it is not. The reload is due to a game failure, not a player failure.


    What causes this strange behavior? The best guess so far has to do with the fact that settlers in CCM have no population points associated with them. In C3C, apparently it does and as long as an AI has at least one population point, which is inherent with a C3C settler, that civ stays alive until the settler builds a city or it is located and destroyed.

    However, in CCM, since no population points are used to make a settler, the last settler of an AI it has no inherent 'size'. And that causes problems on the IBT.

    It looks like the game checks during the player's turn to determine if an AI settler still exists. And here it did, so Scandinavia did not die. On the IBT, the key is not if a settler exists, but on the population size of the civ. In C3C, Scandinavia would be at size 1, because of the settler, but in CCM Scandinavia would be at size 0. If the size 0 occurred due to AI on AI warfare, then 0 = AI dead, which is fine. But it appears that the code checks for AI size before any AI movement, gets a size of 0 and throws a fatal exception that causes the game to crash.

    In the minds of the programmers, there was no way that a civ could be at size 0 at the start of the AI movement phase of the IBT, before any AIs moved. During that phase, sure, an AI could eliminate another AI. But not before then. If that happened, the game must have a problem and needed to stop immediately. This is a perfectly reasonable assumption, given that a settler always has a size of 1. They did not plan on a settler having a size of 0.


    Changing Governments
    Unlike C3C, each change of government only has two turns of anarchy. However, each city is going to lose population during the anarchy. Cities lose 2 population points, towns lose only 1, unless they are already size 1, then nothing happens. This population lose occurs immediately upon entering anarchy, not during the IBT.

    Before Revolting (175 AD)
    1. Rome (9)
    2. Stockholm (4)
    3. Milan (9)
    4. Goteborg (2)
    5. Naples (3)
    6. Uppsala (8)
    7. Linkoping (4)
    8. Venice (6)
    9. Norrkoping (3)
    10. Genoa (4)
    11. Florence (3)
    12. Turin (1)
    Total citizens: 56

    After Revolting (still 175 AD):
    1. Rome (8) -1
    2. Stockholm (3) -1
    3. Milan (8) -1
    4. Goteborg (1) -1
    5. Naples (2) -1
    6. Uppsala (7) -1
    7. Linkoping (3) -1
    8. Venice (5) -1
    9. Norrkoping (2) -1
    10. Genoa (3) -1
    11. Florence (2) -1
    12. Turin (1) -0
    Total citizens: 45 -11


    After the IBT and cities starving:
    One turn later (Early 200 AD):
    1. Rome (7) -1
    2. Stockholm (2) -1
    3. Milan (8)
    4. Goteborg (1)
    5. Naples (2)
    6. Uppsala (7)
    7. Linkoping (3)
    8. Venice (5)
    9. Norrkoping (2)
    10. Genoa (3)
    11. Florence (2)
    12. Turin (1)
    Total citizens: 43 -2

    Start of Monarchy Government (Early 225 AD):
    1. Rome (6) -1
    2. Stockholm (1) -1
    3. Milan (7) -1
    4. Goteborg (1)
    5. Naples (2)
    6. Uppsala (6) -1
    7. Linkoping (3)
    8. Venice (5)
    9. Norrkoping (2)
    10. Genoa (3)
    11. Florence (2)
    12. Turin (1)
    Total citizens: 39 -4

    Rome lost 17 citizens going from Despotism to Monarchy. Eleven were gone when we decided to change governments. The rest were due to city starvation.

    Changing governments is quick but far from painless. Be ready when you switch.


    Wonders Built

    Siege Workshop is a Small Wonder we built in Venice. It lives from Mathematics to Gunpowder, acts like a C3C barracks, cost 80 shields and produces Catapults every 8 turns. The Civilopedia states Catapults and Trebuchets, but only Catapults are marked in the .biq. Upgrading may be the reason for not marking Trebuchets but I cannot tell if a Catapult is upgraded to a Trebuchet when it is auto-produced.

    What is different: Artillery type units are auto-produced. Thus, they are rarer. Artillery has two movement points, on roads in neutral or friendly territory. In enemy territory it can only advance one tile per turn. Without a road it can move only one tile, unlike horse units. Artillery units bombard on defense but attack on offense; they do not bombard. Whereas in C3C Catapults would throw a rock, watch it fall and then go smoke a cigarette while others fought and died, now they keep throwing rocks until they or their chosen opponent is dead. They can retreat if they are attacking slower units. Catapults have a non-zero defense factor, so a lone catapult will defend itself and die, while a stack of Catapults can be captured, except for the defending unit (similar to attacking and capturing auto-produced workers).


    Ganges Pilgrimage is a Hindu based Great Wonder. It is not limited to India, despite the name. It costs 300 shields and needs Mysticism to be built. The city that builds it needs a Hindu community and a nearby river. It gives +1 Happy to the building city, +1 Happy to all cities of its owning civ and adds a Mandir (Hindu Temple) in each city of the owning civ.

    The Great Lighthouse acts very much like its C3C counterpart. It gives +1 naval movement and allows safe sea travel. It costs more, 400 shields instead of 300 and lives from Seafaring to Scientific Method. Not only must the city building this be on the coast it must have a Harbor, too.

    Turn Log
    Spoiler :


    End of 25 BC, Turn 100
    [IBT]
    We lose a weakened and exposed Archer to something we don't see.

    Monarchy -> Religion in 50 at 10%.

    Monarchy Government pop up. Not now, not during a war (don't want the anarchy).

    Training Chariot in Rome.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Goteborg: Roman Symbol -> Roman Fort in 10.
    Naples: vSpear -> vArcher in 7.
    Florence: Roman Fort -> vSpear in 7.

    0001 AD
    We kill the invisible thingee that took out our Archer.
    We begin roading to Goteborg.

    Increase science to 70%, Religion in 23 turns, +0 gpt, 243 gold.

    We sell Monarchy to Russia for Trade (10 turns), Riding (6 turns), Seafaring (9 turns), Construction (11 turns), 11 gpt and 323 of 323 gold.

    Russia still knows Literature (a dead-end tech) and Republic.

    We can make peace with the Vikings for Malmo, an unseen city but we do not. I would rather kill them instead.

    [IBT]
    An exposed Archer falls to a Chariot, but now the Chariot is vulnerable.
    Vikings drop off a Chariot 1W-2NW of Rome of Venice. A Longship carried them here; it can transport 3 but only 1 is visible.

    Uppsala: vArcher -> vArcher in 3.

    0025 AD
    We retreat the Chariot into no-mans-land.

    [IBT]
    That Chariot attacks the Archer that retreated it and dies.

    Enslaver in Rome.
    Rome: vArcher -> vArcher in 2.
    Milan: vSpear -> vSpear in 2.
    Genoa: vArcher -> vArcher in 7.

    0050 AD
    Viking Chariot in the woods 2NE of Rome.

    Our Chariot beats their Chariot.
    It takes two Archers to bring down a Spear in grassland.

    Fire the geek in Rome and produce vArchers in 1 turn; we net 21 spt. Religion now in 21 not 20.

    Milan: vSpear in 2 -> Slavery in 5.
    Most cities have 2 vSpears for defense, so we'll be okay for 5 turns.

    [IBT]
    Rome: vArcher -> vArcher in 1.

    0075 AD
    Goteborg is now connected to Rome.

    [IBT]
    Rome: vArcher -> vArcher in 1.
    Uppsala: vArcher -> vArcher in 3.

    Russia is building The Great Library.
    Russia is building The Hanging Gardens.

    0100 AD
    We mine a normal grassland around Rome and rehire the geek. Rome now nets 20 spt and still makes 1 turn Archers.
    Rome: vArcher in 1 -> vSpear in 1 (this will give Rome 2 Spears for defense and let the current Archer go to the Viking front lines.)

    We move 17 units out of Goteborg and send them towards Stockholm, the Viking capital, size 6.

    [IBT]
    Apprentice in Milan.
    Rome: vSpear -> vArcher in 1.
    Linkoping: vArcher -> vArcher in 4.

    0125 AD
    Turin is founded, on a hill between Goteburg and Uppsala, expanding us towards Japan. Roman symbol in 10.

    [IBT]
    Rome: vArcher -> vArcher in 1.
    Naples: vArcher -> vArcher in 5.
    Seige Workshop is built in Venice.
    Venice: Seige Workshop -> Market in 13.
    Norrkoping: vMerchantship -> Roman Symbol in 10.

    0150 AD
    Move our units next to Stockholm. Miskey an Enslaver and move him two tiles. He will probably die on the IBT.

    [IBT]
    Something we don't see snuffs out an Indian Archer inside Viking borders.
    A Spear moves into Stockholm.

    Rome: vArcher -> vArcher in 1.
    Milan: Slavery -> vSpear in 2.
    Uppsala: vArcher -> vArcher in 3.
    Florence: vSpear -> vHorse in 7.

    0175 AD
    We kill the invisble Indian Archer killer from the IBT.

    Stockholm is down to size 5.

    And it has only 1 defender! :woohoo:

    We rake in 7 gold, 2 slaves and 1 resister, plus a harbor. We start a Roman Symbol, which will complete in 10 turns, and let the city starve.
    Stockholm is connected to Linkoping, Goteborg and Rome.

    We find Malmo, the last known Viking city.

    We caputre Malmo with an Enslaver, gaining 23 gold.

    And bad news. very bad news. The Vikings are not eliminated. They have a settler on a boat somewhere. Unless that boat is destroyed before my part of the turn is over, the game will crash. To the desktop. End of story.

    Knowing this might happen, I had saved the game after the capture of Stockholm. I reload that save.

    We know that Malmo has two Spears defending, but we move in a Spear to defend our Archer just in case.

    We move a bunch of units into Stockholm to squash the one resister.

    Now for some cleanup.

    Our Cities
    1. Rome (9): vArcher in 1 -> Academy in 4.
    2. Stockholm (4): Roman Symbol in 10 (no change).
    3. Milan (9): vSpear in 2 -> Market in 8.
    4. Goteborg (2): Roman Fort in 3.
    5. Naples (3): vArcher in 4.
    6. Uppsala (8): vArcher in 3 -> Academy in 9.
    7. Linkoping (4): vArcher in 2.
    8. Venice (6): Market in 12.
    9. Norrkoping (3): Roman Symbol in 9.
    10. Genoa (4): vArcher in 2.
    11. Florence (3): vHorse in 7.
    12. Turin (1): Roman Symbol in 8.
    We could make peace with Scandanavia, but we do not. If we get lucky, the settler on a boat will make landfall and become visible in the next 8 turns. If that happens, we want to be able to eliminate the Vikings before the next settler is autoproduced on Turn 120. It is currently Turn 108. We see a Viking Longship on the coast SW of Linkoping.

    Our Military
    • 01 WOrker
    • 02 Warrior
    • 34 Archer
    • 02 Chariot
    • ?? Slave
    • 01 Merchantship
    • 03 Enslaver
    • 08 Southeuropean Worker
    • 21 Roman Spear
      • Units on hand: 72
      • Units allowed: 82
      • Cost per turn: 00 gpt

    City Count
    • 12 Italy/Rome
    • 07 Russia
    • 05 India
    • 01 Scandanavia

    So, now we revolt to Monarchy.
    Once we decide to revolt, all production ceases.

    [IBT]
    Training chariot in Rome (autoproduction is not affected by mere government transistions).
    Resistance ends in Stockholm.

    Ganges Pilgrimage is finished in Delhi, India.

    0200 AD

    Our Cities
    1. Rome (7) -2
    2. Stockholm (4) -0
    3. Milan (8) -1
    4. Goteborg (1) -1
    5. Naples (2) -1
    6. Uppsala (7) -1
    7. Linkoping (3) -1
    8. Venice (5) -1
    9. Norrkoping (2) -1
    10. Genoa (3) -1
    11. Florence (2) -1
    12. Turin (1) -0

    The revolution is deadly. Each city lost one population point. Stockholm dropped two, since it was set to starve anyway. Not sure why the capital dropped two, maybe because it is the capital. The larger cities are still in trouble due to happiness issues. Some may continue to starve.

    Workers are not nearly as effective during this time of Anarchy, either. Production times double.

    We do upgrade our Training chariot, however.

    Our Merchantship is exploring counter-clockwise.

    [IBT]
    Several cities (Rome, Stockholm, Milan and Uppsala) starve again.

    We become a Monarchy.

    The Great Lighthouse is built in Lisbon, Portugal.

    Russia is building The Hanging Gardens.
    Russia is building Colosseum.

    *
    *
    *
    110
    *
    *
    *
    0225 AD*** 110 ****
    Vikings landed a Settler pair 3SW of Naples.

    Okay, we are on Turn 110. In another 10 turns everybody gets another settler and it will appear in Malmo, the current capital. By that time Malmo should have grown to size 2 and had a cultural expansion. So capturing it will not case it to autoraze. We want to capture it on Turn 100, the turn that the settler is autoproduced. We want to capture that puppy in the city before it gets on a boat. We're still at war with Scandanavia, so if we park a stack of units on the tundra 1N of Malmo, we should get this city with no problem.

    Now, the about to be built Viking city. It will take 10 turns for it grow to size 2. It might get to size 2 on Turn 120 but for sure by Turn 121. Regardless, of when it grows to size 2, if we take Malmo on Turn 120, this city will become the next capital of Scandanavia and won't produce another settler until Turn 140. It won't last that long.

    So, for the Vikings, our plan is simple. Camp some units around Malmo, wait 10 turns and grab the city with the just produced settler. Then gobble up this new city at our leisure.

    Now, back to Rome.

    We have 671 and are running at -31 gpt. Our military costs us 42 gpt in upkeep; 2 gpt per unit.
    But first, we drop the luxury rate down to 0%. Now we are at -14 gpt.

    Cycle through the cities.
    1. Rome (6): Academy in 40; food shortage. Reallocate the citizens. Academy in 6, grows in 10.
    2. Raise the luxury slider back up to 10% to keep Rome happy. Science stays at 70%.
    3. Stockholm (1): Roman Symbol in 10, zero growth -> Roman Symbol in 5, grows in 7.
    4. Milan (7): vSpear in 4, food shortage -> market in 10, zero growth.
    5. Goteborg (1): Roman fort in 3, grows in 7 -> Roman Fort in 3, grows in 5.
    6. Naples (2): vArcher in 16, grows in 2 -> vArcher in 6, grows in 2.
    7. Uppsala (6): Academy in 16, zero growth -> Academy in 10, grows in 5.
    8. Linkoping (3): vArcher in 5, grows in 7 -> vArcher in 4, grows in 4.
    9. Venice (5): Market in 19, food shortage -> Market in 12, grows in 2.
    10. Norrkoping (2): Roman Symbol in 9, zero growth -> Roman symbol in 9, grows in 5.
    11. Genoa (3): vArcher in 3, zero growth -> vArcher in 2, grows in 6.
    12. Florence (2): vHorse in 20, grows in 8 -> vHorse in 7, grows in 8.
    13. Turin (1): Roman Symbol in 8, grows in 6; no change.
    In Monarchy, each city, regardless of size, supports 3 units.

    After all this, we are at -17 gpt. Our science is maxed out at 70% and we learn Religion in 16 turns.

    We spot a pair of Scandanavian workers and capture one of them; the other retreats. We trespass Japan to do that but we do plan to leave.

    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  15. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 225 AD Vikings build Obero near Naples, which is good news. Worldreligion Hinduism is built in India, followed in 250 AD by The Great Library (Austria-Hungary) and Colosseum (Aztecs). Persia follows with The Hanging Gardens in 275 AD. We notice that Russia has units next to some of our cities. We try to bribe them but fail. We ask: Leave or War? They chose War in 325 AD. We sell Riding to India so that they won't get involved. Russia conquers Norrkoping but we capture it right back. Japan builds Worldreligion Buddhism in 375 AD. We get a new clan in 450 AD, which means that the Vikings did, too. In 475 AD we capture Malmo again, before the new Viking Clan can upgrade to a Settler.


    Roman Core 475 AD


    Roman World 475 AD (Zoom Out)
    Spoiler :




    Viking War 475 AD
    Spoiler :



    Key Points

    Viking War
    Why wait until Turn 120 to take Malmo? In short, to be sure to kill the Clan/Settler unit. And to capture Viking cities, not auto-raze them.

    If Malmo had been captured earlier, then the Scandinavian capital would have shifted to Obero, which was just founded. And while we could capture Obero with no problem, the city would have auto-razed. Obero is in a slow growth area and would not grow to size 2 in 10 turns. If it became the capital on Turn 111, it would not have a cultural border expansion until Turn 121. But Clans are produced every 20 turns by the Palace, no matter where it is or how long that specific Palace has been around. Thus, the next Clan is due on Turn 120, but Obero would not be auto-raze proof until Turn 121, which would allow time for the Clan/Settler to get on board a ship and escape capture and thus repeat the whole cycle again.

    On the other hand, if we just let Malmo live until the next Clan arrives, we capture Malmo and the city stays ours. Obero then becomes the capital on Turn 120 and by Turn 130 it will either have grown to size 2 or have a border expansion. Regardless of which occurs, the city will not auto-raze, and that is all we care about. We capture it, add it to our collection and make it part of our core. And kill the Vikings, too.

    Once the Vikings are gone, then we'll move north and deal with Russia.

    Russian War
    This is not the next war we expected. My plans were to take out India next, since it has fewer cities. Russia's belligerence changed all that. Plus, we were focusing on some infrastructure builds (markets and academies), not building units. Our cities are strong enough to defend and take a loss or two, but overall we are not yet strong enough to attack since we are focused on the Vikings at the moment. Russia is attacking with Chariots, but not a stack of them.

    Markets
    What is different:
    Markets cost the same as before, 100 shields, are birthed by Trade vs. Currency, and increase Tax output by 50%. However, they do not do anything with luxuries. So do not build these as happiness tools; they don't work that way anymore.

    There are only a handful of buildings that are set up to have the happiness-increasing effect of multiple luxuries that the C3C Market has: Doge Palace, East India Company, Hanseatic League, International Telephone Company and Statue of Liberty (USA only). These are all Great Wonders.

    Wonders Built

    Worldreligion Hinduism is a 200 shield wonder, that requires three Hindu Communities in the civ before it can be built. After it is built, it places a Hindu Community in each city of the owning civ (worldwide) and doubles the happiness of Mandirs. It is available with Mysticism and never expires.

    The Great Library is a 400 shield wonder that lives from Literature to Chivalry (last tech of the Ancient Empires Age). It works the same here as in C3C.

    Colosseum, which costs 350 shields, is a happiness doubler of Theatres, if they exist, and add +1 Happy to the owning city and +1 Happy to all cities of the owning civ. Republic -> The Corporation.

    Worldreligion Buddhism a 300 shield wonder, that requires three Buddhist Communities in the civ before it can be built. After it is built, it places a Buddhist Community in each city of the owning civ (worldwide) and doubles the happiness of Wats. It is available with Philosophy and never expires.

    Turn Log
    Spoiler :


    End of 225 AD, Turn 100
    [IBT]
    The retreated worker gets disbanded by Scandanavia.
    They build Obero near Naples.
    India gives us the pre-boot.

    Worldreligion Hinduism is built in Bangalore, India.

    0250 AD
    Until we learn Steel there is a slight gotcha with the slaves. Slaves gained by capture have a movement of 2. Slaves gained by enslavement have a movement of 1. In all other respects they are the same, except for their movement. Once Workers can be built, these Move 1 Slaves can be upgraded. But until then probably the best solution is to rename them to 'Move 1 Slave' or something.

    [IBT]
    Genoa: vArcher -> vArcher in 5.

    The Great Library is built in Vienna, Austro-Hungary.

    Russia is building Colosseum.

    Colosseum is built in Tenochititlan, Aztecia.

    0275 AD
    Venice hires a geek.

    [IBT]
    Enslaver in Rome.
    Goteborg: Roman Fort -> Market in 50.

    Russia is building The Hanging Gardens.
    Russia is building Worldrelgion Christianity.

    The Hanging Gardens is built in Persepolis, Persia.

    0300 AD
    [IBT]
    Vikings want to talk.
    Vikings will give up their new city and all 29 of their gold for peace. No, we want you dead and gone.

    Naples: vArcher -> vArcher in 5.
    Linkoping: vArcher -> Academy in 16.

    Russia is building Worldrelgion Christianity (again).
    Russia is building Masuoleum of Mausollos.

    0325 AD
    Russia has three units next to two cities. This does not look good. We really do not want war with Russia at this moment.
    We offer them 1 gpt. They decline. We offer 5 gpt. Still not good enough. Nor is 10.

    We offer Russia leave or war and they chose War.

    We sell Riding to India for Gems and 48 of 48 gold.

    Drop luxury to 0% and we are at -28 gpt; we no longer get 11 gpt from Russia.

    [IBT]
    Norrkoping is captured by Russia. We lose 26 gold.
    Genoa is attacked by a Russian chariot, we lose a Spear.

    Stockholm: Roman Symbol -> Roman Fort in 10.
    Seige Workshop in Venice produces a catapult.

    0350 AD
    Norrkoping is once again Roman.
    Enslaver wallops the wounded Russian Chariot at Genoa.

    Rome: Academy in 1 -> Market in 2.
    Milan: clown -> geek.

    Religion in 9 at 70%, -26 gpt, 599 gold.

    Have to hold Russia off for 5 more turns until we finish off the Vikings.

    And our core is focused on infrastructure because I expected some peace and quiet as we got ready to dance on some Viking graves.

    [IBT]
    Florence fends off a Russian Chariot.

    0375 BC
    vArcher goes Elite after offing a redlined Russian Chariot.

    Genoa: vArcher in 1 -> vSpear in 1 (to replace the one lost here earlier).

    [IBT]
    Training Chariot in Rome.
    Rome: Market -> vHorse in 2.
    Genoa: vSpear -> vArcher in 5.
    Florence: vHorse -> vHorse in 7.

    Worldreligion Buddhism is completed in Kyoto, Japan.

    0400 AD
    New Horse goes Elite after smashing a Russian Chariot.

    [IBT]
    Archer and Spear become Elite due to bungled Russian Chariot attacks.

    Apprentice in Milan.
    Turin: Roman Symbol -> Roman Fort in 20.

    0425 AD
    Culture expanded at Malmo. Good.
    Turn 118.

    [IBT]
    Rome: vHorse -> vHorse in 2.
    Milan: Market -> vHorse in 2.
    Naples: vArcher -> Academy in 12.
    Uppsala: Academy -> Market in 10.
    Venice: Market -> vSpear in 2.

    0450 AD
    Turn 119.

    [IBT]
    Beserk from Orebro is outfought by a Spear.
    Clan in Rome.

    *
    *
    *
    120
    *
    *
    *
    0475 AD*** #120 ****
    eChariot attacks twice and Malmo is ours.
    We gain 1 worker, 0 gold and one resister. Roman symbol in 10.

    eHorse whacks a Russian Chariot at Florence.

    Our boat finds Indian coastline.

    [IBT]
     

    Attached Files:

    Last edited: Mar 30, 2018
  16. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Overview

    In 475 AD (Turn 120) we found India's coastline with a rowboat of sorts and later they politely ask us to leave. Jewish Worldreligion is built in 500 AD. Religion -> Republic in 525 AD. Worldreligion Islam is finished at the same time in Carthage. We sell Religion to India in 550 AD for Republic, Literature and some gold; start learning Dark Ages. Russian War Elephants appear. In 600 AD I realize that we learned Iron Working many turns ago and that there is no Iron in Rome anywhere! :eek: China builds The Great Wall. In 625 AD Russia is willing to talk peace, even giving up a city. We resist the impulse to be nice. America builds Worldreligion Christianity. Next turn we meet the Dutch and their 12 gold and 7 cities. Hunnic Storm is built by Mongols in 675 AD. Pisa is built to aggravate Russia in 700 AD, the same year that Obero finally gets its cultural expansion. The new expansion does not last for long as we capture the city in 725 AD, gaining 2 gold and one less headache. The Vikings are DEAD!


    Roman Core 725 AD


    Roman World 725 AD (Zoom Out)
    Spoiler :




    Viking War 725 AD




    Key Points

    Russian War
    Russia asked for peace after attacking us and losing units attacking our cities. We have not made any overt war moves against Russia and captured none of her cities, which makes their offering up Yakutsk even more unusual. If Rome commands this much respect from just a defensive war, Russia is either quite weak or has other AI issues. We don't care which it is, but we need Russia's territory to solidify our hold on this piece of the world. Then we can focus on rolling over India.

    Wonders Built

    Jewish Worldreligion is a 200 shield wonder, that requires three Hebrew Communities in the civ before it can be built. After it is built, it places a Hebrew Community in each city of the owning civ (worldwide) and doubles the happiness of Synagogues. It is available with Code of Laws and never expires.

    Worldreligion Islam is a 300 shield wonder, that requires three Islamic Communities in the civ before it can be built. After it is built, it places a Islamic Community in each city of the owning civ (worldwide) and doubles the happiness of Mosques. It is available with Philosophy and never expires.

    The Great Wall is a 300 shield wonder that only China can build. It doubles their combat strength when fighting barbarians and adds a Wall to each of their cities on that continent. Construction -> Colonialism.

    Worldreligion Christianity a 300 shield wonder, that requires three Christian Communities in the civ before it can be built. After it is built, it places a Christian Community in each city of the owning civ (worldwide) and doubles the happiness of Basilicas. It is available with Philosophy and never expires.

    Hunnic Storm is a 10 shield wonder that only Mongols can build. It allows their units to heal in enemy land (like a C3C Army). It auto-produces a Horsearcher every 3 turns. Dark Ages -> Ballistics.

    Viking War
    They are dead, finally. They did not die as easily as I had expected, but in the end they perished and that serves as a good place to end this detailed examination of the turns. Rome has 15 cities, Russia and Netherland 8 each and India has 7.

    Turn Log
    Spoiler :


    End of 475 AD, Turn 120
    [IBT]
    India gives us the preboot.

    Rome: vHorse -> Academy in 5.
    Milan: vHorse -> vHorse in 2.
    Venice: vSpear -> vSpear in 2.
    Resistance in Malmo ends.

    0500 AD
    Lose a vHorse, Russia loses a vChariot at Florence.

    [IBT]
    Defeat something unseen at Florence and a Chariot at Genoa.

    Genoa: vArcher -> vArcher in 5.

    Jewish Worldreligion is completed in Hebron, Israel.

    0525 AD
    Science must stay at 70% to learn Religion this turn; -32 gpt, 392 gold.

    [IBT]
    Beat off a Beserk attack at Stockholm.
    Face off an Archer with a Horse and then it falls to an Enslaver near Florence.

    Religion -> Republic in 10 turns at 70%.

    We opt NOT to become a Theocracy.

    Enslaver in Rome.
    Milan: vHorse -> vHorse in 2.
    Catapult in Venice.
    Venice: vSpear -> vSpear in 2.
    Florence: vHorse -> vHorse in 5.

    Worldreligion Islam is completed in Carthage, Carthage.

    0550 AD
    We sell Religion to India for Republic, Literature, 11 gpt and 24 of 24 gold.

    Dark Ages in 12 at 70, -28 gpt, 386 gold.

    Russian war Elephants appear. That is not good.

    It takes 2 Enslavers to take out 1 Russian Enslaver. Then we step on a Spear.

    [IBT]
    We stop a charging War Elephant and sink an attacking boat.

    Stockholm: Roman Fort -> vMerhcantship in 4.

    0575 AD
    [IBT]
    Our boat survives another attack, now at 1/5.

    Training Chariot in Rome.
    Venice: vSpear -> vSpear in 2.
    Norrkoping: Roman Symbol -> Roman Fort in 10.

    0600 AD Turn 125
    We learn Iron Working turns ago and I just now realized there is no Iron in Rome!

    [IBT]
    Rome: Academy -> vAncient Cavlary in 3.

    The Great Wall is built in Nanking, China.

    0625 AD
    Take out Archer with Enslaver.
    eArcher swats down a Spear.

    [IBT]
    Russian want to talk. They want peace. They will give up Yakutsk. Not good enough.

    Stockholm: vMerchantship (CCM Clockwise) -> Slavery in 10.
    Milan: vAC -> vAC in 4.
    Venice: vSpear -> vSpear in 2.

    Worldreligion Christianity is built in Philadelphia, America.

    0650 AD Turn 127
    We meet the Dutch. They have 12 gold; we have 274. They know Dark Ages, which we will learn in 7 turns. They have 7 cities, we have 13. They are polite.

    Just for grins, we ask about Dark Ages. We don't have the right stuff.

    [IBT]
    Linkoping: Academy -> Slavery in 9.

    Russians are building Mausoleum of Mausollos.

    0675 AD Turn 128
    [IBT]
    Rome: vAC -> vAC in 3.
    Naples: Academy -> Slavery in 5.
    Venice: vSpear -> vSpear in 2.
    Genoa: vArcher in 7 -> vArcher in 7.
    Turin: Roman Fort -> Town Center in 12.

    Hunnic Storm is built in Kazan, Mongolia.

    0700 AD
    Pisa is founded, NE of Venice, aiming towards Russia. This new city is on a hill, next to a river and begins a Roman Symbol, due in 4.

    [IBT]
    We get the preboot from the Dutch due to our leaky rowboat in their waters.

    Apprentice in Milan.
    Uppsala: Market -> Town Center in 7.
    Malmo: Roman Symbol -> Harbor in 30.

    *
    *
    *
    130
    *
    *
    *
    0725 AD*** #130 ****
    Obebro finally got their culture expansion. Good!

    We lose two Archers to the Spears defending the city, but it does fall in the end. We gain 2 gold.

    And the Vikings are DEAD!

    We raise luxuries to 20% to keep Rome happy.

    And we stop here, on Turn 130 of 500.
     

    Attached Files:

    Last edited: Mar 30, 2018
  17. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Tech Trading
    In the Industrial Age is a new feature not implemented in C3C. Some techs cannot be traded. At all.

    Of the seven Tier 1 techs in the Industrial Age; Nationalism, Industrialization, The Corporation, Steel, Screw-Propeller, Compound Steam Engine and Scientific Method, two of them (Steel and Screw-Propeller) cannot be traded. The other five can. The rest of the techs in this age are not tradable. None of the Atomic Age techs are tradable.

    Tech stealing is allowed, if you have the cash.

    If you use either CivAsisstII or MapStat to help keep yourself abreast of trading opportunities, don't let the fact that they report that no tech trades are possible lead to believe that you are the tech leader. Sudden AI attacks with Early Tanks will come as a nasty surprise.

    Garrisons
    This were not available in the time frame we had here. This worker option functions like a Radar Tower but can be built much earlier, once Exploration (Age of Discovery) is learned. It takes a worker one turn to be converted into a garrison. If a garrison is occupied by one of your units, it will give a 25% boost to both attack and defense to any of your units in a 2 tile radius.

    Garrisons can be built in friendly and neutral territory. They cannot be captured. If you move into a garrison that someone else built it will be destroyed.

    Real Game
    In a solo game, I'm not sure I would have focused so much on the Vikings. Here, however, in order to showcase CCM, I did focus on finding someone to eliminate and they were close enough to serve as an example. Even after Russia declared war, I was more interested in killing the Vikings than dealing with Russian incursions.

    In another game, at this point (725 AD), also as Rome, I had 14 cities. Here I thought I had done rather well in 130 turns, until I compared the two games. Then my smugness went away. Of the two, this setup is better. Here the Roman core of 15 cities is nice and compact and easy to defend, with two victims (Russia and India) nearby. In the other one, my built cities were closely grouped, but the conquered cities were strung out eastward and any foes were far (30 tiles or so) to the east.
     
    Last edited: Mar 30, 2018
  18. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Great Wonders for All Civs, by Age
    (Wonder, Cost, Technology, Major Affect(s))

    • Ancient Empires
      • Colosseum, 350, The Republic -> The Corporation, Doubles the happiness of Amphitheatres.
      • The Colossus, 200, Bronze Working, One extra trade in each trade-producing tile.
      • The Great Library, 400, Literature -> Chivalry, Learn any Civ advance discovered by any two known civs (same as C3C).
      • The Great Lighthouse, 400, Seafaring -> Scientific Method, Safe travel in sea tile and naval movement is +1.
      • Hammurabi, 300, Code of Laws, Courthouse in every city on that continent.
      • The Hanging Gardens, 200, Monarchy -> Steel, +2 Happy in that city.
      • The Mausoleum of Mausollos, 300, Monarchy, +3 Happy in that city.
      • The Oracle, 300, Mysticism, Two tech advances (C3C Theory of Evolution).
      • The Pyramids, 300, Masonry, Autoproduces Egyptian Settler and increased chances of Great Military Leaders.
      • Royal Tournament, 150, Chivarly -> Ballistics, Autoproduces Knight and acts like a C3C Barracks.
      • Silkroad, 200, Trade, Autoproduces Supply shipments and one extra trade in each trade-producing tile.
      • Stonehenge, 300, Polytheism -> Feudalism, Autoproduces Prophets and increases scientific research by 50% in that city.
      • Temple of Artemis, 200, Polytheims -> Theology, Doubles the effects of all Temples.
      • Temple of Baalbek, 300, Polytheism -> Feudalism, Autoproduces Prophets.
    • Age of Discovery
      • Copernicus' Observatory, 400, Physics, Doubles research output in that city.
      • Doge Palace, 400, Naval Guns, One extra trade in each trade-producing tile.
      • East India Company, 600, Colonalism, One extra trade in each trade-producing tile.
      • The Great Playhouse, 450, Free Artistry, Doubles sacrifice of Great Cultural People.
      • Hanseatic League, 500, Navigation, Kontor (C3C Marketplace) in each city on that continent and one extra trade in each trade-producing tile.
      • Holy Book Printed, 500, Printing Press, +1 Happy in all cities.
      • Leonardo's Workshop, 600, Free Artistry, Doubles research output in that city.
      • Neuschwanstein, 400, Free Artistry, +1 Happy all cities.
      • Newton's University, 400, Physics, Doubles research output in that city.
      • Philosophers Stone, 400, Alchemy, Two tech advances (C3C Theory of Evolution).
      • Taj Mahal, 400, Free Artistry, +1 Happy in all cities.
    • Industrial Ages
      • Arm's Race, 600, Scientific Method, Two tech advances (C3C Theory of Evolution).
      • Blue Riband, 400, Screw Propeller -> Plastics, Autoproduces Luxury Liners and naval movement is +1.
      • Eiffel Tower, 600, Steel, +3 Happy in that city.
      • Hoover Dam, 800, Mass Production, Increases shield production by 100%.
      • International Telephone Cor., 500, Radio, One extra trade in each trade-producing tile.
      • National Monument, 800, Nationalism, Reduces war weariness in all cities.
      • Theory of Relativity, 600, Atomic Theory, Increases research output by 505 in that city.
      • Wall Street, 600, The Corporation, Increases tax revenue by 50% in that city and one extra trade in each trade-producing tile.
    • Atomic Age
      • Antibiotics, 1000, Focused Research, Research Lab in every city on that continent.
      • Big Airlift, 990, Nuclear Reactor, Airport in every city on the continent.
      • Blue Riband (Modern), 600, Plastics, Autoproduces Transports and naval movement is +1.
      • Hollywood, 500, Electronics, Doubles effects of all TV Towers.
      • The Internet, 900, Adv. Computers, Learn any Civ advance discovered by any two known civs.
      • NASA, 1000, Adv. Computers, Doubles research output in that city.
      • Rock-n-Roll, 400, Plastics, Doubles sacrifice of Great Cultural People.
      • United Nations, 990, Plastics, Autoproduces Peacekeepers and acts like a C3C Barracks.



    Great Wonders for Specific Civs, by Age
    (Wonder, Civ, Cost, Technology, Major Affect(s)

    • Ancient Empires
      • The Great Wall, China, 300, Construction -> Colonalism, Wall in every city on that continent.
      • Hunnic Storm, Mongol, 10, Dark Ages -> Ballistics, Autoproduces Horse Archer and allows healing in enemy territories (like C3C Armies).
      • Roman Senate, Rome, 10, Construction -> Physics, Allows healing in enemy territories (like C3C Armies) and reduces war weariness in all cities.
      • Solomon's Temple, Hebrew, 200, Polytheism -> Alchemy, Autoproduces Prophets.
      • The Statue of Zeus, Greece, 100, Bronze Working -> Engineering, Allows healing in enemy territories (like C3C Armies) and one extra trade in each trade-producing tile.
    • Age of Discovery
      • Arc De Triomphe, France, 100, Absolutism -> Chemical Industry, Autoproduces Guard Infanty and One extra trade in each trade-producing tile.
      • Brandenburg Gate, Germahy, 200, Imperalism -> Space Flight, One extra trade in each trade-producing tile.
      • Forbidden Palace, China, 300, Renaissance -> Industrialization, C3C Barracks and increased chances of Great Military Leaders.
      • Himeji Castle, Japan, 150, Alchemy -> Strategic Bombing, One extra trade in each trade-producing tile.
      • Kremlin, Russia, 200, Military Tradition -> Space Flight, One extra commerce in every tile.
      • Statue of Liberty, USA, 600, Democracy, Increases tax and luxury revenue by 50% in that city.
      • Westminster Palace, Britian, 200, Jurisprudence -> Space Flight, One extra trade in each trade-producing tile.
    • Industrial Ages
      • Pacific Fleet, USA, 300, Radio -> Nuclear Bomb, Autoproduces US Battleship.
    • Atomic Age




    Great Wonders for Specific Religions, by Age
    (Wonder, Relgion, Cost, Technology, Major Affect(s)
    • Ancient Empires
      • Dome of the Rock, Moslems, 400, Religiion, Islamic Community in every city and Hebrew Community in every city on that continent.
      • Ganges Pilgrimage, Hindu, 300, Mysticism, Mandir in every city.
      • Hagia Sophia, Chirstians, 400, Religion, Christian Community in every city and Islamic Community in every city on that continent.
      • Jewish Worldreligion, Hebrew, 200, Code of Laws, Hebrew Community in every city and doubles happiness of Synagogues.
      • Worldreligion Buddhism, Buddhists, 300, Philosophy, Add Buddhist Community to every city and doubles happiness of Wats.
      • Worldreligion Christianity, Christians, 300, Philosophy, Add Christian Community to every city and doubles happiness of Basilicas.
      • Worldreligion Hinduism, Hindu, 300, Philosophy, Add Hindu Community to every city and doubles happiness of Mandirs.
      • Worldreligion Islam, Moslems, 300, Philosophy, Add Islamic Community to every city and doubles happiness of Mosques.
    • Age of Discovery
      • Angkor Wat, Hindus, 400, Theology, Hindu Community in every city and Buddhist Community in every city on that continent.
      • Art of Islam, Moslems, 400, Sacred Art, Doubles the happiness of all Great Mosques.
      • Buddhistic Art, Buddhists, 400, Sacred Art, Doubles the happiness of all Stupas.
      • Great Cathedral, Christians, 500, Theology, +2 Happy in that city.
      • Kaba, Moslems, 600, Theology, Doubles effects of all Great Mosques.
      • Mesoamerican Christianity, Aztecs, Inca and Maya, 400, Exploration, Adds Mesoamerican church to every city on the continent and doubles happiness of all Mesoamerican churches.
      • Potala Palace, Buddhists, 500, Renaisance, Doubles the effects of all Stupas.
      • Sacred Music, Christians, 400, Sacred Art, Doubles happiness of all Cathedrals.
      • Vatican, Christians, 600, Renaissance, Doubles the effects of all Cathedrals.
    • Industrial Ages
    • Atomic Age

    Note: Not all affects for each Great Wonder are listed here. Several have three or four affects but those are not mentioned here.
     
  19. jiikoo

    jiikoo Warlord

    Joined:
    Jan 7, 2006
    Messages:
    186
    Location:
    Finland
    Last three spoilers, there are nothing on it.
     
  20. CommandoBob

    CommandoBob AbstractArt

    Joined:
    May 18, 2005
    Messages:
    8,231
    Location:
    Too near The Temple of Jerry Jones
    Yeah, it took me longer to post these things than I thought I time ran out; we were hosting a New Years Eve party and I needed to get ready.

    In addition to the images in the those posts, I plan to post saves at the times, too.
     

Share This Page