CCM - An introduction to a great mod

Help a nube out. What's a "CCM" game?
 
I've found this a good read, even though what I've read here convinces me that I don't want to play this mod.
 
Ok, let's talk about revolution and governments in CCM. Republic has been purposely severely restricted in CCM and is NOT the automatic government of choice. I have played in republic and monarchy so far in my games.

This time I am going to try theocracy.

Here it is:
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First off, you can see that research is set at 80% maximum. Important is that there is NO war weariness under this government. Build and units can be cash rushed. Unit support is big and military police significant. On top of that, this government gives you a unique building that I really like.

The monastery is a library, temple and barracks at the same time. :eek: Now, let me tell you that barracks are very hard to come by early on in CCM. Initially, there is only the palace and some other small wonders that let you build veteran units. Barracks aren't available and depend on the government type you choose.

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This is one of the better governments early in the game.

I revolt and you see that in CCM, there is only 2 turns of anarchy for everyone, a real bliss for anarchy plagued people.

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At the end of the short revolt, where all cities lose 1 population, my small empire looks like this. All ready to fight France now.

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The French pull in Britain as well into the war.

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I got 4 enemies now at hand, but only France is nearby. Though Britain is our northern neighbour, they can't reach us thanks to another feature of CCM. A lot of units can't cross mountains, there are few exceptions. But I doubt, Britain would attack me with warriors.

You can see the mountains in the north form an impenetrable wall for all northern AI's. They would have to either road those mountains or ship in the units. I am rather safe at this moment in time. I really like this feature as it gives everyone additional strategic options.
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First, I send one invisible enslaver to the enemy territory and steal a worker

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I repeat the same at the first French city, we are going to attack. The French seem somewhat weak to me.
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I have assembled a mini stack with some enslavers, a catapult and swords. The catapult will have to attack but has quite good stats to survive. There is one difference however to Civ4. Artillery won't cause collateral damage luckily.

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I easily manage to take the city.
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Now, our empire looks better already and I plan to move onwards to the south in order to secure those horses at the coast near Tours

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TheRat, thank you very much for the great story. :)

Concerning monasteries: The graphics for this building are culturespecific. What you are seeing here, is the monastery for the American/Mesoamerican culturegroup. European, Asiatic (and so on) monasteries of course look very different.

There is another very important feature of monasteries: They double the culture received by monks (and later great artists) and therefore are very useful to enlarge your borders.

Concerning the feature of impassable terrain for most landunits: This feature adds a lot of strategic depth to CCM and it is amazing what interesting maps the random map generator of C3C frequently produces for the biggest mapsize in CCM. It looks as if the random map generator would have been made especially for CCM (what of course isn´t the case). On the other side this great feature is the main reason for some instability issues in CCM, as the AI sometimes has problems with pathfinding errors of wheeled units.
 
From the game I am playing, I do not see how anyone would not choose Theo. It does everything better or at least as good as the other two choices. I would suspect it will have to be nuked a bit.

At least the unit support, maybe swap its with Republic. I would consider making Republic research max of 90 or even 100%. It needs help that is for sure.

Attacking cats, brings back civ IV to me, but like you say no splash damage.

It seems, in my one game anyway, that the shelf life of Enslavers is pretty short. Prophets, did someone really really like IV, fare only a bit better. Not only do Enslavers die fairly easy, it is not long till you cannot get slaves home. They only yield 1 shield as a disband.

Maybe make them yield some gold or more shields. They can serve as sentries I guess, but Prophets are better.

They just capture them right back and unless you are war, you can't bring in escorts.
 
My goal will be to take out the French completely now. They have the pyramids in Paris which means yet another settler every 30 turns. (Maybe this unfair advantage ought to be disabled). They also possess the Hanging Gardens in Lyons.

Austria makes peace with them but I get them back for 15gpt, which I can easily afford.
I move southwards to get those horses. After some time, I assemble a small stack to attack Tours that is already under pressure from Austria.

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The next turn the city is mine. I plan to rush some culture there to get the horses. Meanwhile French southern neighbor Spain decides to ally with Japan against us. :sad:
Anyway, I wait for more troops and then make my way south.

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Capturing Marseilles is not an issue as well. Things go pretty well and French counters are limited.

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Finally in 250AD, I get horses within my borders and can upgrade those chariots. I will need them to take on the remaining French empire.

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I assemble an even bigger stack with 8 swords, an enslaver and a catapult protected by 3 spears and head for Paris. The first round of attacks doesn't go badly, the French have 5 defenders in town and after the attack, there are only 2 left.

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The next turn, the inevitable happens :dance:

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Finally my chariots have arrived to turn towards Lyons and the big stack is sufficient to take the city though we do suffer some losses.

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In 550AD I storm the last French city. 2 great wonders are mine and more importantly, more cities that I upgrade with the extra cash I have.

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At the end of the Ancient Age, 1 turn before the GLib will give my chivalry, my empire looks far more formidable now.

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You can see the my capital is building the Great Monastery, a small wonder that will give me prophets in the future :D
 
Congratulations to your victory, TheRat. :)
But when looking on your stacks I really must rise up the production costs for swordsmen.

From the game I am playing, I do not see how anyone would not choose Theo. It does everything better or at least as good as the other two choices. I would suspect it will have to be nuked a bit.

Theocracy has the same tile penalty as Despotism.

Attacking cats, brings back civ IV to me, but like you say no splash damage.

At least now they are acting on the map when attacking and in the defence they work as they always should work in Civ 3. When attacking, they have agood chance of retreat and therefore can soften up defence as artillery should do it.
 
Yeah I figured the tile penality out this morning, still Theo is too strong. The irrigation just lowers the max size a bit. Not going to be irrigate that many tiles in the capitol anyway.

One of the by products of the cats is that I have already seen the AI send them out and if they lose their escorts close to home, they still send them on? I have no idea what the plan for the lone cats maybe, just scouting maybe.

It is just one more unit for me to attempt a conversion on, not a good use for the AI. It is not your fault. It is the engine.
 
I played a little further but do not have the images at this place here, so updates need to wait a while.

While reloading, I discovered to my horror, that I am playing at emperor level. It is no wonder the tech speed is rather slow. Anyway, it is good also, as I can then grab more wonders than I would be able to in demigod.

I am sorry for this mix up. :sad:

By the way, I think I have some bug to report. 3 nations declared war on me when their dromons seem to have some pathfinding issues and basically declare war on me by running into my ships.
 
I can check tonight to be 100% sure, but it was galleasses I am pretty certain.
 
Yes, the dromons accompanied some transports and since they cannot move out onto the sea, they have no choice but to run into my ship. Maybe the solution would be to allow them enter the ocean with a danger to sink like other boats. It's only dromons that ran into my ships with war declaration.
 
It is just like barb galleys to me or at war galleys and no astro for anyone. In that case I try to move to a point, where they cannot reach me. Failing that I take the risk and move my boat to sea and hope it does not sink.

They won't attack it in a sea tile at that stage. Same here, to prevent forcing them into your tile, you had to avoid blocking them.
 
In 550AD I finally get chivalry via the GLib. Time to have a look at the tech tree for the Age of Discovery.

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There are quite a few choices. The path to discovery via ship building technologies. Or the path to Mil tradition and cavalry (or in my case, mounties). Or the path to more infrastructure?
It certainly isn't an easy choice and I do not think one has to follow a certain path which I find very good. Each choice has to be made carefully. No auto pilot here.

I decide to go for alchemy first as I want to get the Philosopher's Stone which gives 2 free techs. That sounds too good to be missed. Thus, I go full stream for alchemy and hope nobody will get it soon.

With France out of the way and some phony wars going, it is a good time to get some more infrastructure going. In 700AD I get this wonder.

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It gives a missionary every 8 turns and finally a tool to fight off the pesky enslavers. We will see later on what other nice things a missionary can do other than revealing the enslaver unit.

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In 750AD I get alchemy and head straight for gunpowder as I could get it as a monopoly since nobody has alchemy.

The pyramids proof very useful as I gain an additional settler as well. You can also see that I make 68gpt at full speed research.

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I could make a lot more money right now, but I do not agree to the offer below. I do not wish to trade away alchemy just yet as I want that double free tech wonder. At the moment it still takes 18 turns to get there. :(

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I decide to expand a little more again and attack Austria.
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I quickly gain 2 cities with my initial stack of knights.
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I manage to take Budapest before stalling with my expansion. I have apparently overestimated my forces or underestimated Austria. Later on I gain another two jungle cities, but fail to take their capital.

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It seems, in my one game anyway, that the shelf life of Enslavers is pretty short.

They just capture them right back and unless you are war, you can't bring in escorts.

I use escorts with RoP, gives them a long lifespan. just a tip.
 
I quite like the paths in the tech tree of the Age of Discovery. Scientific, cultural, naval and military path. They do look very intertwined however. If you want to research colonialism, you have to go down three separate paths, for eleven techs in order to meet all the requirements.
 
I use escorts with RoP, gives them a long lifespan. just a tip.

I can't even remember the last time I gave an RoP. I sure ain't doing it just to get a couple of slaves home.

Anyway that is not the only reason their shelf life is short. At attack 2,they are not going to beat that many units. I have lost them to defense 1 units. Not to mention that having an escort sit around could get it enslaved, unless it was a strong unit.

By the time I have a unit that is not going to be attacked by a Prophet, I also will not be able to enslave their units.
 
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