CCM - An introduction to a great mod

Wow. This looks very cool. 3 questions:

What is the size of the file, if any, when is it supposed to be completed, and do I have to play it in Vanilla?
 
Wow. This looks very cool. 3 questions:

What is the size of the file, if any, when is it supposed to be completed, and do I have to play it in Vanilla?


You need C3C to play it. I t won't work in vanilla or PTW. Not sure about completion, but it seems pretty complete right now. I have not had a crash and I am in the 3rd age.

By size do you mean the file after down load? I have it at about 620MB, mostly still zipped. In the scenario folder unzipped it is 1.07GB.

It is sort of an attempt to incorporate Civ2 and some Civ4 into Civ3. I am having fun, but I had fun at the start with IV. I will have to wait and see, if it is lasting.
 
The war with Austria is a near stalemate. Time to get some mini wonders going. First off, I finish the Crusade, a wonder that is only available to theocracy and produces crusaders, a knight like unit with 5-2-2 stats. Not bad I'd say.

rat80.jpg


Before getting another mini wonder, I manage to finish Philosopher's Stone to gain two techs for free :dance:

rat81.jpg


I choose two naval techs as I want to finally be able to sail the seas and meet more AI's. I will have to sail north as well to expand as the way via mountains will take some time to establish.

I get another mini wonder, the Great Guild, that will auto produce bombards, a better form of catapults.

rat82.jpg


I finally decide to make peace with Austria for now so that I can concentrate to take out my southern neighbor, the Spanish.

rat83.jpg



This is how my empire looks like after the Canadian-Austro war. I managed to take all but two of their cities. As my culture is high, flip risks are minimal. I will surely get back at them 20 turns later. As for the tech path, I decided to research towards Mil. Tradition.

rat84.jpg


As you know enslavers have been a menace for a lot of you. Well, the missionary s one of those units, that will reveal them. Not only that, they can also turn units into monks. There is a 1/3 chance of doing so, and I finally get lucky with one of them.

rat85.jpg


The monk works like a culture bomb in Civ4. This is a very nice way to expand borders of newly captured cities.

rat86.jpg


As you could see, I do have quite some cash and make a nice amount of money every turn. This is going to be even better after this deal with Greece.

rat87.jpg


In the meantime, I have been preparing for the war against Spain by building lots of knights. I think I am ready to take them out. This will clear my two fronts and give me all possessions south of my starting location.

rat88.jpg
 
FYI for the lurkers:

The Bombardia or how ever they are spelled upgrade to cannons. Like most upgrades it is free.
 
This mod looks like it would make a 20k game go a lot faster with all the auto-produced units, Crusade at 2cpt for a mere 100 shields (as good a ratio as the SoZ or Epic of Heroes), and great people for culture. What do the other wonders and regular buildings look like in terms of culture?
 
There are so many wonders and small wonders. Most of the structures I looked are the 1 or 2 per turn. I know court house is 2 and uni is 4. Great Artist give 500 points. They can get 2 or 4 times depending on your wonder and religion in the town that uses the Artisit.
 
@Spoonwood

I don't know about the culture limits, but it would be interesting to attempt this challenge. Remember however, that prebuilds are a thing of the past.
 
TheRat, great story and presentation. :):goodjob:

A look on the timeline of your game: It´s 1230 AD when you attacked with your knights. :)

This mod looks like it would make a 20k game go a lot faster with all the auto-produced units, Crusade at 2cpt for a mere 100 shields (as good a ratio as the SoZ or Epic of Heroes), and great people for culture.

That´s why I took out cultural victory in CCM. I also halfed the culture boosting of monks and great artists in the CCM versions you can play here. Otherwise the 100.000 culture point border could be reached too fast. The original Great Artist in early versions of CCM could provide up to 4.000 culture points for a city. Now it´s up to 2.000 culture points (what is still a lot).
 
I had moved my forces south to battle the Spanish after stalling in Austria.

During the attack of the first city, I gain a monk.
rat89.jpg


In this case, monks are most useful I found. I move the monk into the new city to be used as a culture bomb.

rat90.jpg


The end result is a safer city from attacks, easier and faster forward movement and of course less culture pressure for flips.

rat91.jpg


At Barcelona, the power of missionaries is once again shown by revealing the position of enslavers. Here you can see a Spanish enslaver before meeting his destiny.
rat92.jpg


Moving on to Santiago with quite a few knights, I almost stall as the city had at least 5 defenders and repelled quite a few knights. :eek:
rat93.jpg



Meanwhile, my tech progress is gaining speed with more cities online and productive. Did I tell you before that corruption has been greatly reduced. No more science farms for a great part of the game. Even far outlying cities will be useful to pruduce units, make money or spur research. This can make big empires potentially very very powerful.
I get very lucky, so far I did not gain a single military great leader (MGL), but I get a scientific leader for getting to universities first. I use the leader to rush the Hanseatic league as those coastal cities make very few shields. The wonder is pretty good in my opinion adding a kontor that give 1 cpt is very nice indeed.
rat94.jpg
 
I swiftly move my growing forces southwards towards the Spanish capital.

rat95.jpg


Resistance is quickly broken and nothing can stop the demise of the Spanish empire by now.
rat96.jpg


After a few turns, I reach the southern tip of our continent and take out the last Spanish city.

rat97.jpg



After this swift campaign which was fought almost exclusively with fast units, knights and crusaders to be more specific, it is time to turn around the forces and move north where a big mountain range blocks progress at the moment.

Here is a view of our new possessions in the south. :D
You can see that I gained physics in the meantime and head for ballistics right now. My income is growing due to some trading of techs for gpt. Paris and Lyons are very productive cities, that really add a lot of value to my empire. I have started on two wonders, that give a 100% research boost to cities. One in my capital Montreal and the other in Paris.
rat98.jpg


If you look at the mini map you can also spot that I have sent out a few exploring ships to find other continents. So far, I have not had any success. :(
 
This sounds like a great mod. I think I'll give it a try when I get some time to sit down and play the game again. Also, I'll probably need to get off this horrible internet connection to something a little faster. Great presentation so far Rat.
 
I finished off the Spanish, so the south of the continent belongs to me. Planning to eventually take over the whole continent and then to explore warfare across oceans, I turn around north.

The peace deal with Austria comes up and I decline that offer and take them on.

rat99.jpg


The final two Austrian cities are taken with ease. This means that I defeated three neighbors by now. As turns tend to get slower at the end of the second era, it is good to eliminate more AI's.

rat100.jpg


rat101.jpg



My exploration of the seas finally pay off when I meet Isreal in the west. It took so many turns to reach someone, I thought there is nobody left. The money I gain can be used to upgrade all my new cities with all the fancy stuff.

rat102.jpg


Not long after that, I also reach coast from the east. This seems to be the other big continent that would have t be somewhere. I soon meet more nations of which Italy is the most advanced, but still a little behind in tech. Godd trading opportunities will follow I am sure.

rat103.jpg



I continue to bag wonders, something I am not used to when playing on higher levels. Emperor is kind enough to give me the chance though. The Doge palace is nice for more commerce in my mind.

rat104.jpg


Two research wonders are also finished in our capital and Paris to give a boost to my research. I am able to get 4 turn techs by now and should be able to get mounties soon.

rat105.jpg


rat105b.jpg



Time to finally make my way north to get to the English with whom I have shared a long phony war. I assemble some transports and road the mountains at the same time. This is a rather fast undertaking of you have 3 workers together as they can climb and road a mountain in 1 turn thanks to additional movement.

rat106.jpg


Soon I reach the first English city, Manchester.

rat107.jpg
 
We got a war against England in hand. Shouldn't be an issue given their size and strength.
We landed many units next to Manchester and while attacking, get our first MGL.

rat110.jpg


Given the amount of fights so far, this is indeed underwhelming. But better late than never and this unit will be used in London, me thinks.

Indeed, a few turns later I manage to capture the English capital.
rat111.jpg


I then proceed to use the MGL to rush the Great Palace to give me another productive city in the north. Note, that in CCM, there are NO armies to balance the game. This might makes AW games much tougher though.
rat112.jpg


During the war, I lose my first city to a culture flip. Well, nothing too serious as I had only 2 units in the city.
rat114.jpg


In 1615AD, after finally locating and razing the last British city, this war is over and it is time turn my eyes on Korea
rat116.jpg



In the midst of the British war, on of the coastal fortresses auto produces its first bombardment unit. Coastal fortresses actually do work in CCM and produce these very useful units. I illustrated their range below. They are initially immobile but can be upgraded later on to very powerful units.
rat113.jpg


Finally, I finish the Mil Academy in one of my more productive cities as this is the pre-requisite for a lot of other builds later in the game.
rat115.jpg
 
The turnset starts with yet another small wonder, the supreme court. Important here is that it will produce lawyers, that can capture units and turn them into artists. I almost ran out of missionaries as the building is obsolete and I lost quite a few of them.

rat117.jpg


Time to turn to Korea which have fought the British with us and thus, have quite a few scattered units. To speed up their demise, I also get in other AI's.

rat118.jpg


rat119.jpg


rat120.jpg


rat121f.jpg


This way, it does look a little grim for them. After an initial tussle with some units, Korea is ripe for the taking and we proceed only hampered by the supply of more troops from our core. Rails would be nice here.

rat122.jpg


At the wonder front, I finish Leo's for more science
rat123.jpg


The capital finishes the constitution which gives +1 happiness for the whole empire.
rat124.jpg


Madrid slowly hand built this small wonder.
rat125.jpg


As you can see, I am soon getting economics and then need another two techs to complete the Age of Discovery.
 
Great presentation TheRat.:) :thumbsup: One minor idea: The text screenshots you copy in, could be a little bit larger as they are not readable in the size of the last screenshot.

Your mounties have an additional movement bonus in hill and forest terrain compared to normal cavalry.

I´m looking with interest to the progress of your story. :)
 
getting better and better. One question though. How the heck are you getting 2610 gpt and already have 24740?! DO you have deals with other civs for gpt? or is it just your tech rate being low?
 
He is running 50% tax and you pay no maint for structures, so slap in any you want. In Theo you cannot run more than 80% science. I don't recall every not have some positive gpt, even at 80 research 20 lux.

25k by 1655AD is not a problem. No real need to make a lot of deals.
 
No upkeep on buildings? Wow! :eek:
 
No upkeep on buildings? Wow! :eek:

This one of a bundle of measures to reduce calculating power for a better handling of bigger maps.
The only calculation here is for unit upkeeping - and here costs will be risen with the next version of the CCM biq.
 
Back
Top Bottom