CCM1 (epic mod)

That has been cover already. It is a method being used to allow unit upgrades for "king units". IOW it is needed as no other means has been found.
 
Civinator here is a small pedia omission. The Venetian Galleass can be upgraded, but the pedia does not mention it. It goes to a Paddle Wheel.
 
Just a note:
I can get the Ansar Warrior to upgrade into the Hussar, even though it doesn't say it upgrades in the civilopedia article.
 
That has been cover already. It is a method being used to allow unit upgrades for "king units". IOW it is needed as no other means has been found.

Assuming you were addressing me, why would Apprentices, Clans, and Training Chariots be "king units" when holy men (of various sorts) and (apparently) Egyptian Settlers are not. As a matter of fact, other than the prereq of a Palace for Royal Stables the wonder allowing the production of an Apprentice or Clan can be built in any city the player wishes. These are "king units"?

Does CCM need "king units" in order to work?
 
Assuming you were addressing me, why would Apprentices, Clans, and Training Chariots be "king units" when holy men (of various sorts) and (apparently) Egyptian Settlers are not. As a matter of fact, other than the prereq of a Palace for Royal Stables the wonder allowing the production of an Apprentice or Clan can be built in any city the player wishes. These are "king units"?

Does CCM need "king units" in order to work?

Check #8

http://www.stormoverciv.org/forums/showthread.php?t=559
 
Pedia index has two entries for Communism. I was looking for the symbol that looks like a crown next some towns. I did not find it, but saw the double entry.
 
I got the hyper links form clicking on the word Rubber in the pedia. So it is not just the icons?
 
Started game as Italy/Rome with the updated BIQ and Text files, only have 3 cities so far, and have only met Netherlands.
BUG: Just researched The Wheel, and built the Royal Stables in my Capitol. But then I noticed that Chariot's are directly buildable in all of my cities! :D (Pedia states that they are only available by upgrading the Training Chariot autoproduced by the stables, which I am sure is what should be happening).

I am still absorbing everything in the game! My scouts get plowed by barbs popping from huts. I thought I was safe for a minute by jumping onto a mountaintop, but unattentive scouts will bite the dust!

And I popped a Settler! Always a good thing, hopefully not too many AI civ's have done the same.

EDIT: With my first enslaver, I have been decimating the 2 civ's workers next to me... since AI will not protect their workers with units. I, on the other hand, have been pumping out Roman spearman and have them protecting every worker I have to avoid attacks by AI enslavers. This is good for me, but not so good for AI.
-N/M, it seems enslavers can be targeted in a stack even if protected (was protected by King unit I think, enslaver was on top, not sure if AI can do this when enslaver on bottom).

Tom
 
I did not mean literally king units, that is why it was in quotes.

Okay then, can you explain why the Palace, the Worker Housing, and the Royal Stables have to build --- respectively --- Clans, Apprentices, and Training Chariots, which must then be upgraded to --- again respectively --- Settlers, Workers, and Chariots when directly building Settlers, Workers, and Chariots would be the simpler way of doing it.

Please, don't refer me to some thread which may not even be relevant to the subject, explain in your own words.
 
Civinator said:
This is a very important question and here is the answer:

CCM uses the completely new concept of advanced autoproduction, allowing the same building to autoproduce a lot of different units (which in normal ways wouldn´t be possible). For advanced autoproduction you need a building that autoproduces a “basic unit”, the possibility that the basic unit can be upgraded in the place where it is produced (for land units p.e. the “barracks-flag” in the editor) a setting of unit stats that triggers the AI to upgrade that unit immediately and (mostly) zero-upgrading costs.

For example the SW Royal Stables you have seen above works the following way:

It autoproduces a trainings chariot all 8 turns. As stated above, this basic unit is weak and not very useful itself. But it can be upgraded for zero costs to different chariot units for different civs. The chariot units in CCM are the best attacking units on flat terrain for a long time. In fact they are something like the “tanks of era 1” as they can “blitz attack” (of course CCM uses another term for that option) with a strong attack value and they can retreat.

and then there is a whole lot more answered by him on the first page of my solo game to be found under stories

look at post #16
 
Nothing to explain. It is a convention needed for the purpose defined by the design, due to engine limitations. At the very start of this thread Civinator put up a link to some of the concepts.

It really does not matter why, it is that way. Even if there was a better way, it does not matter as I did not create it. Like you I am only using it. I do know the ins and out well enough to explain it.

It is not a bug, it is a convention. It is not a big deal. You click the update and off you go.
 
A question: is there no artillery in the "classic" manner, ie, with a range of 1-2-3 squares?
 
Not certain, but I have not seen any. Heavy Cannon and its entire upgrade path do not have range. Lessor bombardent units that I have seen all end up as troops of some flavor. Have not gotten through all ages, so maybe some type of radar artillery exist.
 
jlvfr said:
A question: is there no artillery in the "classic" manner, ie, with a range of 1-2-3 squares?

AI does not use artillery very well. It may on very rare occasion, but overall does not. This gives human player a ridiculously huge advantage. I think that is why it was changed. AI Artillery has been a problem since Day 1. No one knows what was going through Firaxsis mind when they programmed that.

mythusmage said:
Okay then, can you explain why the Palace, the Worker Housing, and the Royal Stables have to build --- respectively --- Clans, Apprentices, and Training Chariots, which must then be upgraded to --- again respectively --- Settlers, Workers, and Chariots when directly building Settlers, Workers, and Chariots would be the simpler way of doing it.

Only 256 different buildings are allowed in the game. Having a different building autoproduce each and every unit would hit the limit too quickly. So this can be used to have less buildings produce units for every civ, allowing many more flavor units. Why autoproduce? I would guess for game balance and to give player something to do other than "only build this unit now forever", plus evens the odds between human and AI.

Ozy had a thread trying to determine 'how AI decides what units to build' and it was found AI will not build a large variety of units, but usually sticks to the most powerful.

Tom
 
I have a problem: neither my enslavers nor my Mullas can attack cities, yet one of my cities is being attacked by invisible units. All the civs around me have similar (or inferior) technology. What's attacking me?...
 
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