CCM2 Epic Mod

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No wars, just AI Enslaver things. Machu Picchu was Russian last turn. I'm kinda curious why everyone's piling on the Incas, though, I haven't had a hostile Enslaver attack me in ages, even though South Africa needs to skirt my territory to get to the Inca, and both Russia and Netherlands are a fair distance away to the north.
 
Speculations are always nice. :) May be this is direction where the Dutch enslavers come from. It could be, that near Cuzco there is a strategic resource, that can be seen by the AI, but not by the human player. One thing is sure: The terrain around Cuzco in nearly all directions is the worst to defend against enslavers, as there is nearly no terrain to stop or to slow down enslavers (with the exception of the Aztec direction).
 
Historically, some 8,000,000 indigenous people died throughout the course of depleting the Potosi silver mine. African slaves could not be used due to the altitude of the mine (13,000 feet / 4,000 meters.) By the time Bolivia achieved its independence in 1825,the silver mines were nearly exhausted and Potosí's population had decreased from 200,000 to 10,000.
 
Civinator, this looks like a very interesting addition to the AA in CCM. I'm looking forward to playing when you release it! Are you reworking the tech tree in later ages as well?

Elephantium, here is a screenshot of the reworked techtree of era 2 of CCM 2.6. The changes "under the surface" of the techtree are much bigger than it can be seen here. Per example the complete concept of civspecific buildings (among them the GWs that trigger GAs for their civs) was reworked.

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It is time to give a glimpse in the new CCM concept of "Special Resources", made possible by the new options in the Flintlock mod. Special resources are resources that are not appearing normally on the map, but are provided by buildings to certain cities.

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In the screenshot above the first five resources in the city of New York are the special resources fuel, capital ship construction, steel, electric power and faith.

Fuel is needed for more sophisticated armored cars, tanks and aircraft. The building refinery transforms oil and electric power to fuel.
The Capital Ship Construction, given by a SW, allows the limited construction of pre-dreadnoughts, dreadnoughts, battleships and later carriers in that city.
The building Heavy Industry transforms Iron and electric power to steel. Steel is needed per example for many tanks.
Electric power is gained by a steam engine, a coal plant, a hydro plant or a nuclear plant by transforming coal or uranium.
Faith is produced by different "level 1 religious buildings" (like church, mosque, wat, mandir and mission). They allow the construction of one religious level 2 building (religious center) with alternative building prerequisites, that can appear in the city view and the city screen with different culture specific images.

Now what would happen with the production of that city, if per example the access to coal is lost in that city (rhetoric question) ?
 
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It's a very cool concept, but making the AI use it properly will be hard. I tried something similar with steel mills (using steel as a local requirement for some advanced ind/modern units), but it requires perfuming to make the AI build it. Which in turn can't distinguish between cities, so you can run into a situation where the AI tries to build it anywhere, or nowhere for the most part, depending on the perfume value.

Keep us updated on how you implement it. :D
 
Now what would happen with the production of that city, if per example the access to coal is lost in that city (rhetoric question) ?
"Rhetorical" implies that you've already tested this, and know the answer!

Seems to me, it will depend on whether production of the "special resource" follows the same logic as the other building-effects, or the same logic as unit-autoproduction:

If special-resource-production acts like a building-effect, then loss of Coal (after a Coal Plant is complete) should have no effect on downstream production

cf. Firaxis epic-game Coal Plants, which only require Coal (and a Factory!) to start the build; even if Coal is then lost, Coal-Plant builds-in-progress can be finished, and any completed Coal Plants will (continue to) add their +50%-production effects to their respective Factory's +50%-production effect

If the latter, then loss of Coal will stop the production of Electrical Power, which will in turn prevent (auto)production of any further special resources or units which require Electrical Power.

cf. the Firaxis SoZ, which requires Ivory both to begin the build, and for the continued autoproduction of Ancient Cavalry

From a "realistic modelling" PoV, the latter would seem like the preferred outcome. But is it the correct answer? ;)
 
"Rhetorical" implies that you've already tested this, and know the answer!
Yes, this is no three-pipe problem, as the answer can be found easily in Debug mod. :)

Here are screenshots when I made tests with cities connected by a normal trade-net. In screenshot 1 you can see the city of Hamburg with the 5 special resources. Please note, that at that early stage of the tests only the heavy industry was set to need electric power and not the refinery, so the special resource fuel will not disappear, when the city of Hamburg is cut out of coal.

As screenshot 2 shows, when the trade-net, delievering coal to Hamburg, was pillaged, the special resources steel and electric power disappeared at once. If the refinery would have been set to need electric power in this early test, fuel would have disappeared, too.

That test does not show, if a unit that needs a special resource and is in normal production, can still be finished when the special resource is disappearing during the process of production.

At present powerplants in the next version of CCM don´t need factories as prerequisites.

Hamburg1.jpg


After pillaging coal in the trade-net:

Hamburg2.jpg
 
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That test does not show, if a unit that needs a special resource and is in normal production, can still be finished when the special resource is disappearing during the process of production.
Assuming the special resource acts like a standard Civ3 resource, then the special-resource-requiring unit-build-in-progress should be complete-able, but no additional units of that type will be buildable afterwards (and if production is manually switched to something else after the resource is lost, it cannot then be switched back to the original unit-build).

Have I understood correctly that unlike the standard resources, special resources don't get distributed through the trade-net? i.e. special-resource-requiring units are only buildable in the city(s) that can produce that special resource?
 
One question about the capital ships: Does it make sense to limit it to a small wonder? I.e. assuming a real world scenario, why would a country such as the US be limited to constructing capital ships at the same speed as say the Netherlands or Egypt? I think a large production base also warrants the capability to create them in more than one city.
 
Have I understood correctly that unlike the standard resources, special resources don't get distributed through the trade-net? i.e. special-resource-requiring units are only buildable in the city(s) that can produce that special resource?
The Flintlock mod allows both settings, to limit the special resource only to the city where the special building is located and to alternatively allow the special resource for the complete trade-net. Here Flintlock one more time has done a fantastic work! :thumbsup: My reflections for CCM 2.6 (and the current settings in the screenshots) are to limit the special resources only to the city with that special building in it, but may be that a GW, like the Hoover Dam, will provide the special resource electric power to the complete trade-net.
 
One question about the capital ships: Does it make sense to limit it to a small wonder? I.e. assuming a real world scenario, why would a country such as the US be limited to constructing capital ships at the same speed as say the Netherlands or Egypt? I think a large production base also warrants the capability to create them in more than one city.
Alekseyev_ , in my eyes it makes a lot of sense to limit the production of these capital ships in general. A lot of the special effects in CCM are based on the idea, that limiting features in C3C can achieve much better results in game play (per example settlers, workers, barracks and so on). This also explains the answer to your question how the feature of special resources will be implemented in CCM: It is based as a limitation of options and not as an addition - but providing better results for the game.

In my eyes the special resource for constructing capital ships is very useful to solve the cruiser problem in C3C. Why will nearly no cruisers be produced in C3C, but tons of battleships, so in history this was quite different ? Now harbor cities, that don´t have this special resource, will produce cruisers, destroyers and submarines, but no more battleships - what in my eyes is a much more realistic "mixture of units" in history.

In CCM, there are several buildings that can provide that special resource. Besides the SW battleship dock, per example the SW Royal Navy (of course) is providing that resource and some other special SWs and GWs, too. Even the Lowlands in CCM (Netherlands + Belgium) have an additional access to that resource in the coastal city that holds their special GW "Golden Age of the Dutch", allowing them to produce additional ships of the line during the age of sail.

Edit: And one addition to explain the limitation for Dutch sailing ships of the line: When the Dutch GA becomes obsolete, even the special resource is disappearing in the city, that holds that GW (all results based on tests in Debug mode):

Dutch GA.jpg
 
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While I don't fully agree, I understand your reasoning. :) it's hard or impossible to implement something army-like where you could for example only have 1 out of every 8 cities produce capital ships.

Another question for CCM: What is the reason you use a different installation method? The requirement to put it into the main folder is the only thing that has always stopped me from trying out the mod. It would be nice if you could supply a scenario-folder version with the next update. :) if something like the city view or the palace is the reason, I (and I bet many others) could live without that, in fact I probably haven't seen the city view in more than a decade. :D
 
Assuming the special resource acts like a standard Civ3 resource, then the special-resource-requiring unit-build-in-progress should be complete-able, but no additional units of that type will be buildable afterwards (and if production is manually switched to something else after the resource is lost, it cannot then be switched back to the original unit-build).
Agreed.
 
Another question for CCM: What is the reason you use a different installation method? The requirement to put it into the main folder is the only thing that has always stopped me from trying out the mod. It would be nice if you could supply a scenario-folder version with the next update. :) if something like the city view or the palace is the reason, I (and I bet many others) could live without that, in fact I probably haven't seen the city view in more than a decade. :D
The reason is, that CCM 2.50 is created as an expansion mod of the C3C epic game. Most space in the download of C3C mods and scenarios consume the units and leaderhead graphics - but most of them in most scenarios are the same, meaning you have per example the graphics and sound files for the battleship Bismarck twice, three times or even much more in your scenarios folder, when one time in the units folder of the C3C mainfiles would be sufficient. Other mods and scenarios can use those files, as if they would have been delivered directly with C3C. They can be changed by modders in their mods and scenarios as easily as it is possible to give a unit of the C3C download a different sound in a mod or scenario.

The setting as an expansion allowed per example, to shrink the download size of the RARR mod from more than 1 GB to 13 MB (mostly the different techtree graphics). The next version of CCM allows besides RARR, also to cover the units and other files of the scenarios SOE, WW2 Global Gold and may be AOI (or a successor of it) and to bring the size of these very big mods and scenarios to the small upload size for normal posts at CFC (this is the main reason, why per example the creation of the next version of CCM must be done before SOE, as it will hold all those additional SOE units).

The city view and palace in the C3C main folder are only nice side effects of that installation.

If you want to play CCM 2.50 in the scenario folder, simply copy the conquest biq (and may be rename it) and set the copy into the scenarios folder. Now you can play CCM from the scenarios folder without the city view and the palace (but why doing this, when it can be played with those additional features).

A very small problem can arise, if you want to play another mod or scenario with incomplete civilopedia and pediaicons text files, as in this case that mod or scenario grips on the modified textfiles of the CCM installation. In these cases that problem can easily be resolved by renaming the new text folder in the CCM installation from text to text-CCM (or something like that) and the text-orig folder to text - but most better mods and scenarios have their own complete pediaicons and civilopedia text files and in these cases the scenario biq grips to these text files and not to the text files in the expanded C3C mainfolder.
 
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If CCM is given as a prerequisite anyway, wouldn't the same effect be achieved by simply putting its mod folder in /scenarios/ as a file path in the scenario properties of RAR, SoE etc.?

And ok, I will hopefully try it out soon then. Or would you recommend waiting until your next update?
 
If CCM is given as a prerequisite anyway, wouldn't the same effect be achieved by simply putting its mod folder in /scenarios/ as a file path in the scenario properties of RAR, SoE etc.?
Much too complicated.
And ok, I will hopefully try it out soon then. Or would you recommend waiting until your next update?
I cannot say, when the next version will be finished. There is a lot of work to do. Changing the civilopedia entries for more than 3.000 units and many buildings is only one part of that work.
 
Hello.
A small error has been noticed with the text of the unit of the Skory Class ship. There is an extra "y" in the file name. Already corrected myself. For the future.

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