Interesting Screenshots

I have tried to let the palace autoproduce a worker every 10 turns, but as result the KI was disbanding them even faster once they run out of gold (wich they do in every modded and unmoddded game sooner or later).

Is there another way to prioritze the recruiting of workers?

This is a monarch level random island map. I assume, that Mursillis the Mad has bought most of his industrial techs from the other KI. He had some insane gold-per-turn-trades with them (seen in savegame editor). Also the other KI had build a far better infrastructure than the Hittities.

And no, I do not finance the KI in my games (in other words: if they want a luxury and and most of my per turn income for their own luxury, I do not take it. The same applies for tech trades. I know, that this attitute will no longer work at highter levels. ;) ).
 
Have you tried setting worker maintenance to 0? I found that helped to prevent the AI from disbanding my 'Royal Guards' that I use to help protect capitals.

They still will disband them sometimes (10/60/0 units), but nowhere near as often.
 
Is there another way to prioritze the recruiting of workers?

To point out the obvious: Adapt the AI of each civ. In vanilla C3C 1.22 only Maya and Inka are set to build to often build workers. Make this setting for all civs and thing would be if not fine at least a lot better. Later AI makes those wotkers join cities, so maintenance should be no problem either.
 
Is there another way to prioritze the recruiting of workers?
Apart from the 'build often/never' settings, how about giving the 'Enslave' ability to some of the generic land-units (say, one unit per era), in addition to the Mayan JavThrower? The AI likes (building units with) that ability, and they 'know' how to use it. OK, Slave-Workers are only half as effective as native Workers, but they cost no maintenance (so are less likely to be disbanded?), and they can be added to cities.

With reference to the base-game, then the lucky winners could perhaps be the Warrior/Sword --> Mace --> Rambo --> TOW line, to make those units more useful/ worth keeping/ upgrading (I'd probably also make the Rambos and TOWS a bit cheaper). I don't think the equivalent UUs should also get the ability though, since they've already been buffed (imagine the mayhem if Legions, Immortals or *gulp* GSwords could EnSlave!) :hide:

Or you could just add specific 'Slave-master'-units, like in CCM...

The only downside I can think of from the human player's PoV might be that at higher levels, the AICivs would get an additional early-game Slave-boost from their tendency to go barb-hunting -- but since we're talking about a Mod, their starting-unit numbers could always be reduced to compensate.
 
To locate the last remnants of the Chinese Imperial Fleet I used "Steal Plans".

And I was (nearly) impressed then I found this group. This is the first time I encountered a fully staffed Aircraft Carrier in KI use.

And since these were the only chinese Aichi Divebombers, they have even done some air raids with their carrier group (the redlined persian battlegroup north of Rheims was their doing).

27977691dr.jpg


Unfortunatly for Empress Wu, my own combined fleet of 78 ships including 20+ Battleships and 10+ Aircraft Carriers was waiting just for that opportunity next to Orleans... :trouble:

To minimize my aircraft losses, I decided to use the old fashion way of naval bombardement to sink the chinese carrier group.It was more than enough to do that and to take out the defenders of Bejing.

(And yes, this emperor level game has been won long befor the third byzantine-chinese-war. ;) )
 
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Today in a testgame of the next version of CCM:

Germany is in war with Canada and conquered a Canadian city with a supplyshipment in it. The supplyshipment was sent to Berlin to receive the gold for it. On the way a a roving Russian camel patrol draw on the tile with the unescorted Canadian-German supplyshipment. As Russia was not at war with Germany, the Germans sent out a lawyer (HN-unit) to eliminate the Russian camel rider.

supplyshipment1-jpg.463352


But what happened? The Russian camel patrol didn´t pick up the supplyshipment and the German lawyer didn´t attack the Russian camel unit (what he surely would have done without the Canadian supplyshipment in German property in the same tile) but only draw in the same tile as there was the Canadian supplyshipment and the Russian camel patrol.

supplyshipment2-jpg.463353

Now units with three nationalities (Canada, Russia, German-HN) all share the same tile. :)
 

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Hi Civinator,

is the Lawyer a hidden nationality unit so that it can attack other units without war?
Yes Kirejara (HN=Hidden nationality) - and additionally the lawyer is invisible.
 
Somewhere on the German civforum, there is a screenshot showing 8 units from 8 different nationalities peacefully on the same tile. And these are all ordinary combat units! It was achieved with the help of an airfield, which changed ownership several times: the current owner of an airfield can fly a unit into this tile, regardless of whether there are already units of another nationality on it... So the way to do it is:
  1. The first nation builds an airfield somewhere in neutral territory and sends a unit there.
  2. A second nation moves a settler next to the airfield and founds a town, so the airfield is now inside its territory. That way the second nation becomes the new owner of the airfield and can fly a unit there...
  3. The second nation disbands the town, and a third nation now moves a settler next to it and takes ownership of the airfield as before. Rinse & repeat.
Please note that during all that time everyone is at peace with everyone. But even if someone declares war on someone else, their units continue to coexist peacefully on that tile... I'll try to dig up that screenshot.
 
I have changed the Military Academy to be build without an existing army. The KI loves it and also builds frequently Army Corps on its own.

Also I reduced the standard Army Corps from three to two units with added hitpoints.

Often these Army Corps remain uncomplete as they fell for the need-a-4-movement-points-unit-to-join-this-army-bug.

But sometimes the KI managed to fill their Army Corps correctly.

28132957ra.jpg


Yes, there are three (3 !!!) Pentagon-Armies at the doorstep of Caer Llion!

I took these screenshot after starting to shell them with artillery.

Pachacuti seems to started filling his armies with 2MP-Units (Royal Horse Guard and Cavalry Archer) before completing them with Hussars.

While in Caer Llion were also my own three Army Corps, I would have been in deep trouble without the Inka armies run out of MP while approching my beach head and the support of my navy and airforce. :trouble:

After the defeat of the Inka Armies, Pachacuti wheeled everything left in his armories to retake Caer Llion. This included also Cannons and Horse Artillery he has captured in his previous wars. But it was allready to late...
 
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what is an "Army Corps"? I've never seen that name before. it is fascinating that he did use the right types of units.
 
Army Corps is simply a relabeled Army.

I was looking for a better unit name, since army is in real live your whole military. ;)
thank you. was just wondering. makes sense.
 
Excuse the nitpick, but an army can be less than your whole army.

"A field army (or numbered army or simply army) is a military formation in many armed forces, composed of two or more corps and may be subordinate to an army group."

But I know what you mean.
 
And after building the Pentagon and filling up your armies, you discover that you do not have oil for larger transportships... :D

In the game I'm currently playing I haven't built The Pentagon and gone with 3 cavalry armies. I don't see enough benefit to The Pentagon in the game I'm playing. The AIs will all be dead or only have one city before anyone reaches Combustion. The turn I learned Scientific Method, I completed my Theory of Evolution pre-build and picked up Sanitation and Replaceable Parts as my free techs.
 
Ooooh, I'm quite sure spoonwood will have all that kind of thing covered [though I acknowledge the humour of the gag ;) ]. What I don't understand is where on earth do you find the motivation, patience and will power to even want to play a game where you have to move so much stuff around every single turn, especially once you get past the point where you know it's just going to be hundreds of hours of routine mopping up?
 
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