LK154 - CCM - Bablyon

We should use Slaves not Foreign Workers to build garrisons.

Good point. The first two workers committed can be foreign, but the third, which is actually consumed to build the garrison, should be a slave.
 
It's definitely the last worker/slave who's consumed--I just checked.
 
I forget one of the other frustrating pieces of CCM. The difficulty of getting a good world map. I have no idea when will be able to afford to try and steal one.

We are 5 techs away from getting the core stuff we need. Democracy, Steam Power, Steel (can't trade), Explosives (workers, can't trade) and steam engines (railroads). Sadly we can't push self-tech right now with 1,587 going to other civs.

There are stray mullahs in our rear towns. Can we move them to the front please?

While France would easily merge into our empire, they have way too much tundra crap.

I took a closer look, and didn't realize how screwed Nubia is. They only have 7 cities. The bad news is one of them is out of range, and will be very had to clear and eliminate flip risk.

How would the team feel about Nubia, then Inca? That would get us up to the choke point. Hopefully by the time Inca is gone we will have railroads.
Even that comes with the condition that all the cash is used on massive upgrades. I hate how weak some core cities are for defenders. In addition, a lot of our fast units need to be upgraded.
 
I can live with Nubia-Incas as a compromise.

In addition, a lot of our fast units need to be upgraded.

Actually, JJ did a very thorough job of this, given that hussars don't upgrade to cavalry and we have a small army of elite knights.
 
I forget one of the other frustrating pieces of CCM. The difficulty of getting a good world map. I have no idea when will be able to afford to try and steal one.

The worldmap for CCM is the worldmap of Rocoteh´s scenario "WW2 Global" or my improved version -"WW2 Global Gold" with the allowance of Rocoteh - with an enlarged Europe. I hope next year I have more time for modding and can do the missing settings like "deepwater harbours" and zones for settlers.

While France would easily merge into our empire, they have way too much tundra crap.

This "tundra crap" could hold worthful resources like oil and aluminum.
 
@Elephantium - are you comfortable starting yet, or do want to hear from more people?
 
The "tundra crap" will be important for oil and aluminum in another 50 turns or so, but right now it's less attractive. I like France for their core, not the frozen colony :)

@LK: I'm comfortable starting now.
 
I see that we're building a lot of Banks and Town Centers but no Hospitals and very few science buildings. What's the purpose behind the Banks? Purely about cash flow? Given the coming windfall from Nubia, I'm inclined to switch builds towards Hospitals and then science buildings. I'm also thinking of switching builds more towards infrastructure and away from military since we're Strong vs. Nubia. Thoughts?
 
Town centres are so useful I'd let those builds complete. Switching banks to science buildings and some hospitals would be fine.

I'd only cut back moderately on military builds. The Nubian war may not last long and then it'll be straight on to the Incas.
 
I see that we're building a lot of Banks and Town Centers but no Hospitals and very few science buildings. What's the purpose behind the Banks? Purely about cash flow? Given the coming windfall from Nubia, I'm inclined to switch builds towards Hospitals and then science buildings. I'm also thinking of switching builds more towards infrastructure and away from military since we're Strong vs. Nubia. Thoughts?
I was building the Banks for the cash flow.

I was thinking that when we learn Steel (or is it Explosives, civlopedia is not clear) we can build workers in the backwater viking towns and merge the workers into the more productive cities, so I did not see a pressing need for Hospitals. Plus we do not have a workforce large enough to improve all the land we are currently working.
 
IIRC CCM doesn't allow worker merges.

IIRC steel brings workers (faster unit), upgrade our existing to them. Explosives let us build them.
 
IIRC CCM doesn't allow worker merges.

IIRC steel brings workers (faster unit), upgrade our existing to them. Explosives let us build them.
I tired merging workers/slaves in a LK154 save (from when we were at war with Russian). I found that I could merge our Native workers and Slaves into out cities. I could not merge Foreign workers into a city.

If you could not merger workers/slaves in an earlier version of CCM, maybe being able to now merge the workers/slaves is a bug in this version of CCM.

The Civilopedia says that The Corporation makes workers more productive. :confused:
 
If you could not merge workers/slaves in an earlier version of CCM, maybe being able to now merge the workers/slaves is a bug in this version of CCM.

IIRC we always could, but the usual pattern of the games was that 1) we were very short of workers; 2) such workers/slaves as we could spare were needed for garrisons; 3) we had a lot of workers, but they were all needed for railing as we entered the fast-conquest phase; and 4) we won. So it wasn't an option we used much.
 
I've played the first turn, having switched some builds around and moved some troops. I'm realizing I'm not sure about where to build four Small Wonders:

Battlefield Medicine
Constitution
Great Palace
National Exchange

Did I miss some discussion/conclusions on this point?
 
I'd change Shanghai to a hand-build of Great Palace, right now.

The first Great Leader we receive fighting Nubia can rush Constitution in any safe place--the location doesn't matter.

National Treasury is worth a maximum of 50 gpt, so it's nice to have but marginal at this point. We could switch Nippur's bank build to NT, or just wait for our second Leader to rush it.

Battlefield Medicine is useless. Competent tacticians don't leave units sitting around in enemy territory.
 
I've played the first turn, having switched some builds around and moved some troops. I'm realizing I'm not sure about where to build four Small Wonders:

Battlefield Medicine
Constitution
Great Palace
National Exchange

Did I miss some discussion/conclusions on this point?
There was a little discussion on Great Palace around the being of my turnset. It only helps the city you build it in. So until we could decide which city needed the Great Place its build was deferred.

I was hoping to build the National Exchange with a Great Leader (that I never got).

Battlefield Medicine and Constitution only became available to build toward the end of my turn set so I did consider starting them.
 
We lost the Wonder race in Ninevah. America built East India Company. I switched it to Battlefield Medicine, but I think I'll switch it to Constitution (waste 62 shields) instead.
 
So triggering our GA goes back to being a challenge. :mad: We'll soon take Hanseatic League (commercial) from the Nubians, anyway, after which any Great Wonder we're able to build will give us our GA.

Thanks for relieving the suspense.

Yes, definitely Constitution.
 
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