LK159 - CCM 2.4, Egypt

There are spots all over the place to grab more. There are a ton of marginal spots like these that I've already grabbed.



 
Total jungle junk, but will eventually merge with a ton of borders near by.

 
I am already searching for any area that will grab at least 21 squares, preferably more with link borders.
Tusker's block is also on my list.

I am spending cash to get more steamrollers to get to these spots.
 
Either way, we're probably <50 turns from victory.
Hard to say at this point. Not being able to mine grassland and forest has really slowed us down for shields.
 
@Jersey Joe: Yeah, 1000 culture each. Getting any of them (or Tyre) to 10k would require sacrificing some Great Artists -- I'd rather commit those to military pushes.

New cities are limited to 34 by my count:

Auto-built: Theater, Islamic Community, Hebrew Community, Stonehead (1 each)
Build Temple 1
Academy 2
Colosseum 2
Observatory 1 = 10
Courthouse 1
Library 2
Synagogue 1
Opera 3
Egypt Flag 1
War Memorial 1
Telegraph 1 = 20
Barracks 1
Police HQ 1
Religious Center 1
University 4
Great Religious Center 3 = 30
Mission 1
Great Synagogue 3 = 34


And it'll take 7 turns to hit 20 culture/turn:

Academy 6
University 10
Opera 13
Library 15
Temple 16
Religious Center 17
Great Religious Ctr 20

It's probably not worth chasing that 34 culture figure, though. Two expansions per new city will help us a ton everywhere except the giant deserts.

Here's how the culture growth breaks down:

0 +4
4 +6
10 +10
20 +13
33 +15
48 +16
64 +17
81 +20
101 +20
... 1000 reached after 30-45 more turns (depending on how much more culture we rush).

Hmm, for the next target: How about annexing Maghreb ASAP and building our shipping there? It will take a ship 3 turns to make the crossing vs. 5 turns due W of Teoti.

I note our military is a bit weak: Only 33 Hotchkisses in the save I checked. We should spend some MM on improving marginal cities like Persepolis (at size 21 can build 1-turn Hotchkisses with 1 Policeman) and Hieraconpolis (1-turn HKs with 5 Policemen -- build a Telegraph there).

Tyre could use more watered/railed desert to quick grow, then build some mines.
Arbela could get rails and mines (size 22 already!).
Sidon could get 2-turn growth by watering+railing the desert tiles. Lots of shields

A few other promising cities
Pasargadae - growth
Teheran - growth
Vladivostok - growth
Tzint - growth (water the desert tiles)
Avaris - growth (water the desert tiles to speed growth to 20, then dig mines)
Tangier - growth ( lots of hills)
Lisht - growing fast, needs mined hills.

Maybe St. Petersburg, Smolesnk, Krasnoyarsk, Rostov, Bryansk.

Probably a few cities in Old USA.
 
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And it'll take 7 turns to hit 20 culture/turn:

Academy (80 shields) 6
University (400 shields) 10
Opera (120 shields) 13
Library (120 shields) 15
Temple (60 shields) 16
Religious Center (80 shields) 17
Great Religious Ctr (160 shields) 20

Total 1020 Shields* (see comment below)

It's probably not worth chasing that 34 culture figure, though. Two expansions per new city will help us a ton everywhere except the giant deserts. I agree

<snip>

Hmm, for the next target: How about annexing Maghreb ASAP and building our shipping there? It will take a ship 3 turns to make the crossing vs. 5 turns due W of Teoti. It also takes 3 turns from The Hague (lower western tip).

I note our military is a bit weak: Only 33 Hotchkisses in the save I checked. We should spend some MM on improving marginal cities like Persepolis (at size 21 can build 1-turn Hotchkisses with 1 Policeman) and Hieraconpolis (1-turn HKs with 5 Policemen -- build a Telegraph there). I agree

Good list of cities to improve.
Tyre could use more watered/railed desert to quick grow, then build some mines.
Arbela could get rails and mines (size 22 already!).
Sidon could get 2-turn growth by watering+railing the desert tiles. Lots of shields

A few other promising cities
Pasargadae - growth
Teheran - growth
Vladivostok - growth
Tzint - growth (water the desert tiles)
Avaris - growth (water the desert tiles to speed growth to 20, then dig mines)
Tangier - growth ( lots of hills)
Lisht - growing fast, needs mined hills.

Maybe St. Petersburg, Smolesnk, Krasnoyarsk, Rostov, Bryansk.

Probably a few cities in Old USA.

*Rushing the above by buying Collective Farm or Flag (10 shields = 80 gold) and switching to the building we want (at 4 gold per shield) means it costs 4360 gold to rush all those buildings. For that amount of Gold, we could 2 turn quick rush 20 Hotchkiss (average 54.5 shields per rush).
20 Hotchkiss should be able to capture enough territory to make up for not getting to ring 4.
 
Good point, JJ. We don't need to eke out every last culture point to hit domination...relying on another couple of turns of conquest overseas is probably more efficient than rushing all these buildings.

Still, it's interesting to consider how we can cover as much of that desert as possible!
 
As you could see from my previous pictures, I am looking for areas we can claim. Getting cities near a lot of desert like Rocky Mountain High is one of my goals.
 
1788AD (2)
I try to plant a spy in China 3 times, and fail. I will try again next turn.

We take care of a China settler. We gain a bonus.



New York got a rushed factory.
Mendes is founded. It is mostly around jungle, and not worth developing. It is set to setters to rush when large enough.
Rocky Mountain High is founded. It is another city not worth developing. These are simply domination cities.

We kill China: 1 pike. (6-2)
(IT) We complete the Theory of Relativity.


1789AD (3)
[End of session 1]
Once again the attempt to spy on China fails 3 times. Not my round for spying so far.

There is another reason I want a ton of steamrollers. Two forest planted by Thebes just got it above 110 shields for 1 turn Hotchkiss. This is in addition to rails for new cities, and rails for moving wars forward.

Maghreb has over 100K in cash. That will do wonders to feed my rushing habit.
I plant a spy with them. For an absurd 10K, I steal dreadnoughts.
We recoup most of that cost, by selling dreadnoughts to Britain for $568 and $302/T.
We are now ahead with selling Israel dreadnoughts for $408 and $305/T.

Forest will redeem some cities. Axum went from 4 to 2 turns to Hotchkiss. I'm hoping the 2 remaining anti-corruption buildings will drop it to 1 turn. A few scientist will die due to lack of food, but I would much rather have the fast unit production. The bad part is that used up the most of our worker crews to redeem a single city.

Was a coal colony is founded.

Since Maghreb didn't declare war over the spy action, I simply declare war. I will let them come after us for a bit to deplete there stacks.
(IT) Spain declares war on the Dutch.

To be continued

Mainly posted to let you know the next war target.
 
Maybe we should sign MPP's with France and Japan. When Maghreb attacks us, France and Japan would have to declare war on them they declare war on Maghreb :mischief::D:shifty:

I saved an article, I found somewhere in the civ3 forums, which discusses how spying works. I do not know if this applies to CCM2, but your failure to plant a Spy indicts that it might.

There is a 50% chance to plant a regular Spy.
"If a spy plant fails you will get a flag. You can't plant a spy when flagged. There is a chance of 1/3 for the flag to disappear each turn. Failing other spy mission, does not trigger the flag. You can plant a spy the same turn your spy has been exposed by a failed mission."
 
1790 AD (4)
Thebes starts Superdreadnoughts. It is on the correct side of the map for eventual shipping, and a few more escorts can't hurt.

[End of session 2]

My luck with China and spies continues to suck.

So far Thebes, Pi-Ramesses, Giza, Byblos, El-Amarna, and Hierakonpolis are the only 1-turn Hotchkiss cities.
Our workers add Memphis (settlers) to that list.

Date a Mountain and Grab Some Dessert are formed.

While hitting the first small Maghreb stack, we gain 1 artist.

We kill Maghreb: 1 Nizam infantry, 1 heavy artillery, 1 Eastern HMG and 1 pike. (10-2)
We lose: 1 flamethrower. (10-3)
(IT) UGG - we lost New Orleans to an invisible unit of Scandinavia.
China and Canada sign a peace treaty.
Abydos will join the 1-turn Hotchkiss club after building a stock exchange.
Our military plans were stolen - probably Maghreb.
We kill a Maghreb artillery on defense. (11-3)
 
1791 AD (5)
[End of session 3]
I still have no luck planting a spy in China.
I still am waiting for the big stack from Maghreb. I see plenty of stuff moving in the distance thanks to our blimp, but nothing in the kill zones.

I hope that Pasargadae will become another city good for at least 1 turn infantry. It is up to 89 shields, and still needs to grow into two mined deserts.
I get Heliopolis good enough for 1 turn infantry.
I run out of workers, but I think next turn Arbela can hit enough for 1-turn Hotchkiss.

We kill Maghreb: 1 infantry. (12-3)
[End of session 4]
(IT) Maghreb declares war on Japan. :crazyeye:
Germany and China sign peace.
Britain and Spain declare war on Japan.

Research begins on Flight.

Asyut production was sabotaged.

Maghreb Zeppelins are harassing our front lines.

We kill Maghreb: 2 artillery pieces. (14-3)
We lost: 1 infantry. (14-4)
 
1792 AD (6)
Our partisan wipes a stray British unit behind our lines, and generates another partisan.
Maghreb is bypassing our main fort point. Units are trying to head to Rocky Mountain High.



Buffalo gets a rushed factory.
[End of session 5]

This new version without mines on is really screwing our production. I haven't even gotten our cities to 1-turn Hotchkiss. Now I need to find 130 shields for 1 turn tanks. I don't know if it is possible in the 1-turn Hotchkiss cities.
Despite my rushing of a lot of steamrollers, we need plenty more.

We kill Britain: 1 musket. (15-4)
We kill Maghreb: 1 cavalry. (16-4)
(IT) We get hit by another propaganda campaign.


To be continued
Hope to finish early next week.
 
1793 AD (7)
I finally plant a spy in China. We get an updated map from them for an expensive 5K.
I try to plant a spy in backwards Zimbabwe, but fail.
I plant a spy in backwards Poland. We get an updated map from them for an expensive 5K.
I plant a spy in backwards Brazil. It cost 10K, but we got there map.
I am done with map stealing for now. I want to save the rest for rushing.

I am finally getting some stacks to kill. I see the first large stack heading to Rocky Mountain High.
We gained 1 artist.

[End of session 6]

We tripped an MPP, and are now at with Spain.

We kill Maghreb: 2 adventurers, 1 bucket, 1 pike, 1 elephant, 1 flamethrower, 4 infantry and 1 pike. (27-4)
We kill China: 1 rifle (28-4)
We lost: 1 early tank, and 1 artillery piece. (28-6)

(IT) Germany and Austria sign a peace treaty.
We lost our spy in Carthage.
 
1794 AD (8)
We find an unescorted Japanese settlers wandering around. Sadly, it just dies to the lawyer.
We picked up an artist fighting Maghreb.

[End of session 7]

We picked up another artist fighting Maghreb. We also gained 2 monks.

Pure Space Filler is formed.

We kill British: 1 dragoon. (29-6)
We kill Maghreb: 2 crossbows, 1 warrior, 1 enslaver, 2 Hotchkiss, 1 adventurer, 1 rifle, 4 Numidian Mercenary, 5 pikes, 1 Nizam, and 18 infantry. (65-6)
We lost: 1 early tank, and 4 Hotchkiss. (65-11)
(IT) Maghreb already wants to talk. :lol:
Spain and Germany sign peace.
St Petersburg is hit with a propaganda campaign.
 
Hope to finish tonight, or Wednesday. Just wanted to show signs of life.
 
1795 AD (9)
Our lawyers hunt down 2 Scandinavian workers, but simply kill them.
Maghreb is getting cute with their adventures. They are trying to run them to the middle of our territory.

Ultimate Arabian Infantry WWI arrives during the fighting. Philadelphia gets a rushed factory.

We gain 1 artist during the fighting.
Our partisans suck big time. We only created 1 new partisan.

We capture Leptis Magna. We gain $5,233. We gain Code Civil. Our courts give more happiness. We capture 3 zeppelins. We check if they have any lead in them, and show them a whole lot of love. The city gets an instant culture bomb.
The partisan losses were too high, so we need to save them for the backwards civs.

The culture bomb opens up Rabat. We capture Rabat gaining $5,315. It gets an instant culture bomb.

We kill China: 1 rifle. (66-11)
We kill Maghreb: 16 infantry, 1 Numidian Mercenary, 1 musket, 3 rifles, 2 crossbows, 5 Hotchkiss, 1 horse artillery piece, and 2 adventurers. (97-11)
We lost: 1 Hotchkiss, 2 early tanks and 10 partisans. (97-24)
[End of session 8]
(IT) Israel declares war on Germany.
We lost 1 Hotchkiss. (97-25)
 
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