LK160, CCM, AW, Turkey

Here is the land my report is about:
Spoiler Poland 1856AD :

Spoiler Russia 1856AD :

Spoiler India 1856AD :


see next post
 
1853 AD (continued):
A Pub With No Beer is founded.

Hotchkiss kill 2 Spanish Late Pike (260, 45) and Santander is captured.
Hotchkiss kill an Aztec Partisan (261, 45) and Mons is captured.
Lawyers kill an Aztec Adventurer and sign an Adventurer to a contract (263, 45); Hotchkiss kills an Adventurer (264,45).

Hotchkiss kill 2 Aztec Infantry and a Villista (267, 45) and Tepexpan is captured.

Armored Cruiser sinks Maghreb Dhow (268, 45).

We lose 1 Hotchkiss killing 2 Aztec Villista (270, 45); Sipahi kill 2 Adventurers (272, 45). Tequixuiac is captured.

By Tyre, Infantry kills Southern African Donkey Cart (273, 45).

Sipahi kill 2 Aztec Villista (275, 45); Lawyer signs Villista to play guitar in Cempola (276, 45) which was captured.

Sipahi kill 2 Aztec Villista (278, 45) and Pamplona is captured. Enslaver captures 2 Aztec Workers (was Steamroller).

Infantry kill 2 Spanish Infantry (280, 45) near Vladivostok.

One Sipahi dies and 2 Aztec Villista are killed (282, 46) and Tlacopan is captured.

One Sipahi dies and 2 Aztec Villista, pulse 2 HMGs (286, 47). Texcoco is captured. We now possess the Neuschwanstein Wonder (gives every city a happy face).

War Galleon sinks Dutch War Galleon (287, 47)

A Gattling Gun and a Hotchkiss are lost killing an Aztec Infantry and 7 Villistas (295, 49). Tenochtitlan is captured. The Aztec’s have encountered a work stoppage on Ford’s Factory. :mischief:
We also got 2 Wonders The Pyramids (gives a happy face in every city), The Hanging Gardens (it is obsolete so I am not sure if it gives a happy face in every city).

I steal the Aztecs military plans and see that they have several settlers on ships. :sad: After capturing all Aztec cities we will encounter the house boat bug. Teno... was their capital and a very large city (size 29 with many people in revolt) so it has a high chance of flipping back. Therefore, I sell off what buildings I can (got 215 gold) and abandon the city. (I wish I had razed it and gotten some workers.)

Boogie Woogie Bugle Boy is founded on the ruins.

We sink a Canadian Naval Explorer (296, 49).

Mullah converts an Aztec Worker and captures a Worker.

Hotchkiss kill 2 Villita (298,49) and capture Tlalmanalco.

Lawyer signs an Aztec Adventurer to play Trumpet at Boogie Woogie Bugle Boy (299, 49). :cooool:

Between Turns:
Rifleman killed by Spanish Infantry (299, 50).
We sink a Dutch Ship and they sink one of ours (300, 51).
Sipahi killed by Aztec Adventurer (300, 52).

1854 AD:
We sink a Dutch Ship of the Line (301, 52).
Lawyer kills Aztec Adventurer (302, 52).

One Infantry is lost in a combined arms assault that kills 2 Aztec Infantry and 2 Villista (306, 53). Teotihuacan is captured and we now possess the Indigenous Mythology Wonder (gives each city a Stonehead for 1 culture).

One Sipahi is lost in a combined arms assault that kills 3 Aztec Infantry and 1 Villista (310, 54).
Xochicalco is captured and we now possess the Blue Riband.

Lawyer signs an Aztec Adventurer who is a Richie Valens impersonator (311, 54).

Partisans indoctrinate an Aztec Villista and a Spearman (313, 54).

In the siege of Tlatelolco we lose 3 Infanrty, 1 Sipahi, and 1 Hotchkiss killing the 5 Aztec Infantry defending the town (318, 59) and we now own the Christianization Wonder (gives our cities 1 happy face and doubles he happiness of Missions).

Sipahi kills Aztec Heavy Artillery (319, 59).

We lose 1 Hotchkiss killing 3 Aztec Villista (322, 60). Tzint… is captured and razed (size 20 and we do not get even 1 worker out of it :thumbsdown: ).

So Tough is built from the rubble.

Sipahi kills Aztec Adventurer (323, 60).

We lose 2 Hotchkiss killing 3 Aztec Infantry and a Villista (326, 62). Tlaxcala is captured and we possess the Taj Mahal.

We lose 2 Hotchkiss killing an Aztec Infantry and 4 Villista (331, 64). Malinalco is captured and we possess Holy Book Printed. Enslaver kills a worker and we get 2 workers from the captured Aztec Steamroller.

We lose 1 Hotchkiss and kill 3 Aztec Infantry (334, 65). Teayo is captured. Lawyer signs an Azec Adventurer to a movie contract. (335, 65).

We lose 1 Hotchkiss and 1 Sipahi killing 4 Aztec Infantry (339, 67) and Chalco is captured.

Between Turns:
Hotchkiss kill 2 Aztec Adventurers (341, 67); Partisan kills an Adventurer (342, 67); Infantry killed by Villista (342, 68).

Aztec’s start to build Ford’s Factory again.

1855 AD:
Predreadnought sinks German Ship (343, 68)
Predreadnought sinks Dutch Ship (344, 68).

Partisans kill an Aztec Late Pike and a Firelancer (346, 68) and Zargoza is captured.
Lawyer signs an Aztec Adventurer to a movie contract (347, 68).

Hotchkiss kill an Aztec Villista and a HMG (349, 68).
Lawyer signs another Adventurer to a movie contract (they all seem to think they will be the next Indiana Jones). (350, 68). :rolleyes:

We lose a Hotchkiss in a combined arms assault that kills 3 Aztec Villista and a Firelancer (354, 69). We capture Atzcapotzalco.
Hotchkiss kills Cavalry (355, 69).

We lose a Hotchkiss in a combined arms assault that kills 3 Aztec Villista (358, 70). Calixtlahuaca is captured.

In a combined arms assault that kills 2 Spanish Infantry and a Trebuchet (361, 70), we capture Toledo.

Hotchkiss kill 2 Spanish Infantry and a Lawyer(?) (364, 70) and we capture Madrid.

Partisan attacks Spanish Infantry and we get a new Partisan (365, 70); New Partisan attacks Aztec Villista and we get a new Partisan (366, 70); Partisan killed by Aztec Adventurer (366, 71); Heavy Artillery kills Adventurer (367, 71).

Sipahi captures Santiago by killing the lone defender, a Spanish Spearman (368, 71).

3 Hotchkiss are killed by a Spanish Infantry before he succumbs to the onslaught along with 2 other Infantry (371, 74). Vitoria is captured.

We lose 1 Hotchkiss killing 2 Spanish Infantry (373, 75). Salamanca has be captured.

We trade losses with the Spanish 1 Hotchkiss for 1 Infantry (374, 76).

Partisan kills an Aztec Adventurer (375, 76).
Lawyer signs another Adventurer to a movie contract (376, 76). :crazyeye:

Hotchkiss kills Aztec Spearman (377, 76).

We lose 1 Hotchkiss killing 3 Aztec Infantry (380, 77). We capture Tula and once again the we stop their work on Ford’s Factory.:smug:

We lose 1 Hotchkiss killing a Tlecuahuitl, 2 Firelancers, a Musket Infnatry, an Adventurer (385, 78). We capture Seville.

We lose 5 Hotchkiss killing 5 Aztec Infantry, a HMG, 2 Horse Artillery, 2 Partisans, an Adventurer and a Cavalry, (397, 83). We capture Huexotla.

Hotchkiss kill 2 Aztec Infantry (399, 83) and we capture Ixtapaluca.

Partisan kills Aztec Adventurer (400, 83).

Conquest is paused. :smoke: I forgot to send over Combat Settlers and I ran out. :blush: :spank:

Between Turns:
Germany begins work on Brandenburg Gate.
Canada lands a Bombard next to Bactra,

1856 AD:
Great Scientist rushes Ford’s Factory.

Cruiser sinks Dutch ship. (401, 83).

We lose 1 Infantry in and amphibious assault that kills 2 Greek Infantry (403, 84). We capture Eretria and



Infantry kills Canadian Bombard (402, 84).

An amphibious assault by our Infantry kills 2 Dutch Spearmen (404, 84) and we capture Eindhoven.

Dreadnought sinks Egyptian Destroyer (405, 83).

We lose 1 Infantry in and amphibious assault that kills 2 Aztec Villista (406, 85). The Aztec city we attacked is auto-razed.

eSipahi kills Spanish Infantry (407, 85) and we get a Great Leader :D
The GL rushes a Eailyard in Hello Polland.

eSipha kills Spanish Heavy Artillery (408, 85) and we get another Great Leader.

I am not using this Great Leader. Next turn, he could rush The Great Refinery, in our homeland where corruption is minimal.

Hotchkiss kills Heavy Artillery (409, 85) and we capture Murcia.



Predreadnought sinks Canadian ship (410, 85).

Cruiser sinks Dutch Ship (411, 85).

We lose 1 Hotchkiss killing 3 Aztec Infantry (414, 86); Partisan kills Infantry (415, 86). Tepetlaoxtoc is captured. We also gained 11 Zeppelins.
Some Zeppelins run reconnaissance missions and the rest are rebased to Aussie land.

We lose 1 Hotchkiss and a Heavy Artillery killing 4 Aztec Infantry (419, 88). Tamuin is captured.

We are now the only nation with cities on this land mass.:)

Lawyers kill an Aztec Cavalry and a Villista (421, 88). I believe those were the last 2 enemies on this land mass. :yup:

The save will follow in a separate post (I have some workers left to move and maybe an attack force to launch).
 
The invasion of Germany has begun.

Notes:
  • I landed 27 Troops, 2 Settlers, and 3 Steamrollers south of the German city Augsburg.
    • Unfortunately, we landed in the desert. I wold suggest first building a town on the irrigated grassland next to and south of Augsburg (our secure port city).
    • Then capture and raze Augsburg.
    • Good hunting :D
  • To get the above troops I stripped many Cities of their single defender, in some cases he was replaced by a Conscript. Also, I left Vetern Infantry in Cities subject to bombardment.
  • The Mongol city that is a blight in the Aussie lands exists due to the houseboat bug.
  • A Great Leader is on a transport that will land in “Welcome Home Baby” next turn. I would suggest he be used to build The Great Refinery.
  • I was so concerned about getting Lawyers loaded on to the transports sailing home I forgot to load some Entertainers. Entertainers are now standing next to “Hello Poland”.
  • 2 Cities in former Aztec Territory “So Tough” and “Boogie Woogie Bugle Boy” have troops that need to heal. One Town has troops that will heal next turn and the other town has troops that will heal in 2 turns. Also troops that can heal in 1 turn are scattered around former Aztec and Spanish territory.
  • Some of the Workers and Steamrollers have not yet be moved.
  • We need more Steamers to ferry troops from our Homeland to Aussie land and from Aussie land to Germany. I think we need a minimum of 4 Steamers ferrying troops each all the trips between Homeland, Aussie land, and Germany.
  • I found Steamrollers and Settlers to be as important in combat as troops.
The save file is attached.
 

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Mind boggling set. Was the combat settlers what broke it open?
I’m now wonder if I played my last turn…

Next idea is AWM again, but pure Pangea. We have the potential for far more enemies at once. I don’t think a center of the map position would work…

ROSTER:
LKendter
Jersey Joe
Greebley (up)
Elephantium (on deck)
TheRat (needs to reconfirm)
 
Combat settlers definitely had a significant impact. Especially combine with railroads.

What I was doing is building a temp city right next to the city I wanted to take. With railroads I was attacking without having used any movement bonus.
I could use Infantry if I wanted to (many times the last kill was with Infantry so the city had a defender in place).
Sipahi, Hotchkiss, and Artillery (since I could use both moves) could attack, win or retreat from a battle and on the same turn be moved to a town with a barracks.

This meant they could be healing the following turn which normally is the turn you move them to the barracks for healing. This is like have 40%-50% more troops. Sometimes, especially if there were forests, jungles, or hills involved I used 2 settlers to get next to the target city. As a side benefit, I could attack with Veteran Sipahi, if it did not get prompted to elite, it would be upgraded to a Hotchkiss and ready to attack next turn.

I had all of the temp cities building wealth and hired a tax collector. When I had workers available I abandoned the city and built a railroad in its place. I am reasonable sure I abandoned all of those temp cities. All the temp cities had names starting with "lmn8"

Sign me up. I like the idea of AWM on a Pangea. A starting spot with many plains and hills would be nice. Flood Plains and Mountains work well, Salvador (with Ford's Factory) might be able to 3 turn build 700 shield Wonders.
 
I would be willing to play awm pangea as well.

Do we know when CCM 2.50 will be out? If not too long it might be worth waiting for. Wouldn't mind testing the 58% dom. version.

I have got this one. Not yet sure if I will play 5 or 10 turns, but I am thinking 10 would end it.
 
Good Hunting Greebley.

I noticed that we did not get one extra sea movement from owning the Blue Riband. Before I captured the Blue Riband we where getting 1 extra move since we own Dutch Golden Age. Dutch Golden Age goes obsolete when you learn Marine Engineering. We have yet to learn Marine Engineering. So why are we not getting bonus movement from both Dutch Golden Age and Blue Riband?
 
Do we know when CCM 2.50 will be out?

The next version of CCM2 also holds the files to play RARR, CCM1 and WW2 Global Gold. So the files for CCM2 and RARR are mostly finished, the files for CCM1 and especially WW2 Global Gold still need a lot of work and some additional testgames. As I´m not a factory, I cannot predict a date, but I do what I can, depending on the free time I can afford for modding Civ 3. If all runs well, may be somewhere in August 2019 the next version can be released.

The changes in the next version are huge (among them new cultural and diplomatic victory, completely reworked resources, individual customization of the victory conditions at the start of each game, reworked techtree of era 2, MGLs can also be used to build additional artillery units, defense value for artillery is increased combined with new escorted artillery units done by Wotan49, city walls go obsolete and must be replaced by much more expensive bastion forts, forests now only give 1 shield, but can additionally be mined, reworked religious system, tons of fixed unit graphics done by Takeo).

I noticed that we did not get one extra sea movement from owning the Blue Riband. Before I captured the Blue Riband we where getting 1 extra move since we own Dutch Golden Age. Dutch Golden Age goes obsolete when you learn Marine Engineering. We have yet to learn Marine Engineering. So why are we not getting bonus movement from both Dutch Golden Age and Blue Riband?

Concerning the movement bonus: Two +1 MV naval buildings don´t work cumulative. A +1 and a +2 MV naval building would work cumulative, but such a constellation does not appear in CCM2.
 
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To give Civinator the time he needs to complete the next version, I could provide a "biq" file with the victory conditions changed to 58% land and 60% population (or any other percentages you want). It would just replace the biq file we are currently using, everything else would remain the same.

Also, I hope the next civ we represent do not have a seafaring trait. ;)
 
I also know how to edit the "biq" file. ;-)

Pangaea with seafaring. :rotfl: :rotfl: :rotfl:
 
'Individual customization of the victory conditions at the start of each game' in the next version of CCM2 means, you will not need the editor for doing such operations before starting a game. This is now possible for CCM2, as CCM2 now can hold all kinds of victory options of C3C due to the Quintillus editor, which allows to exceed massively the Civ 3 standard limits for a cultural victory.
Spoiler :



 
I am playing but it is going slowly. It didn't help that I accidentally took the Mongol city without thinking about it and had to redo most the turn. This weekend was real scorcher and my computer is not in an Air Conditioned room as well, so I would play some and then flee the heat.

We have taken out the first German city; Augsburg. The logistics of getting our units to the front is taking time. For my turns, the net result will be more moving of troops than real progress

I will likely play a total of 5 turns; hopefully next weekend will go more smoothly and I can finish then, but it might be the week after that. I will try to play a bit on the weekdays if I can.
 
Preturn: Last weekend I got half way through MM everything; so this week I just hit End turn in order to do something.

AD 1857: Build Augsburg defiance next to our landing spot and take out two units guarding Augsburg. I razed the city.
Accidentally destroyed Mongol time so I reloaded to keep playing; I forgot it was the last one.
Stole Mongol plans to get the location of their settlers.
Tried to plant spies.

AD: 1858: Augsburg is razed to gain some workers. We don't yet have the forces to attack, but we do bring a largish force to the front lines, using a settler to advance closer to Berlin.

AD 1859: Take out Berlin. There were 7 Rifles so it was a bit expensive to take out. We lost 4 or 5 and many are injured. Also Mongols finally landed so I amphibiously assaulted with salted frogs or something. Captured the settlers and took their last City.
The mongols have been destroyed.
I would like to kill off the Aztecs so rush boats near the island with the 2 cities.
Have gone through the the cities at least once by now. I am able to lower science to 30% and still get next turn

AD 1860: We got early tanks. I changed most Hotchkiss to Early Tank before they were built so we have some this turn. Chose Flight next so we can airlift.
Two new city allow us to get to 3 German cities. With the new Hotchkiss that crossed we are able to take out the 3 cities, Koenigsberg, Munich, and Hamburg. We lose one unit on the first two Cities and 3 on the last. That last one had a defender down a total of 1 hp after 4 Vet HotchKiss attacks. The 5th finally succeeded.
Finally another town near Hamburg and we can reach Frankfurt.
The last two German cities are farther away. We are also low on Hotchkiss this turn so stop there. There is one Brittish city we could reach but lack healthy Speed 2 units.

IBT: Two Aztec cities depose us including the old capitol

1861 AD:
Capture two Aztec cities. Capture capital with Partisans so I don't have to use a settler.
Cologne was captured by the Brittish at some point. Despite 2 Rifles leaving there are 5 defenders which costs us 2 units to capture the city.
Another town and we can reach and capture Giza.
Repeat this to capture Elephantine.
There are around 5 losses. Egypt has def 8 units. Tanks are rather timely.
I finally go across and capture Byblios.

Notes:
Decided to stop at 5 due to time limitations even though its just a few more turns..
Augsburg Defiance has the Barracks for healing. I also dropped off 40 units this turn and 56 more are in boats one square away from Augsburd defiance. This is close to 100 troops joining next turn.
I messed up loading boats near our homeland to the second continent. I moved on Hotchkiss instead of the Tanks. We could take off the Hotchkiss next turn. Note we will have even more tanks if you include the ones freshly built next turn. Some tanks are already across but not many; we just started making them.
There is a settler in Khabarosk to grab the nearby island. We may want 2.
We are up to 58 % so I dont think it will be that much longer. Next player can end it.
There are 3 steamers to take out the Aztec island.
LK160_AD1861.png
 

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Definitely looks like we have a nice foothold.
ROSTER:
LKendter (on deck)
Jersey Joe
Greebley
Elephantium (up)
 
Good progress Greebley :goodjob: given you had to establish a foothold and sift troops between 3 land masses. Also, good idea switching to Tanks when we learned how to build them. Unfortunately Tanks cannot be airlifted.
During my turn set I found that the Aztecs had 4-5 settlers on ships. I do not know if capturing their 2 remaining cities is worth the effort.

Also, I notice that we do not have many "combat" Steamrollers. In my opinion, we need to start shipping over at least 1 steamer full per turn and we should have a least 10 "combat" settlers ready to use at the beginning of every turn.

To be really ruthless, why, at this late date, are we building anything (other than war units) that does not produce culture? We need to produce culture not reduce corruption (e.g. a Temple instead of a Collective Farm). Further, why attempt to build something that will take 10 or more turns to produce, unless that build is going to be rushed?
 
I need a swap, possibly a skip. I'm trying to get my turns played in the other game, so I won't be able to get to THIS game for at least a few days.
 
ROSTER:
LKendter (up)
Jersey Joe
Greebley
Elephantium (on deck)


Ugg - not a lot of time this week for me.
 
Based on playtime last night, I should be able to pick this up on Wednesday or Thursday, if that makes a difference.
 
Wednesday is about the earliest I can get any significant play time. Next two nights are overbooked. I can't touch it this weekend coming up. I will wait until you are available.

ROSTER:
LKendter (on deck)
Jersey Joe
Greebley
Elephantium (up)
 
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