LK163 - AWM, India

I´m not aware, that such a multiple unit is existing in CCM2.50. What is happening here ??? :eek:
Tusker has long-since installed some multi-unit mods (@Steph's?)of the original Firaxis .flc files : in this case, the basic "Cavalry" unit.

Any CCM tribes which continue to use those file(name)s, will therefore show the multi-unit instead.

His screenshots for our Viking SG showed multi-unit Pikemen as well.
 
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I was pushing buildings pretty hard early in my set. Late set, I switched to mostly units to avoid getting overrun. We can definitely shift back towards buildings -- maybe aim for producing 10 units per turn?

2 for the British front
2 for the Israelis
2 for Hanoi
2 for Bloemfontein
1 each to help patrol near Casablanca and Iznik. Adventurers cost us a lot of units!

@Civinator, as @tjs282 observed, the triple Cavalry is from a multi-unit mod.

One other note: There are two active Settlers. They can both settle in place (but they'll need another 2 Sikh Rifles each for defense ASAP).
 
tjs282 and Elephantium, thank you both very much for the answers about the multiple units unit. :)

Elephantium, you are challenging your laptop with 3x the normal number of unit animations to calculate - but than railing about white screens during the game. :lol:
 
Nah. The triple unit (or in some cases, double) is still just one animation file for the unit. Also, I definitely noticed white-screening before installing multi-unit files.

OTOH, it wouldn't hurt to change them back.
 
Nah. The triple unit (or in some cases, double) is still just one animation file for the unit. Also, I definitely noticed white-screening before installing multi-unit files.

OTOH, it wouldn't hurt to change them back.

It´s the same number of files in the multiple units units, but these files should cause more calculations for the laptop. On the other side, that this will cause the white screens was an attempt to do a joke.
 
Elephantium, :thumbsup: Great Job in catching us up in Tech. We now know at least 3 techs the other civs do not. :goodjob: Also, we extended the rail net nicely. :hatsoff:

I got it :beer:

Next turn when we learn Motorization I am going to start studying Communism, and I will revolt to it after learning it. Then we can build barracks and the 5 year plan and as a bonus our spies will be veterans not regulars and get a 10% increase in chances to complete a mission. After Communism I will bee line to Tanks and hopeful steal the maritime techs.:D
 
The adventurers were definitely painful on my set at well (especially with regular units and hilly terrain).
It it good to see us doing well in tech.

I think we have a hospital in Aydin? I was planning on having at least one high shield town already have one, but might have forgotten.
 
I would favor squeezing in a Hospital in one of our highest-commerce cities to maximize the benefit. Hillstreet Blues and Madras have the highest commerce ratings, by far (IIRC, 175/155 or so). Aydin is midrange by comparison.
 
I just reopened the save to check. I set science to 70%, sorted the F1 screen by beaker count, and fired all geeks in the top cities.

Our top 5 science producers under these conditions are:
Hillstreet Blues, 120 beakers (no Hospital, Courthouse, Police HQ, or Commercial Dock)
Madras, 110 beakers (no Hospital or Police HQ)
Squealing Pigs of Sky, 97 beakers (no Hospital, Courthouse, or Police HQ)
Delhi, 97 beakers (no Hospital, nothing else matters)

The only city with a Hospital that I could find was Uskudar (next door to Aydin!), but I didn't spend a lot of time looking.

Two possible plans:
1. Switch Madras off ToR. This is tough -- either waste 100+ shields building a Steamroller, or Wall Street as a prebuild for...Ford's Factory if we can steal Mass Production in under 7 turns. Then Hillstreet Blues builds ToR, Hospital, X-Ray Machine, Wall Street, Commercial Dock, and Courthouse. That will push us +6 commerce (+4 to research) and +150% -> +250% research, plus doubling research in the city. Starting at 120, our base beakers would be 48 (+4 gives us 52). Doubled, that's 104, * 3.5 = 364 (plus gains from Wall Street and the corruption reduction from the Courthouse)
2. Keep Madras on ToR. Once it completes, build Hospital, X-Ray Machine, Wall Street. The same calculation gives us 44 base beakers, doubled to 88, boosted to 308 (again, plus the gains from Wall Street).

The Hillstreet Blues plan will take 13 turns vs. 12 for Madras (well, more like 14-15, taking into account the switch to Communism).

Thoughts? The risk here is that we lose one of the Wonder races while trying to arrange all this. Continuing as we are nets an early ToR in 4 but with a similar level of risk for losing X-Ray Machine.
 
2 free techs is by far the best choice. I vote to push hard to ToR
 
Oops, did I confuse wonders?
 
I just reopened the save to check. I set science to 70%, sorted the F1 screen by beaker count, and fired all geeks in the top cities.

Our top 5 science producers under these conditions are:
Hillstreet Blues, 120 beakers (no Hospital, Courthouse, Police HQ, or Commercial Dock)
Madras, 110 beakers (no Hospital or Police HQ)
Squealing Pigs of Sky, 97 beakers (no Hospital, Courthouse, or Police HQ)
Delhi, 97 beakers (no Hospital, nothing else matters)

The only city with a Hospital that I could find was Uskudar (next door to Aydin!), but I didn't spend a lot of time looking.

Two possible plans:
1. Switch Madras off ToR. This is tough -- either waste 100+ shields building a Steamroller, or Wall Street as a prebuild for...Ford's Factory if we can steal Mass Production in under 7 turns. Then Hillstreet Blues builds ToR, Hospital, X-Ray Machine, Wall Street, Commercial Dock, and Courthouse. That will push us +6 commerce (+4 to research) and +150% -> +250% research, plus doubling research in the city. Starting at 120, our base beakers would be 48 (+4 gives us 52). Doubled, that's 104, * 3.5 = 364 (plus gains from Wall Street and the corruption reduction from the Courthouse)
2. Keep Madras on ToR. Once it completes, build Hospital, X-Ray Machine, Wall Street. The same calculation gives us 44 base beakers, doubled to 88, boosted to 308 (again, plus the gains from Wall Street).

The Hillstreet Blues plan will take 13 turns vs. 12 for Madras (well, more like 14-15, taking into account the switch to Communism).

Thoughts? The risk here is that we lose one of the Wonder races while trying to arrange all this. Continuing as we are nets an early ToR in 4 but with a similar level of risk for losing X-Ray Machine.
Here is another plan, Continue to build ToR in Madras and build X-ray in Hillstreet. These Wonders like most other percentage bonuses are applied to the Base amount and that includes the doubling of research. So all that is lost by splitting the Wonders between Madras and Hillstreet is less than the production of 3 scientists. I am going to continue building ToR in Madras and build X-Ray in Hillstreet.
If Wonder building was spreadout like we normally get to do, we should have built all the research and commerce Wonders in Hillstreet which produces the most base beakers/gold per turn.
 
On the Science/ Wonder Front:
jeBJ3D.png

We had learned Communism, but I delayed revolting since we were racing the British and Inca's for X-Ray machine.

jeBLNq.png

I am now going to be revolting into Communism.

Some news of the war from the front:
jeB6Fu.png


We then distances between cities lined up and the domino's fell.

jeBzvW.png

My goal is to finish my turn set by the end of the weekend.
 
2 dead civs - NICE!
 
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