LK165 - CCM, Deity, Space Race, Arabia

Up to turn 7 or so. I discovered the Sub bug can trigger if you have a sub as the only guard for a Commercial Raider. The AI attacks the Raider but ends in war due to the sub.

In this way we ended up at war with South America which is making my turn longer. I am going to try to finish before the weekend.
We should razed all the cities we capture unless they have a useful Wonder (obsolete Wonders are not useful even if they are a tourist attraction).

Easy solution to the Sub bug is give it (and all other units with invisibility or stealth attack) Hidden Nationality.
 
Easy solution to the Sub bug is give it (and all other units with invisibility or stealth attack) Hidden Nationality.

The easy solution is to use the Flintlock patch. Here the sub bug and the houseboat bug are really fixed. :clap: I have tested it and it will replace the Antal exe with the next version of CCM.
 
Any idea when this will happen?

CCM (and any other mod) can be started with the Flintlock patch instead of the Antal1987 exe right now. :) There are some other nice benefits by using the flintlock patch, p.e. the worker stack commands. The Flintlock patch settings have no current influence on the CCM land artillery, armies and railroad movement. Here testings must be done for the best future settings - but at present here all is as it is now with the Antal1987 exe.
 
Preturn: Attack some Incan workers with Lawyers, but get no great Artists.

Start the National Air Defense small wonder which requires Palace.

Start trading out older Arabian Infantry so I can upgrade.

Fill a hole near the Capital. Build it up so it can grow every 2 turns and rush the Academy.

Switch some larger towns to Steam Rollers, especially ones at max pop (Ellipi is an exception as it looks MM'ed to max shield and size 20 - I keep that as is for wonder building).

1905 AD: Quiet turn but spend time with MM of cities. Note that I decided to update towns with low corruption (i.e. our core), since we have already done a round of low food cities. This is also because I of building steam rollers so want town growth.

Check Magreb and we have 2 turns of peace left. They had money when I last checked.

I pick up about 400 gpt trading older tech.

1906 AD: Build a long road across desert to be able to pick off units in a war (Inca headed north). We gain 3 great Artists out of 5 Lawyer attacks. Partisans don't do so well, 3 losses and
only 1 gain.

IBT: We get National Air Defense

1907 AD: Short rush some steam rollers and other key improvements to help cities grow.

Kill some Hotchkiss with Partisans. We lose about what we gain vs def 4 but I don't want them in our lands.

1908 AD: Gain Special Actions and start Totalitarianism in 4 at 70%. I notice in 3 tech we gain Bulldozers which look twice as effective as Steam Rollers. We will still need 2-4 workers for each RR, but only one bulldozer.

We do not have enough Infantry for 2 per city, so I use Tanks in many cities so they all have 2 defenders. This makes them safe vs a single invisible unit. If we go to war we will need to gather the tanks again.

Also place a city on the coast where we don't have cities. Build a forest on Tundra to do so.

1909 AD: We kill off more of South America's Hotchkiss and a tank with Partisans. Attack a stack with a single def 3 unit; the first Lawyers are incapable of doing damage (we lose 1 lawyer with 3 retreats and the def 3 unit has lost only 1 hp).

All towns have 2 units now. I am still building Infantry so we can have 2 Infantry (and move back the tanks into a stack).

Got a leader and rushed a University.

IBT: South America triggers the sub bug and declares war. Actually the stack is a sub and Commercial Raider type, so defending with subs doesn't work - the AI went for the Raider ignoring the Sub which started war.

We lose some Infantry units.

1910 AD: For other civs I might not go on the offensive, but South America is really in the way. We will be at war with India and Greece on the other continent due to MPP.

Asturias falls to early tanks without loss. Lose two tanks taking Arequipa.
Andahuaylas falls without loss and then Atico costs us 2 Eastern Tanks.
Vitcos costs us 1 tank.
Juli is captured without loss.
Machu Picchu falls with one tank lost.
Capture Huamanag without loss.
Ollantaytambo costs one tank.

The capital Cuzco has 5-6 def 12 machine gunners + regular defenders and costs us 8-10 units (almost entirely on the machine guns) to capture. We get Olympic Games.

Capture Chuquippo in the North.
Continuing in the North we auto-destroy Tamboccocha losing a tank.
Huanuco Pampa is Captured without loss.
Tiwanaku costs us 2 Tanks to capture. We get Christianization.
Chuito has only one Defender and falls easily.
Still have enough offense to attack Corihuayrachina which we capture without loss.
Capturing Vilcas is possible so we do so.

The South American towns on Scientists allows us to go from 70% to 50% science. Unfortunately, they did have a town on the other continent. I tried to determine this before the war, but miscounted cities. Not sure if I would have kept the cities if I did know - the science boost is nice, but the flips annoying.

After all units are moved, I have some left over tanks for the final city on our continent. I attack Vilacamba but the tanks do poorly and leave an injured hotchkiss on top. The city takes 3 moves to reach so I can use our Partisans to finish it off.

There are still units on our continent. I see 4 and two motorized settlers. One unit is a HMG 12 def on a mountain next to a city which I don't want to attack. I will use bombers on it until it flees or dies.

I also gained two leaders. Use on for a factory in the new town and save the other for next turn. The new city is really near the capital so I want it to be productive. Will likely use the leader on a hospital next turn for 1 turn growth.

The elimination of South America really fixes up our front line. The most recent expansion in the desert area meant we were surrounding them on 3 sides.

IBT: South America settles one of the two settlers.

Egypt randomly declares war on us. I do not think I will pursue that war (won't take cities). It will give us Partisans.

1911 AD: Autodestroy the new city Incan cityHuaras, and rebuild Plympton in its ruins.

I draft some conscript to suppress resistance in the larger South American cities. That way we just lose the draftees if the cities flip. One large city is also risking a bomber or two.

Built forest on the border between us and Egypt where move 2 might be annoying. Covered with Infantry in the hopes they won't attack for this one turn. Also used great artist on front with Egypt.

Got a leader which I save.

1912 AD: Forest border is not attacked. I did forget to guard one city, but it was fortunately just far enough away that Adventurers couldn't reach.

Get another leader after using first on Lone Mountain for Observatory. This one is for a commercial dock in New Carthage.

Gain 2 Artist but also lose a Lawyer (vs a two hp Cavalry (bombed first)).

Got Totalitarianism and start Blitzkrieg in 4 turns.

IBT: Get Alpine thingy.

1913 AD:
No forward movement from Egypt. I planted a Spy and they don't have many units.
I do attack into Viking Lands with Lawyers and Partisans. Unfortunately one Elite Lawyer dies vs a def 2 unit.

Notes:
Most units are near the capital. I got aggressive with my attacking Viking units so just move those units back out.

Got a lot of squares upgraded in our largest/best cities. There is still work to do (and merging after).

I checked tech trades the previous turn but not this one. There wasn't much.

My thoughts on builds:
1) I have been building bombers. Use them to damage units before attacking with Lawyer, Partisan for better odds when at war like Egypt. I would continue to build until our Lawyers only need to fight 1 hp units whenever we are at war.

2) We do not need tanks. We have enough for the continent now.

3) Still building Steam Rollers mostly in cities larger than 20. We can move around population once we are happy with the improvements.

4) I started Dreadnoughts. My thought is to keep the water ways clear during war. The Dreadnought and Battle ship are limited time offers. The later ships have less attack and defense.

5) Any culture buildings (priority on science). Getting double Incan culture is worth something.

6) Infantry - It would be nice to have 2 on each coastal/border city and 1 internally. We don't have that yet. Veteran is better here.

Incans/South America notes (side note: Didn't see Jersey Joe's opinion until after my turns)

Because we were at war I was not able to see the list of Incan cities. Instead, I used shift-L to count them and count on our continent. I miscounted one. Now that they are captured we lose the biggest advantage to razing (extra workers) so I suggest we keep them. Reasons are:

1) I put tanks to take back the city next to the Incan cities. One is not fortified so we know where the stacks are.

2) The give a large boost to science (few hundred science each turn) and also having most buildings already built are worth a lot. The cost of 2 or 3 conscript is really minor if a city flips and the tanks can take the cities back immediately. We are not increasing our WW with South America, so I think staying at war does not matter (we burned off war happiness).

3) I started some more culture buildings. If we can get to twice South America's culture, then 3 units will keep 6 Incan citizens in check so we only have to starve to size 6 and we get to keep all the buildings. The cities would need 3 defenders.

4) The one city we might want to replace is Vilacamba. I put in two captured Zeps for scouting, but it might be a good site for bombers which we wouldn't want to lose to a flip.

Egyptian non-war notes:

I build barricades on the sensitive part of the Egyptian border. We could take them out in a turn, but I prefer to wait for modern. We have a spy in Egypt and they don't really have enough units to trouble us. We can red-line with bombers so we don't lose to units they send our war.

Image of Egyptian front:
LK165_AD1913.png
 

Attachments

  • LK165-1913AD.SAV
    1.6 MB · Views: 18
I got it. It will be slow as a lot going on personally, and stuck with war.
 
I was looking at what comes up in the next age. How does a tech enable and obsolete a wonder?

 
I was looking at what comes up in the next age. How does a tech enable and obsolete a wonder?
Spoiler :
There are 2 versions:
(1) the Blue Riband made obsolete by Plastics and
(2) the Blue Riband (Modern) which has Plastics as a Prerequisite
.
 
There are 2 versions:
(1) the Blue Riband made obsolete by Plastics and
(2) the Blue Riband (Modern) which has Plastics as a Prerequisite
I think the second one should have different name to avoid this confusion.
 
We should build 2 towns next to every captured city.

Instead of having 2 Infantry in every city, we should replace 1 Infantry with a unit that can detect Invisible, like an Adventurer.

Since subs can get us into a war we might not want, why don't we disband our submarires?
 
Assuming we don't pursue our war with Egypt (my preference) we can leave the tanks next to the cities.

If adventurers can detect invisible then I like that alternative. It would be a useful build for towns with 50-89 shields.

I am fine with disbanding subs, though we can always just stack with real boats. I can't remember, but if the subs are slower then I say disband because they can't keep up. Otherwise they can be escorts of the dreadnoughts or something.
 
Egypt has a town (Asyut) on the other large land mass. Therefore, we should destroy the 12 towns next to us. We would gain 2 Rubber, 2 Coal and a new happy [party] resource, Tropical Fruit. The only Wonder they have is the Sphinx and that went obsolete in the Dark Ages.

Cities like Machu Picchu and Huamanga have excess population. Building cities next to them lets us take advantage of excess food production, increases the number of units we can support, and revenue. Also when we have an Academy, Observatory, and University built the workers can produce more science that a Scientist. Further, it would free up our Tanks to break things and kill the enemy.
 
I'm fine with disbanding subs. Building some Adventurers for the borders sounds good, too.

What's the point of building two cities next to existing cities? I don't understand the bit about excess food production. And if we need more unit support, why not build cities with some spacing? As for building Academy, fine, that's doable in a reasonable number of turns. Observatory + Uni? That's either hundreds of gold spent on rushing things (per city) or beyond our horizon for the end of the game.
 
I was referring to building cities next to the newly captured cities the will have a chance of revolting to the Incas fo rmany turns because they are very large. By excess food I was referring to the food used to feed the population in excess of 20.

Based on Civ assist 2, we have at least a 2 tech lead on the Lowlands and most like it is 4 techs. All other civs are further behind. We are the tech leaders and at this point no techs we do not know will be sell-able. What is wrong with spending 100's of gold when we are earning more than 2000 per turn? We have nothing else to spend it on other than the occasional espionage mission. What good is ending the game will more than a 10000 in gold?
To reduce the gold spent, cities that do not need to build improvements can produce units to be disbanded in cities that need Observatories or Universities.
Maybe we should rush any building that costs 100 or less shields.
 
I must be slow today because ... that still doesn't make sense to me. Why do we want to build cities next to the former Incan cities? Why 2? Why not 0, or 1, or 3? What does the high food production have to do with it?

Re: gold, how much is 'enough'? We were talking about the beakers needed to support 4-turn research a few turnsets back, and it sounded like we were already pretty close on science. What good is spending gold if it doesn't let us get to the endgame any faster?

If we don't have anything better to spend it on, I wouldn't have any objections to rushing science buildings in new towns. I'm just not sure I see the benefit, that's all.
 
We have spots that are not within any city radius if you want to just lay down more towns. I don't think the gain is worth much though.I prefer to keep fighting in the next era and I think we do better with bombing Egyptian units so we can use Lawyers and gain partisans. Conquering their cities only to disband them for cities with no improvements doesn't seem worth much in terms of our economy.

So I would prefer to not take the cities at all but it is up to Lee. Maybe just go for the new Lux if there is one we don't have.
 
I'm thinking to raze most of the Egyptian cities once I have enough spare infantry. We are really short of those.
 
I'm thinking to raze most of the Egyptian cities once I have enough spare infantry. We are really short of those.
Why wait? Build a city rush an Adventure for 240 gold, and fortify 2 Hotchkiss (that is all they are good for since we have 3 move Tanks) in the city. If you want Infantry in front line towns swap Hotchkiss for Infantry in our interior cities.

I do not see a reason not to raze and replace all the Egyptian cities. At least raze and replace any city the controls Coal, Rubber or, Tropical Fruit.

EDIT: If any of our cities with Barracks are not cabalble for building Infantry in 1 turn disband Hotchkiss in that city for extra shields to get a 1 turn build.
 
Top Bottom