LK165 - CCM, Deity, Space Race, Arabia

Notes on Order to Learn Atomic Age Research Choices:

  1. As Lee mentioned, Focused Research (Antibiotics Great Wonder)
  2. Nuclear Reactor (The United Nations Great Wonder)
    1. DO NOT build Big Airlift. We do not need Airports in every city.
    2. If we own the UN we do not need to worry about losing to a diplomatic victory.
    3. Maybe we should save the turn when we learn it as LK165UNdiplo-fork. Then we can restart the game here and go for a diplomatic victory.
  3. Ballistic Missiles (National Space Center, Small Wonder)
    1. National Space Center is need to begin the Race to Mars.
    2. Sputnik is one of the 10 Space Missions needed for Space Race Victory.
      1. I wonder if Sputnik should be built after National Space Center. :confused:
  4. Electronics (Hollywood Great Wonder) or Plastics (New Blue Riband Great Wonder)
  5. Electronics (Hollywood Great Wonder) or Plastics (New Blue Riband Great Wonder)
  6. - (14) order to be determined. (15) Advanced Avionics (makes Manhattan Project obsolete), (16) Mars Mission.
Notes on Wonder Builds (we are so far ahead in tech I do not know if it is worth while to worry about prebuilds):
  • The Nuclear Bomb tech lets us build the Small Wonder Manhattan Project (800 shields).
    • The quicker we build it the sooner we get nuclear weapons (once every 6 turns), also allows upgrading, healing and production of veteran air units.
    • I suggest that we build it in Surf City, even though Mekka or Ellipi could build it 2 turns quicker. See Focused Research below.
    • Surf City has an Airport in the build queue and will start it next turn (1934 AD) and will need to be switched to the Manhattan Project when we are picking out next item to research. If you forget to switch you will not have built the airport and can still switch and build the Sunk works next turn.
  • Focused Research provides a Great Wonder (Antibiotics) and a Small Wonder (Sunk Works).
    • Surf City, with the highest base research, should build Skunk Works (240 shields) to take full advantage of the extra 50% research it provides. Also, if Surf City has built the Manhattan Project, the auto produced U-2 and later the SR-71 Blackbird will be veteran units.
    • Either Mekka or Ellipi (each produce more than 200 shields per turn) should build Antibiotics (1000 shields). Airports are the logical choice for a pre-build.
  • DO NOT build Big Airlift.
  • National Space Center should be built in either Mekka or Ellipi.
  • Computers (NASA Great Wonder), increases research so Surf City should build.
Screenshots in next post
 

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Spoiler Far Nothern Territory :

Spoiler Northeast Territory :

Spoiler Northwest Territory :


Spoiler West Territory :


Spoiler Southwest Territory :


Spoiler South Territory :
Spoiler Southeast Territory :

Spoiler East Territory :

 
What's the deal with Port Dahak / Huamanga? The latter is starving atm, but are we planning to abandon it? Or split the tiles there between both cities?

On research -- according to CivAssist, the estimated beaker cost for Mars Mission is 34000. At 100% science (before counting scientists), we're gathering 8960 beakers. Also, with pre-turn MMing, I turned the science slider down to 0% and only moved the research time up to 4 turns.

Given that, I'd be inclined to skip Focused Research. We won't need it in order to keep up with Atomic Age research.

Thoughts?
 
What's the deal with Port Dahak / Huamanga? The latter is starving atm, but are we planning to abandon it? Or split the tiles there between both cities?
My thought was to keep both cities. Port Dahak would have a fully improved harbor and work all the sea tiles it cold while Huamanga would work land tiles. Also, Port Dahak allows troops to be stationed in our territory, next to Huamanga if it flips after we make peace with the Incas.
On research -- according to CivAssist, the estimated beaker cost for Mars Mission is 34000. At 100% science (before counting scientists), we're gathering 8960 beakers. Also, with pre-turn MMing, I turned the science slider down to 0% and only moved the research time up to 4 turns.

Given that, I'd be inclined to skip Focused Research. We won't need it in order to keep up with Atomic Age research.

Thoughts?
Right now, owing to the Golden Age of Science we are in, we are earning beakers at 3 times the normal rate. This includes Scientists producing 12 beakers instead of the normal 4 beakers. The Golden Age is supposed to end after 20 turns and we will be back to normal rates in 1945 AD. My guess is that at that time we will need to have the research slider at 50% or 60%. Getting Focused Research and Wonders might let us drop the research slider 10% and get extra cash. Skipping Focused Research lets us finish the game 4 turns quicker. Having just finished 10 turns, each of which took a long time to play and was tedious, I favor ending the game sooner. Therefore, I agree with you on skipping Focused Research. :yup:

The only MMing I did every turn was to make sure every city whose name started with Starve was staved. In the larger cities I was starving, after entering the Golden Age, I left them as tax collectors since it was 1 less mouse click per specialist and we were bringing in a lot of gold. My other MMing was short rushing rushing buildings using the regular troops I was building plus cash and merging Settlers.
 
I favor Focused Research to ensure we are good after the scientific GA is done.
 
We are playing with techs I have not used for a long time and new techs I have never seen before. Getting Focused Research to test that the buildings work as advertised is not unreasonable.

Based on CivAssit II (I am not bit sure it is the newest version - 2.0.5083) as of 1933 AD we are 6 techs ahead of our nearest competitor the Lowlands. Ten (10) years ago in 1923 AD, we were only 5 techs ahead of the Lowlands. Therefore, the Lowlands is taking more than 4 turns to research a tech.
 
Ah, the science age. I saw that you mentioned it in your turn log, but I didn't see any note of it in the game UI, so I figured it was over :hammer2:. Yeah, that would drastically change beaker calculations! In that case, I'll pursue Focused Research after we enter the Atomic Age (but if we're under 80% science to research Mars Mission, I'm reserving an "I told you so" :mischief:).

Re: Port Dahak, I'll keep both cities. I'd focus Dahak on the sea and Huamanga on the land, but Huamanga is strictly in starve-down mode for now, so Dahak gets whatever tiles it wants for my turnset :D
 
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Sputnik is one of the 10 Space Missions needed for Space Race Victory...I wonder if Sputnik should be built after National Space Center. :confused:

May be I don´t understand that question. If you are going for a space race victory, it must be built.
 
May be I don´t understand that question. If you are going for a space race victory, it must be built.

To me, "Enables your civilization to begin the Race to Mars" implies that the National Space Center must be built be for any of the 10 city improvements that make up the Race to Mars are built.
What happens if any of the Mars Missions are completed before the National Space Center is built?
e.g. If on the same turn, first Babylon builds Sputnik and then Ellipi builds National Space Center will Babylon's build of Sputnik count or would we need to have another city build a second Sputnik?
 
In that case, I'll pursue Focused Research after we enter the Atomic Age
If nothing else, this is probably the only chance to verify that wonder works correctly in CCM.


Can you even build any space part National Space Center?
 
To me, "Enables your civilization to begin the Race to Mars" implies that the National Space Center must be built be for any of the 10 city improvements that make up the Race to Mars are built.
What happens if any of the Mars Missions are completed before the National Space Center is built?
e.g. If on the same turn, first Babylon builds Sputnik and then Ellipi builds National Space Center will Babylon's build of Sputnik count or would we need to have another city build a second Sputnik?

The National Space Center is a SW and must be built by any civ separately so this civ can start to build the other parts of the space race. Therefore it is not possible that a civ can build any other part of the space race before it has built its starting project, the National Space Center. As it is a SW, every civ can build its own National Space Center to start the "Race to the Mars" for that civ. Therefore it should not be possible, that a civ can start to build another part of the space race, before that civ has built the National Space Center.
 
Pre-turn:

We have a mix between scientists and taxmen. I convert them all to scientists and drop the slider to 0%. Wonder Weapons in 4 (but I'll MM to make it 3). +9130 gpt.

IBT:

Greece declares war on the Lowlands.
We lose a spy in Asyut.
Lowlands declares war on S Africa!
We lose a Coal source.

T1:

I rename Starve - Vilcabamba back to Inca-Vilcabamba since it's down to size 1.
Ooh, we have carriers now! :D

IBT:
Australia and Nubia sign peace.
Nubia celebrates...by declaring war on the Dutch!
Brazil and China sign peace.
Aztecs join the dogpile on the Dutch.
Greece and Poland sign peace.
Mongols declare on Indochina and Aztecs!
Brazil also declares on the Aztecs.
Mongols declare on Nubia
Brazil follows suit.

T2:

I rename Starve-Vitcos to Inca-Vitcos
I also upgrade all of our Coastal Batteries into Flying Boats.

IBT:
Australia and Lowlands sign peace.

Wonder Weapons > Nuclear Bomb
Propaganda in Smoky Gems
Scandinavian spy gets caught counter-spying.

T3:

I rename Starve-Machu Picchu to Inca-Machu Picchu

At long last -- I upgrade 5 Hull(Battleship). We now have a fleet of Super Battleships! :D

IBT:

Britain and Greece decide to sign peace.
Lowlands declares war on Australia. That was a short-lived armistice!
Japan declares war on Australia, too.
Greece declares war on Poland.
Britain wants MPP+RoP with us. No.

T4:

The IMPOSSIBLE has happened! I've largely run out of tiles to improve.

Now I'm chopping forests to enable higher population counts in cities that are just building disband-fodder anyway.

IBT:

Maghreb and Israel sign MPP

T5:

More city tweaks. I rail a few tiles, too.

IBT:

We see a Nubian ship fire at something in the fog of war.
Poland and Persia sign peace.
The Dutch complain about one of our Flying Boats.
They also bomb Amana'a...and shell it with ships at harbor in nearby Elath :sniper:
Dutch Flying Boat is escorting some pocket battleships and a Troopship :lol:
Mongols and Australia sign peace.
Mongols and Israel also sign peace.

T6:

I start merging slave workers. It's really tedious to separate safe-to-merge ones (like German workers) from still-existing civs (like Egypt).

Science slider to 10%.

IBT:

We see Elath shoot down 3 Zeppelins
Nubian ship sinks a submarine in the same area :popcorn:
Lowlands sinks the Nubian ship with intense bombing!
Hey, looks like Lowlands captured Imana'a from Nubia
Israel complains about one of our Flying Boats
A Privateer destroys one of our Flying Boats :confused:

Nuclear Bomb > Focused Research

Inca - Corihuayrachin riots.
Kafa riots.
Toonol riots, too.
I need to be more careful when joining workers and settlers! :eek:

T7:

We spot a wild Karel Doorman class

sg_05_1685AD.jpg


IBT:

Aztecs warn us about our Flying Boat.
Zarzis riots! Ugh.

T8:

It's actually getting hard to find cities where I can join workers/motorized settlers. A few examples:

Toonol, +1fpt, can only get even fpt by making Uskudar odd fpt.
Marrakesh, busy making more Settlers
Bagdad, grows in 1 turn
Plympton (among many others) +20fpt

IBT:

Nubia warns us about our Flying Boat, surprise surprise.
Russia lands infantry in our territory near Sphinx. I'm sure they have only noble intentions :backstab:

T9:

I upgrade Heavy Bombers to Strat Bombers
The old Incan core is tricky. I'm trying to plan for tile assignments once all these cities grow to full size, but there's too much overlap.

Places like Earthen Forest are similarly annoying.

For the next game -- let's keep tile overlaps to a minimum. It's not such a big deal earlier in the game, but when you're trying to bump everything up to max population, it gets tedious.

IBT:

Russia requests an audience. This oughta be good...
They're offering MPP + RoP. Nope.
They don't attack, they just move the Infantry they dropped off inland one tile.

sg_06_1695AD.jpg


T10:

Huh, I'm seeing a new message in cranky cities:

sg_07_1700AD.jpg


Manhattan project?

Handoff notes:

Most of the military is fortified near the capital.
There's a stack of T-34s next to Starve - Vilcas.
I have some planes scattered along the British border. Most of our bombers are in Plympton.

Ships are anchored near New Carthage in the NW and near the old Incan heartland in the east. I had been sending the latter stack up towards Sphinx.

I have a lot of cities building Motorized Settlers. I've been focusing efforts on joining them to cities where the slowest growth is happening.

sg_08_1700AD.jpg


sg_09_1700AD.jpg
 

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ROSTER:

LKendter (on deck)
Jersey Joe
Elephantium
Greebley (up)
 
Good job landscaping our democratic republic. :goodjob:
Congrats on completing the Manhattan Project 3 years sooner than Oppenheimer.:clap:

If the Russians had landed during my turn, I would have surrounded them with most of our armored troops :ar15:and told them to them to leave. :trouble:

Wild idea, change all the slaves we have into Partisans and use use them as a thin line to guard our shores from landings and do the same with all the troops just playing cards next to the Capital.

Another off the wall idea, we should have a settler and some infantry guards out in the grasslands 5 tiles to the northwest of Medusa and every turn try and build a city. With all the wars going on the AI may just raze allowing us to build.
 
Wild idea, change all the slaves we have into Partisans and use use them as a thin line to guard our shores from landings

This would be a nice experiment, as the Partisans have the HN -flag and the AI normally is going for HN and Barbarian units. :)
 
I'll admit, I was resistant to this idea until I ran out of Worker tasks during my turnset. I don't think that's ever happened in a CCM game before :eek:
I think you are correct. Also, I will be our only game to reach the Twenty first century.:wow:
 
Wild idea, change all the slaves we have into Partisans and use use them as a thin line to guard our shores from landings and do the same with all the troops just playing cards next to the Capital.
I'll admit, I was resistant to this idea until I ran out of Worker tasks during my turnset. I don't think that's ever happened in a CCM game before :eek:

That is a CCM first for me. Hopefully this real speeds up the remaining turns. Without worker actions, I suspect they will be really fast.
 
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