LK166, Dutch, CCM, UN victory target

Keeping this up front. The "W" and "D" cities have been placed.

 
Where do we want to place the next city? IMO all of the options are fairly weak in the short term...

M is nice because it can grow for a long time without a lot of Worker turns, but it's otherwise a fairly weak spot in terms of shields.
P is better for production, but it will need more Worker investment to thrive.
S will be great once a) it has a Port and b) we've roaded + mined the forest tiles. I'd backfill this spot after some of the other sites.
C has enough grassland to grow at a decent pace while we get the Harbor built, but it'll take a while to build up decent shield production.

Also, @Civinator, can we switch to the Flintlock patch mid-game?
 
P & C get to close to Mongolia. I'd prefer to wait until after we hit them.

I like M for now, as it can survive a while without worker actions. The dear city needs a lot of work. Seaside heights needs a lot of work. Diadu isn't on the road net, so we need worker turns that direction also.
 
Also, @Civinator, can we switch to the Flintlock patch mid-game?
I believe we can switch. I was testing the patch out by loading old saves I had of LK165 and seeing how the Flintlock patch worked. I did not experience any problems and posted a few of my observations in the LK165 thread.

I think The Hague and city site M, maybe even Site C should be looked as potential research centers. We should be looking to run upwards of 20 scientists in each of those cities.

MId-turn tease:
I traded for Mounted Archery so when we get Horses back we can upgrade the Horsemen.
Our Enslaver spotted a Mongol Warrior and Settler headed for what might be the Iron and Hardwood.

It will only take 1 road segment to hook Diadu. The Mongols roaded and irrigated the bonus grass and cow for us.
 
Civinator[/USER], can we switch to the Flintlock patch mid-game?

1. The actual version of the Flintlock patch is R10 (available since some days).
2. Yes, it is possible to switch to the Flintlock patch (and back) during a game.
3. The switch to the Flintlock patch should be done before starting a new turn.
4. The GOG offline installation of Civ 3 Complete should be installed, not the Galaxy installation.
5. All players should use the same version of the default.c3x_config file (a customized version of the R10 file is attached to this post).

In the attached default.c3x_config file offensive land artillery, composing of armies, changed railroad moves and changed paratrooper setting are disabled, as the current CCM 2.50 doesn´t have the proper prerequisites for it (this will change with the next version of CCM).
 

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I traded for Mounted Archery so when we get Horses back we can upgrade the Horsemen.
Nice news. Get those horses back and a city with barracks, and get ready to upgrade. By the time horses are back, I hope we are ready for war.
 
Continuing 150 AD:

IBT
: Our Scout north of Amsterdam is captured(?) by invisibile unit (0, 1).

175 AD: War preparations continue.

200 AD: Our Enslaver west of The Hague sees a Mongol Warrior escorting a Settler.

IBT: Spear defends Rotterdam by fighting off Enslaver.

225 AD: West of Rotterdam, Enslaver enslaves a wounded Enslaver (1, 1).:smug:

250 AD: War preparations continue.

IBT: We lose our supply of Silks.

275 AD:
Trade Naval Warfare to Canada for Silks and 2 gold.
We trade The Republic to Japan for Mounted Archery and Elephant Training.
Trade Mounted Archery to Italy for Dyes and 15 gold.

300 AD: Our Enslaver west of The Hague spies a small stack of Mongol troops in the hills to the east and, because he does not want to get his boots muddy in the swamp, will journey through the jungle to get back inside our borders.
Our Horsemen move to Brussels to train in advance archery techniques and await the arrival of their destriers.

325 AD:
Trade Monarchy to Korea for Dark Ages and 51 gold.
Trade Dark Ages to Japan for Literature and 61 gold.

350 AD: War preparations continue.

IBT: Korea demands we give them Literature. Not wanting to fight on 2 fronts, I give them Literature, even though they are relatively far away.

375 AD: War preparations continue.

IBT: Scout is killed by invisible unit (1, 2) in S. African territory.

We lose our Supply of Furs and Gems and get back our Horses.

400 AD: In Brussels, I upgrade a Horseman to a Horsearcher.

Notes:
  • All the Horseman are in Brussels.
    • It costs 45 gold to upgrade a Horseman to a Horsearcher. We only have enough gold to upgrade 5 of the remaining 6 Veteran Horseman. We also have 1 regular Horseman.

  • We can trade to get the Furs and Silk back.
  • The worker next to Seaside should provide the extra woker needed to to finish the Mine on the deer next turn and free up the other workers.
  • I think the Slave with the 2 Workers building a road to Bruges will be enough to finish the road next turn.
  • Bruges is building an Academy because it is the quickest way to get to 100 culture.
  • Rotterdam should finish the Aqueduct 1 turn before growing to size 10.
  • The Hague only has 3 shields. Building Slavery there will not get an extra shield. Also, currently it loses its third shield to corruption.
  • The 2 Workers and a Slave west of The Hague can build a road in 2 turns.
Here is an updated dot map that shows a new Mongol city that will have access to Iron and Hardwood.
 

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Mongolia is still hopelessly backwards in tech. The danger of them tripping a GA in the short-term is zero. :)
Thank you to Mongolia for building our iron city. The only issue is a ton of worker hours will be needed to hook up the iron and hardwood.


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

Goal is winning by UN vote.
 
Hopefully the Mongols will hook up Iron the turn before we add Hovd to our kingdom.
I am hoping that one of the few AIs that do not have either Literature or Dark Ages learns Religion so we can trade for it.
 
I've got it.

I haven't reinstalled Civ yet from gog. Busy week. Do I need to get Flintlock working before starting my turnset?
 
Pre-turn planning:

Netherlands, Monarchy, 7.2.1, Feudalism in 39 turns at +17gpt.

Amsterdam is size 11, growing in 32, 1 entertainer. 19 spt, 43 gpt, building European Horsearcher every 2 turns.
Brussels is size 12, growing in 1 (and will grow every 4 turns with enough happy faces), 1 scientist. 18spt, 27gpt, building European Horsearcher every 2 turns.
Rotterdam is size 8, growing in 2. 8spt, 10 gpt, building Aqueduct in 6 turns.
Seaside Heights is size 5, growing in 5. 10spt, 12gpt, building Port in 7 turns.
The Hague is size 5, growing in 1 (and will grow every 3 turns with enough happy faces), 1 scientist. 2spt, 4 gpt, building Granary in 26.
Bruges is size 2, growing in 9. 4spt, 3gpt, building Academy in 17.

I hire an extra scientist in The Hague this turn: +16gpt, research in 34.

I really wish we'd settled The Hague 1SW to keep both Wheat and nab the Peat. Those extra 2 shields would have come in handy.

Army: We have 8 Archers, 2 Catapults, 22 Northern Spearmen (nearly half of them are near the Mongolian border), 5 Enslavers, 6 Northeuropean Chariots, 7 Northern Horsemen, and 1 European Horsearcher (soon to be 10 due to upgrades).

Japan wants 14gpt for Furs.
China wants 15gpt for Gems.
Scandinavia wants 18gpt for Wine.

However...boosting the lux slider to 20% costs 14gpt before I make any changes. Fiddling with citizens a bit, I can get us to 6.2.2 on the sliders, +9gpt, research in 39. The only difference this turn is getting Amsterdam growing faster. It would make a difference in Brussels next turn and Rotterdam the turn after and in The Hague around the end of my turnset.

I'm inclined to pass on lux trades for the moment.

My plans are:
1. Upgrade all the Horsemen once we can afford it.
2. Keep looking at luxury deals vs. the lux slider each turn.
3. Build a road to Daidu: Route will be N-NE from the Hague to the hill 2E from Daidu, allowing our SoD to move there, then attack with Horsearchers the following turn.

Alternatively, we could move directly towards Daidu, screening with Spears and reducing their field units with Horsearchers as we move. Thoughts? We'd get Daidu 1-2 turns later, but we'd be able to move Spears in immediately for defense.

Either way, we need 270 gold to upgrade our vet Horsemen and another 45 (3 turns of gold) to upgrade the regular. My plan is to hit upgrade on T3, move them on T4, and then they'll be in position to attack on T5.

Alternatively, I could attack on T2 by upgrading as many as I can during the pre-turn.

Questions for the team:

* Do we care about building any more Merchantships to try to find the other continent?
* What's the plan with research? I'm a little surprised that we're bothering beyond single-scientist research when it will still take 30+ turns.
* Attack on T2 or T5?
 
Questions for the team:

* Do we care about building any more Merchantships to try to find the other continent?
* What's the plan with research? I'm a little surprised that we're bothering beyond single-scientist research when it will still take 30+ turns.
* Attack on T2 or T5?
I think we should build School of Navigators in Seaside once the Port is finished. That would give us a supply of ships to search out new worlds and civilizations.
I like the idea of roading the swamp to move spears onto the hill at the start of the invasion. It will probably take until T5 to get everything on place.
 
Questions for the team:

* Do we care about building any more Merchantships to try to find the other continent?
* What's the plan with research? I'm a little surprised that we're bothering beyond single-scientist research when it will still take 30+ turns.
* Attack on T2 or T5?

I agree with JJ and School of Navigators. Sooner or later one of those ships will get lucky. In addition, IIRC those ships can enter sea spaces.

We don't have the income for full research, so stick with single-scientist research.

Attack when everything is setup.
 
Turnset report

IBT from pre-turn:

Greece complains about our troops near Troy. We apologize.

425 AD:

I move the Worker from Seaside Heights to help with the mine on the game. Still due in 1 turn :rolleyes:
I have the slave N of Bruges help with the road. Still not done. Ugh.
I peel off a couple of workers from the game to finish the road, at the cost of the game's mine going up to 2 turns :(
I should have left well enough alone.

On the bright side, I don't need to bother with the slider for Brussels to stay happy.

Japan still wants 14gpt for Furs. Gems are gone, but Wine is still available.

IBT:

Germany gives us a boot order.
We see Greek troops heading east

We build 2 Horsearchers.

450 AD:

We see Enslavers on the hill E of Daidu.

I move a Worker to finish the mine this turn, but then all I can really do is start a mine on the forest 1N of Bruges. It's a little unsatisfying.

I also start a road on the second Game tile.

Rotterdam is about to riot, so the sliders go to 7.1.2, Feudalism now due in 45. One thing I forgot about lone scientist research is the max slider settings; we could go to 1 scientist and 0% science, but then we'd be at 30% lux with no benefit over 20%.

IBT:

The Enslavers near Daidu head back towards the city.
Our Scout near Greece is captured by an invisible unit. 0-1

475 AD (T120 in-game):

Our vet Horsemen are upgraded into Horsearchers at a cost of 270 gold.
I hire a taxman in Brussels and 2 Engineers in The Hague.

France has Religion! They're not willing to make a deal, though.

IBT:

We see Mongol's Enslavers again.

500 AD:

Our Enslaver kills one of the Mongol Enslavers. 1-1
We upgrade a Clan.
The Hague loses one of its Engineers in the interest of faster growth.
I hire a second taxman in Brussels, growth still in 1.

IBT:

Invisible unit attacks our exploring Warrior near Germany (By the sound, maybe an Enslaver?). The Warrior survives.
Russians are building Philosopher's Stone.

525 AD:

Dial up the Mongols and declare WAR!
Brussels grew; citizens all go back to work.
Gold is desperate; a deal or two ended, and we're now at -16gpt. Some tweaking, plus selling Dark Ages to Germany, gets us to 42 gold @ -9gpt.

The "M" city will help things, as will Daidu.

I move our SoD to the hill.

IBT:

Brazil-Portugal comes out of nowhere asking for 21 gold. I cave.
Austria-Hungary demands 20 gold. I defy them because otherwise, we'll lose a unit and a building! They back down.
We lose our exploring Warrior to an invisible unit 1-2
Two Hunnic horsearchers retreat from our SoD.

Rotterdam builds its 'duct. Up next, Market.

550 AD:

Battle of Daidu:
Horsearcher retreats
Horsearcher kills Hunnic Horsearcher (who disappears suspiciously quickly. Might be a problem with the animation) 2-2
Horsearcher kills another Hunnic Horsearcher 3-2
Horsearcher retreats
Northeuropean Chariot dies to a Mongolian Spearman 3-3
Northeuropean Chariot kills Hunnic Horsearcher 4-3
Northeuropean Chariot dies to a Mongolian Spearman 4-4
Northeuropean Chariot kills Mongolian Spearman 5-4
Northeuropean Chariot kills Mongolian Spearman 6-4
Enslaver barely kills Catapult 7-4
Enslaver kills wounded Hunnic Horsearcher 8-4
Northeuropean Chariot kills wounded Hunnic Horsearcher and takes the city 9-4

Horsearcher kills invisible unit 10-4
Horsearcher kills Asiatic Chariot 11-4
Horsearcher kills Mongolian Spearman 12-4
Horsearcher kills Mongolian Archer 13-4

MM Rotterdam to avoid a riot.
Daidu could be tricky, based on visible troops...

IBT:

Spain demands all our gold. Now we're in positive gpt, so I cave.

Defense of Daidu:
Mongol Archer dies to our Horsearcher on the outskirts 14-4
Mongol forces our Horsearcher to retreat, also on the outskirts
Mongols kill our Horsearcher 14-5
Chariot kills our Spear (near The Hague) 14-6
Asian Horseman kills our Horsearcher 14-7
Asian Horseman dies to our Horsearcher 15-7
Asiatic Chariot kills our Horsearcher 15-8
Asiatic Chariot kills another Horsearcher 15-9
Asian Horseman kills our Horsearcher 15-10
I'm getting nervous...they've attacked with more than I thought they had available...
Hunnic Horsearcher dies our Horsearcher 16-10

THE CITY HOLDS!!!

Given these results, the slower approach of attacking Mongolian units en route to The Hague might have been more effective.

Our people want the Gold Mine.
Daidu starves.
Seaside Heights gets its Port and starts on School of Navigators.
Merchantship lost in treacherous waters.

575 AD:

China has entered the Age of Discovery.

I'm a little worried. Mongols have 23 visible attackers in range of Daidu.

Archer kills Mongolian Archer 17-10
Archer kills Mongolian Archer 18-10
Archer dies to Mongolian Archer 18-11
Archer kills Mongolian Archer 19-11
Catapult kills Mongolian Archer 20-11
Archer kills Mongolian Archer 21-11
European Horsearcher kills Asiatic Chariot 22-11
Enslaver captures redlined Asiatic Chariot 23-11
Catapult kills Asiatic Chariot 24-11
Northeuropean Chariot kills Mongolian Spearman 25-11
Enslaver captures wounded Asiatic Chariot 26-11
Northeuropean Chariot retreats

This IBT also promises to be bloody...

IBT:

Asiatic Chariot dies to our Catapult 27-11
Asiatic Chariot kills our Catapult 27-12
Mongolian Archer kills our Enslaver 27-13
Mongolian Archer dies to our Archer 28-13
Mongolian Archer kills our Archer 28-14
Mongolian Archer kills our Archer 28-15
Mongolian Archer kills our Archer 28-16
Mongolian Spearman pillages a tile.
6 Mongolian Archers die to our Spears in Daidu. 34-16

Whew!

Egypt has completed Philosopher's Stone.

600 AD:

European Horsearcher kills Asian Horseman 35-16
European Horsearcher dies to Mongolian Spearman 35-17
European Horsearcher kills Mongolian Spearman 36-17

IBT:

Siege of Daidu continues:
4 Mongolian Archers die to our Spear 40-17
Mongolian Archer kills a Spear (He had just promoted to elite, too :cry:) 40-18
Mongolian Archer dies to our Spear 41-18
Mongolian Archer kills our Spear 41-19
Mongolian Archer dies to our Spear 42-19
Mongolian Spearman pillages the Gold tile.

Daidu riots. We're down to 2 resisters.

625 AD:

Catapult kills Mongolian Spearman 43-19
European Horsearcher retreats
European Horsearcher kills Mongolian Spearman 44-19
Enslaver kills Asiatic Chariot 45-19

We might be out of the woods; we have 5 Spears in Daidu vs. 4 visible Mongolian attackers!

IBT:

So, this happens

sg_21_30BC.jpg


We say no, so they press the attack:
Mongolian Archer dies on spearpoint 46-19
Mongolian Warrior dies to our Spear 47-19
Another Mongolian Warrior dies on our Spear 48-19

Propaganda in Rotterdam.

650 AD:

European Horsearcher retreats
Northeuropean Chariot kills Mongolian Spearman 49-19
The same Chariot kills a second Mongolian Spearman. Hey, I didn't know they had blitz attack! 50-19
Archer narrowly dies to Mongolian Archer 50-20
Catapult kills Mongolian Spearman 51-20
Northeuropean Chariot kills Mongolian Spearman 52-20
The same Chariot dies to a Mongolian Archer 52-21
Northeuropean Chariot kills two Mongolian Archers, promotes 54-21
Enslaver captures redlined Mongolian Archer 55-21

IBT:

Mongolian Archer kills our Enslaver in Daidu - sneak attack can be ugly 55-22

675 AD:

European Horsearcher kills Mongolian Spearman in the open 56-22
European Horsearcher narrowly kills Mongolian Spearman 57-22
European Horsearcher retreats
European Horsearcher kills Mongolian Spearman 58-22
Northeuropean Chariot kills Mongolian Archer 59-22
European Horsearcher kills Mongolian Archer, promotes 60-22
Enslaver captures redlined Mongolian Archer 61-22
European Horsearcher kills Mongolian Archer 62-22

France learned Literature since last time I checked :(

IBT: No action. I switch Brussels to build Spears for a couple of turns.

700 AD:

Daidu is secure. I move some units into Mongolian territory

IBT:

Hunnic Horsearcher dies to our Spear 63-22
Hunnic Horsearcher kills our Spear in Daidu 63-23
Brussels riots. Ugh, I miscounted the happy faces :mad:

Maghreb complete Hanseatic League.

725 AD:

Enslaver kills redlined Hunnic Horsearcher 64-23
European Horsearcher retreats
Enslaver captures Mongol Warrior 65-23
European Horsearcher kills Hunnic Horsearcher 66-23
Northeuropean Chariot kills Mongolian Spearman 67-23
Northeuropean Chariot kills Mongolian Archer 68-23

We're in sight of Karakorum, but we might want to attack Kazan or Tabriz instead. Capital cities always have a lot of defenders in CCM.

sg_22_50AD.jpg
 

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I can’t tell if Diadu is starving.
With the amount of troops you fought, I wonder if they were getting ready to attack us.


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

Goal is winning by UN vote.
 
Wow :wow: more action than we have seen in over 4000 years. :hatsoff: :goodjob:
One thing I forgot about lone scientist research is the max slider settings; we could go to 1 scientist and 0% science, but then we'd be at 30% lux with no benefit over 20%
You could reset science research to 0% every turn and get extra gold.
We're in sight of Karakorum, but we might want to attack Kazan or Tabriz instead. Capital cities always have a lot of defenders in CCM.
I would favor Tabriz to Hovd (Iron and Hardwood) or Darkhan (Fruits) to Hovd (Iron and Hardwood).

I think we should build Administration in Bruges before Slavery.
 
Daidu is not starving. Do we want to starve it down to size 1?

You could reset science research to 0% every turn and get extra gold.
Eh, that seems like cheating to me.

Worker groups need a little attention to restack them into optimal numbers. I had some trouble with this -- the stack sizes weren't quite right for what I was doing. I figure we'll want 1-2 roading crews near the front (with maybe 4 new Spears from Brussels to cover them).

War thoughts -
  • Karakorum is close and easy to attack, but I think it will grind up a larger army than we have. Reachable in 4 turns.
  • Kazan is fairly quick to reach, but it will require roading crew support if we want a chance of defending it after we take it. Reachable in 4 turns.
  • Tabriz is in jungle and swamp, so we'll have to rely on the Mongolian road to reach it. Once we take it, it will be surrounded by enemy territory, facing counterattacks from Karakorum and Ulaanbaatar. Reachable in 6 turns.
  • Darkhan is fairly easy to reach, either slogging over the hills in the ridge from Daidu, or by building a road through the swamp next to it with a 1-turn roading crew. Reachable in 6 turns
Based on all this, I favor withdrawing our SoD towards The Hague, leaving behind ~3 spears and ~4 Horsearchers to handle incursions, then build the swamp road to Darkhan before pushing on to Hovd.

We want the Iron, so that path is better than Karakorum/Kazan -> city in the fog N of Karakorum for this stage of the war.

The drawback is that we'll be facing more pressure on Daidu, but I think we can handle that with a small task force + reinforcements, based on activity in the last few turns.

I think we should build Administration in Bruges before Slavery.

How come? I would think we'd want to build Slavery first to boost shields, getting Administrative Center 1-2 turns faster.

Spoiler Calculations :

We have a base of either 7 (MM for growth) or 9 (MM for production) shields.
Base 7 shields, -1 corruption, Slavery due in 9.
Then we'll have base 8 shields, -1 corruption, Administrative Center due in 8
Total 16 turns.

Base 9 shields, -2 corruption, Slavery due in 8
Then we'll have base 11 shields, -2 corruption, Administrative Center due in 7.
Total 15 turns.

Or, we can invert it:
Base 7 shields, Administrative Center due in 10.
Then we'll maybe have an actual 7 shields, Slavery due in 8 turns.
Total 18 turns.

Base 9 shields, Administrative Center due in 9.
Then we'll have an actual 8 shields*, Slavery due in 7
Total 16 turns.

* I think, I'm not sure exactly how the corruption reduction works.
 
How come? I would think we'd want to build Slavery first to boost shields, getting Administrative Center 1-2 turns faster.
I was thinking about the extra 1 gold per turn we would get by building the Administration Center first. My feeling is that unless the city has a high shield production potential (e.g Daidu) we should emphasize builds that increase commerce, research or happiness and when those builds are done then maybe build the 2 cheap shield production buildings (e.g. putting a Factory in The Hague would cost us at least 1 specialist maybe 2).

Like you, I am not sure exactly how corruption reduction works, but Brussels (with Admin Center) in 400AD had 0 corruption with 12 base shields and 1 corruption with 13 based shields.
Therefore, with an Admin Center 9 base shields might be an actual 9 shields and then Slavery would be due in 6 turns. This would make the Base 9 shield comparisons both take a total of 15 turns.
 
Ah, gotcha. Yeah, focusing on the extra gold is a fair tradeoff. We need to catch up in research!

Edit: I found this article

So each anti-corruption building ... divides distance corruption by 2.

Bruges has 17% corruption with no Admin Ctr, Daidu has 12% corruption with Admin Ctr already built. Daidu is 2 tiles further away from the capital.

I'd expect corruption to roughly get cut in half, maybe 10%? But I don't think we'll take it down to the level at Brussels.
 
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