LK166, Dutch, CCM, UN victory target

Flintlock patch no different. The game still simply spins its wheels.
Since the smallest civ has 3 cities, I don't think it is the settler bug.
 
Flintlock patch on my PC causes a 1 line skew. Reverting back to Antal until we are all ready for Flintlock.
 
Cycling from 1897 to 1898 I have a save that can cycle to 1899. Since 1898 was basically moving workers, I am going to move workers etc and if that save can can then cycle to 1899 I will up a new 1898 save. I will start playing after lunch.
 
Cycling from 1897 to 1898 I have a save that can cycle to 1899. Since 1898 was basically moving workers, I am going to move workers etc and if that save can can then cycle to 1899 I will up a new 1898 save. I will start playing after lunch.
Good luck.

Once we are ready for Flintlock, I'll work on finding the skew issue. I suspect it has something to do with the extra line in one of the files (I forget which one).
 
Here is a repaired save. It takes a long time between turns. I tested it and got to the next year.
During the cycle to get to next turn, nothing happens for about 9 minutes and 30 seconds :eek: then the Chinese troops on our borders will begin to move.:whew:

The biggest difference is that I did not use the Great Artists to expand the borders in the North to get more Furs.

Also, I forgot to mention previously that I left 2 Settlers fortified near Amsterdam. I was going to merge both of them into Kazan and work the 2 Hills leaving the Mountain unworked.
 

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Tusker, have you grabbed the new version?
 
Pre-turn:

A little MM

IBT takes a long time, but the Chinese eventually move some troops.

T1:

I do a lot of tile improvements all over the place, focused on improving fpt for 1- and 2-turn growth.

IBT:

Australia wants MPP+RoP. Not a chance.
Aztecs want to trade WMs, but it doesn't seem worth it to me.

T2: Lots of tile improvements again. I run out of Worker/Steamroller stacks before I get to Sugar High (now at +4fpt), so I'll have to check that city first on the next turn.

IBT:
Egypt signs peace with Greece.
Incas land a bunch of troops by Haarlem. Hmm...
Flight > Submarines

T3:

I put some sentries near the Incan troops. I hope they're not trying to :backstab:

I also short-rush a lot of improvements. We have a lot of cash.

IBT:

Egypt and Britain sign MPP
Sigh. South America declares war.
An Adventurer suicides on our Infantry at Haarlem
A Cavalry does the same
A Horse Artillery annihilates our Infantry, but they don't have anything left to exploit. The Rifleman in the city breathes a sigh of relief.

T4:

Two MK IVs retreat from a single Villista :(
A third gets redlined before running over an Adventurer.

These tanks aren't all they're cracked up to be.

Next MK IV finally takes out that Villista :salute:
elite Heavy Artillery WWI takes out an enemy infantry
elite Heavy Artillery wins an artillery duel with enemy Horse Artillery
elite lawyer kills enemy Heavy Artillery WWI
Lawyer kills the second one, clearing the stack.

IBT:

Egypt wants to talk. MPP + RoP? No thanks.
Scandinavia and Incas sign MPP. Good thing we're only defending ourselves!

Propaganda in Cumae.

T5:

China and Scandinavia have Dreadnoughts!

We send Saltpeter, Gems, Elephants, and Flight to Scandinavia in exchange for Dreadnoughts.

Seaside Heights switches to Super Dreadnoughts, due in 2.
We sink a few Incan ships E of Sugar High

More trading...
We send Scientific Method to Korea in exchange for WM, 137gpt, and 80 gold.
We send Marine Engineering to Greece for 251gpt and 220 gold.
We send Flight to Russia in exchange for WM, 275gpt, and 380 gold.
We send Flight to China for WM and 11170 gold.
We send Explosives to Spain for WM, 30gpt, and 140 gold.
We send Scientific Method to Indo-China for 93gpt and 220 gold.
We send Mass Production to Egypt for WM, 134gpt, and 120 gold.
We send Enlightenment to Arabia for 12gpt and 70 gold.

Tilburg founded near Darkhan and Namur.
Zwolle founded near Graz.

I'm going to hand off here; it's Turn 290 in-game.

The war with the Incans is largely a phoney-war. We destroyed their invasion stack pretty easily, and we've sunk most of their navy that I could find. I think we can sign peace as soon as they'll talk.

Research is going well, 4 turns per tech at a lowish science slider.

Most of the turns are just checking on cities, railing + irrigating tiles, and shifting troops to disband vet dragoons.

I was pretty aggressive about rushing and short-rushing builds, but we still have over 50k in the bank.

sg_30_1500AD.jpg
 

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Elephantium, looks like the Inca wanted to keep you from getting bored. :)
Did you try to culture bomb any cities? To get the game to go forward I gave up on my try to secure our coastline via culture bombing several cities (including Haarlem and Sugar High) in my last turn.
Rushing and short rushing is the way to go. :goodjob: Just using our 6000+ gpt we can rush 3 Universities/turn. No need to worry about shields/ turn.

Instead of building new Steamrollers, we should merge or disband the hybrid Steamrollers in the cities currently building Steamrollers.
 
I started more Steamrollers because I was absolutely starving for enough Worker turns to keep up with city growth. I was trying to optimize to keep as many cities as possible growing every 1-2 turns.

The Backhoes were helpful for building roads. I'd rather not disband any Worker type units with this many tiles left to improve.

I didn't culture-bomb anything. It's probably worth trying to do before hitting 'end turn' on this save.
 
Don't see much to say. It is simply the time to keep plugging away. Hopefully workers will run out of tasks soon to speed up play.

I hope the stupid war ends quickly.

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

Goal is winning by UN vote.
 
Last edited:
Had some time today so wanted to see if I could reach a full 10 turns. Apologies for the slow turn around - I am playing now.

----

Civinator,
I was upgrading Dutch Horse Artillery to AT Gun but realized it loses its movement bonus for a fairly useless +2 defense (Artillery defending usually means a mistake - they defend last).

For this upgrade to be worthwhile, I feel there needs to be an increase in attack, bombard, or it should keep movement bonus. Maybe tweak this? My suggestion is add to attack because even "defensive" units have attack 9 now so the current 10 is pretty low for an artillery unit - 12 or 13? - to match tanks 12 attack?
 
Civinator,
I was upgrading Dutch Horse Artillery to AT Gun but realized it loses its movement bonus for a fairly useless +2 defense (Artillery defending usually means a mistake - they defend last).

For this upgrade to be worthwhile, I feel there needs to be an increase in attack, bombard, or it should keep movement bonus. Maybe tweak this? My suggestion is add to attack because even "defensive" units have attack 9 now so the current 10 is pretty low for an artillery unit - 12 or 13? - to match tanks 12 attack?

:yup: Yes, this is a very problematic "edge" in the current upgrading chain of this mod. In the next version of CCM the artillery, thanks to the Flintlock patch, will have some drastic changes. Per example horse artillery will upgrade to field artillery and later to self propelled artillery. AT guns and later tank destroyers will become a separate tree in the mod. There will now also be real siege artillery in the mod.
 
Preturn: Minor tweaks. Didn't change much

1904 AD: Decided to go even strong on steam rollers and rushed a bunch after getting 24.6+k for trading early tanks to the Vikings. There is a lot to do.
Disagree a bit on Joe's mention of ignoring shield buildings. Building units and disbanding as well as amount you get for wealth depend on shields and the earlier you get them the more they are worth. The downside of one unhappiness doesn't make any difference if we are free of war weariness. Note that if we still
Sub Pen has a shield bonus for Seaside Heights so building it. Subs should always have escort of our nationality due to sub bug. We can also disband for shields.

1905 AD: China units appear to be circling our border. I think they want to cross.

1906 AD: Rushed a second batch of Steam Rollers.

1907 AD: Decide to clear Wetlands in out territory. Automating it makes it much faster. I shift-W the steam rollers and use workers manually to finish up.
We have 2 turns to the next tech so sell Submarines for a bit less than 30 k.

1908 AD: Work on roads this turn. We were missing a bunch and our units are not in rail stacks so it is an opportunity.

1909 AD: Started upgrading units - out infantry and tanks mostly. Leave some cities empty that are not near the border. I will garrison again when upgrades done.
Work on increasing food. I have planted around 5 cities this turn, I also grow the one near grasslands so they can reach 10 food and grow once a turn to size 11.
MM/irrigate/rail extra food to be 5, 10, or 20 where I can.

1910 AD: We finished Heavy Tank Plant in Seaside Heights. We get interwar in 3 but are 3 shields short of the 267 shields needed to build Hoover Dam in 3. I decide to plant a Forest near Seaside Heights to push us over.
Work on railing Mines in addition to the mentioned food and roads.
I have been getting/rushing factories. WIth Hoover they become very strong with with the free power plant (+100%). Been finishing off culture buildings and some towns can now build units to disband so other towns can build stuff faster.

(I usually try to maximize score and culture even when the win is clear)

1911 AD: Update of most units is complete now. Sold off power plant for maybe 1 k gold.

1912 AD: Get Interwar Experience and switch to Hoover. A riot and lost Lux (silk). I trade for it again from Canada.

Built Hoover:
<images>
LK166-1912a.png

LK166-1912b.png

Just 3 shields short of 3 turn Airport

1913 AD: China and South Africa go to war

I loaded units onto the luxury liner as I was thinking of setting the island. Includes worker to make an airfield.

Notes:
We are up to turn 300.

I used up most of the settlers growing our smallest cities so we may want to build more.

Last 5 turns took 15 hours -- we have nearly 150 steam rollers. This allowed me to get towns to 1 and 2 turn growth, and many cities are completely built up now. Soon we will not have use for so many steam rollers and can merge back into cities to get them to full size. This will make the turns much shorter.

Several cities have built all the culture the can get and have started building units. This is mostly for disbanding them to get the other cities to full buildings. Getting the shield based buildings first is the fastest to complete all buildings (I skip airport) and so is what I work on first (assuming we have enough science for 4 turn tech which we do at 50%). Of course we will also win by just hitting enter, if you prefer....

Picture of the wall now:
LK166-1912c.png
 

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Which units are in the sea tile with the whale resource ? Here only the orange circle can be seen. I want to check if there is a problem with the unit images.
 
Got it

ROSTER:
LKendter (up)
Jersey Joe (on deck)
Elephantium
Greebley
 
Civinator, that is the early submarine fortified. It just leaves a tiny bit above water which is on top of the whale and hard to see. It also hides the other boats that are making sure the AI doesn't run into the sub and cause war.

In the above turn, I tried to explain why my style of play favors shield producing buildings but I don't expect others to do the same. I think each player adds different strengths(and weaknesses) to play and the net result is better game play than the individuals by themselves.
 
Civinator, that is the early submarine fortified. It just leaves a tiny bit above water which is on top of the whale and hard to see. It also hides the other boats that are making sure the AI doesn't run into the sub and cause war.

Greebley, thank you very much for the answer - so all is o.k. here with the graphics. :)
 
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