LK172, Civ=France, CCM3, just win

USA drew...nothing? Huh, the civilopedia lists them as Scientific.
Thank you very much for reporting that error in the civilopedia. :) USA are industrious and expansionist. This entry will be fixed with the next version of the civilopedia.

Btw.: Have you noticed, that the Mahdist War (with Sudan/Nubia) lasted from 1881–1899 ? I am content, that the course of CCM 3, after nearly 6000 years in the game, now is even much closer to the course of history than most other Civ 3 mods.
 
Elephantium: Very good job, especially getting the Transcontinental Railroad under construction :thumbsup: Also, it looks like your gifting tech worked really well :clap:

We do not have a source of Oil in our borders, so we cann't upgrade our Dragoons to Armored cars. Our town of Pointiers will get Oil when its border expands in 6 turns and we road to it. We can get the border to expand in 3 turns if Pointiers rushes an Opera this turn, an Academy next turn, and then a University.

We have 3 reasons to declare on the US: (1) On the first turn of the war annex Miami and with roads and rails it might be possible to also annex Pamplona (nubian) if it is not well defended and we have the Armies. (2) They have a source of Oil. Also on the first turn of the war, We start building a railroad through the desert to the oil just north of San Francisco. When we annex San Fransisco we will have a second source of Oil and a way to quickly cross the desert. (3) Annex them before they can get better troops.

We should use Arms Race to get the techs Communism and Electric Grid, then start to study Mass Production.
 
Even though Commie barracks are weaker I still want to switch to Commie.
 
We can annex Miami on T1 with the use of that combat settler, but it'll take a 2nd turn to get troops in range of Pamplona. Or we can rail around Miami and hit Pamplona without going after the US.

That being said, I do agree with hitting them before they beef up their defenses. Maghreb isn't getting the same kind of boost that they did.
 
I did not notice when I was looking at the game yesterday, but Miami is a source of Oil. If we hook up the Oil when we capture Miami, we can begin upgrading Dragoons to Armored Cars (Charons?).
We can annex Miami on T1 with the use of that combat settler, but it'll take a 2nd turn to get troops in range of Pamplona.
We don't need a combat settler. We rail from Sha'at and build a railroad up to Miami's border wher it is only 2 squares away from the town. This puts our 3 move Armies in range of Miami. If the armies capture Miami,we railroad and build a section of rairoadroad between the Oil and Camel (and road the Oil). This puts our Dragoons in range of Pamplona.
 
Ah! Armies. Yeah, I was thinking in terms of sending in the Dragoons. It seems iffy to me. We have 5 armies: One Cataphract army, one Cuirassier army, and 3 Dragoon armies. Of those, the first two plus the Second Dragoon Army are healing in the capital. The other two Dragoon armies need another turn of healing before they deploy.

Eh, it's possible, but we still might need the combat settler -- or wait an extra turn to get Dragoons into position.

Edit: Miami needs expanded borders or a colony. Might as well colonize the oil next to Poitiers if we don't want to wait for the border pop.
 
Hmm, do we want to build some boats in Goteborg and Malmo and send them to Nubia's colonies? They'd take basically a full turnset to get into position once built :think: It might almost be faster to go through Maghreb
 
Miami needs expanded borders or a colony. Might as well colonize the oil next to Poitiers if we don't want to wait for the border pop.
We do have a Great Artist playing tonk with the Settler. Which gives us a choice of which town to Increase culture at.
I'm expecting Nationalism to finish in 5T instead of 6, but we can remove a citizen from a hill tile to delay the build by 1 turn if necessary.
I just looked at Tours. Given the surplus in shields, we should convert the worker on the Iron Hill to a policeman. Which makes it due in 6 turns. Then, if Scientific Method reduces by 1 turn, we can put the cop back to work on the iron and drop it the completion date by 1 turn at any time, including during the turn we learn Scientific Method by using the "big picture".
 
Ha, I remember that! Some of the characters played a LOT of Tonk in The Black Company series by Glen Cook. I hadn't realized it was a real game until it came up in our game thread.
 
Teaser: (One of these things is not like the others).
Note that I went for communism and Mass Prod, choosing early tanks next. We are in anarchy.

LK172_AD1891h2.png

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LK172_AD1892h2b.png

LK172_AD1892h2c.png
 
Nice to see we got all the Wonders and a Desert Fort for dessert! :goodjob:
Early Tanks might be a better choice than the path I was planning. :hatsoff:

I do believe after Early Tanks we should get Electric Grid so we can plant trees and add buildings that provide some more shield bonus.

Also, I just noticed this, from the way Communism was nerfed, Fascism might be a better choice. :think: We get the same "cheap building" for 25% shield bonus. However, with Fascism our workers would be at 150% efficiency not 100%. Trade off is conquered towns will not add culture until our race exceeds 50% in the town. I am not sure how this works if we destroy the civ completely. :dunno:
This is because, it seems to me, once we destroy a civ it stops being assimilated. (based on observations from CCM2.5). :yup:
 
Trade off is conquered towns will not add culture until our race exceeds 50% in the town. I am not sure how this works if we destroy the civ completely. :dunno:
If remembering well, the penalty stays on those cities in government Fascism.

Edit: The Desert Fort will not last long, as it becomes obsolete with tech Early Tanks.
 
We did fascism in one game. The lack of culture really killed working toward domination. I still have 0.0% desire to run that govt.
 
I feel we should have prioritized the Desert Fort more heavily as it is one of our few Veteran towns. (It was coincidence it popped up the same turn as xray and arms race so I included it). I can rush a few Vet Carron at least.

Agree forests make electric grid attractive past the early tanks.
 
Preturn: Go through civs to trade techs gaining around 1100 gpt and 10k gold.

1890 AD H2: After checking we had sufficient Armies, I roaded to Seattle and used the armies to capture it without loss. Captured San Fran without loss gaining a leader (Empty Army).

Roaded the Oil next to San Fran and started upgrades.

Also sent some Dragoon (Regular and Elite) toward Miami.

1891 AD: Capture Miami without loss.
Fill Army with new Charron
Gain a Leader and make a second Charron Army.
Killing USA units - about 50 showed up so won't be advancing this turn. We are (barely) able to take them out.

1891 AD H2: More American units than we can kill have showed up. Looks like they have not fought anyone yet. I can see about maybe 100 units still around at the end of the turn. One stack might attack.

Got another leader and Charron Army (3rd)
I did use the Armies to capture Boston.
Gained 2 Artist and used one in Boston to slow USA units. We now have a settler, 2 Artists, and a Monk in the Tonk Collective.

IBT: Some attacks which we mostly win.

1892 AD: We want to get Arms race in 2 turns. I check the Mongol build to make sure we can wait (i.e. that they are not a turn away) and it looks good.

Another artist for the Tonk Collective.

Concentrate on killing American units. Looks like we are down to a bit over 50 now with no fast units and none near our cities. We may be able to use the Armies to take another American city next turn.

1892 AD H2:
Three Armies are able to capture New York. Unfortunately without a border expansion it is disconnected from Boston despite the fact I used the Artist in Boston. I also got a recent 3rd artist so send this toward New York to use next turn. It should also help us reach the other main cities.

Finally clear all USA units out of our land. There remains one stack of 17 units on the border and that is it for the rush.

USA has a settler. It takes 3 attempts but we successfully steal plans. The settler is on the far side of the Mongols, but a desert actually gives us access. We kill it.

We also use our single settler to place a town in the spot the US was heading.

[Comment: we are building something in Paris (only) that will give a settler every 10]

Capture Pamploma for 15k+ gold.

IBT: Lost a Worker stack fairly far in our territory to an Enslaver.

1893 AD: Expansion of New York so we are now connected.

Armies can reach Philadelphia so we capture it without loss.
We can reach Chicago with regular units. We capture but lose 4-5 units in the process.

IBT: Spain declares war on us. They have units near Philadelphia too. We lose one of our Charron Armies and an Infantry and they capture the city losing 754 gold. Worse this gives them access to kill defenders on 2 sets of 5 Steam Rollers so 10 lost.

1893 AD H2: Decide to steal Spanish plans to handle the chaos near Philadelphia. Notice that not only do they have none of our 10 steam rollers, they also only have a single worker in the whole nation (1 Iberian Worker). I am really not sure why that would be.

Also capture Atlanta with Armies.

Get a leader to replace the Army we lost.

Out of anarchy so rush Barracks in and some farms.

IBT: We build imperial colonial office and start 5 year plan in 2.

1894 AD: Israel is looking highly suspicious, sending units but has no outstanding wars. I decide to rush around 25 Veteran Charron for next turn. If they continue to move I will ask them to leave and see if they declare war.

With both Spain and Israel rushing we will need the troops.

Attacking the Spanish troops we continue to well with Artists and now have 6.

Investigate last US city Washington. It has 3 units which means we can handle with Armies. We capture it and...
LK172_AD1894.png

IBT: Spain sinks a boat of ours

1894 AD H2: We finally meet the last civ Egypt. The have low cash so we trade our territory map for it.

We lose a Lawyer; second lawyer gets 7th Artist.

Captured Toledo from Spain.

IBT: Got the Cruiser Project and Wall Street.

1895 AD: Clean up Spanish units within our terrritory

We are 1 turn from Antartica so I trade Nationalism. Austria gives us 19k+ and Monols 16k+. I do other trades, but don't trade Nationalism if we will fight in the near future (e.g. Israel who has 391 gpt which is hopefully not enough for them to get it from the other AI).

Use the cash above to do a lot of short rushing (probably too much actually, but done is done). We have 73k+ cash left.

Notes:
Nubia still has some coastal cities that are starving down to size 1 (4 Nubian cities total, and the Spanish city)

Israel looks like they are heading somewhere other than us. This may become a bother.
LK172_AD1895b.png

Spain volunteered to be our next victim with a highly successful suprise attack. I am rebuilding some of the 10 Steamrollers we lost.
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Well, that sucked big time with Spain. 10 steam rollers are going to be tough to replace.

OTOH very happy to see USA gone.

I see we still have plenty of cash. Time to keep rushing stuff.

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