LK172, Civ=France, CCM3, just win

Jan 1904 AD (8)
The assault on Leptis Minor begins. I kill 2 infantries. (565-80)

The assault on Rabat begins. I kill 2 infantries. (567-80)
I sunk ships in port.

Renault of the Dark Side arrives. The 31st army was formed.

Rock on Charron arrives. The 32nd army was formed.

He Got the Shot Away Charron arrives. The 33rd army was formed.

I plant a spy in South Africa.
I tried to plant a spy in Oceania, but it failed. War begins with them. :dance: :dance: :dance:

[End of session 10]

I kill Persia: 10 rifles. (577-80)
I kill Carthage: 4 adventurers. (581-80)
I kill Germany: 13 rifles, 5 spears, 6 archers, 2 swords and 4 pikes. (611-80)
I kill Poland: 7 ballista, 8 catapults, 1 sword, 1 elephant and 1 camel. (629-80)
I kill Dutch: 1 MDI, 2 muskets, 2 adventurer, 1 artillery pieces, 1 dragoon, 17 line infantries, 15 Grenadier, 2 infantries, 4 musket men, 3 crossbows, 1 catapult, 1 musketeer and 16 rifles. (695-80)
I kill Portugal: 1 spear and 4 chariots. (700-80)
I kill Oceania: 6 pikes, 5 crossbows, 1 spear and 5 Perwira. (712-80)
I lost: 9 Renault and 4 Charon. Once again, these were mostly to demonic Persian rifles on flat land. (712-93)
I gained: 1 monk.
(IT) The Dutch want to talk. :lol:
I lost: 1 artillery piece. (712-94)
I killed Dutch: 1 adventurer. (713-94)
I kill Oceania: 1 knight. (714-94)

The Greeks were caught trying to plant a spy.

The Telephone wonder is completed.
 
Jul 1904 AD (9)
I turn off science. I swap all scientists for taxmen.

I sell Greece radio for $21,971 and $132/T. I’ve pretty much stopped trading, but grabbing all this cash is worth an exception.
I picked up scraps of cash for our world map.

Listen to the Ocean Renault arrives. The 34th army was formed.

Hey, hey, hey, that's what I say Renault arrives. The 35th army was formed.

I fixed some cities that dropped below 65 shields a turn due to obsolete town clocks.

Thanks to border expansions I can finally go after the last visible Persian towns.

The assault on Hamadan begins. I kill 2 rifles. (716-94)
I captured $31.

The assault on Bactra begins. I kill 2 rifles. (718-94)
I captured $39.

The assault on Sidon begins. I kill 3 rifles. (721-94)
I captured $120 and a supply shipment.
The assault on Utrecht (Dutch) begins. I kill 3 infantry and 1 rifle. (724-94)
I captured $36.

The assault on Groningen (Dutch) begins. I kill 3 infantries. (727-94)
I destroyed ships in port. I captured $37.

I kill Persia: 1 steam roller, 1 artillery piece, 1 rifle and 1 camel. (731-94)
I kill Carthage: 1 rifle. (732-94)
I kill Oceania: 19 crossbows, 1 hospitaller knight, 11 spears, 12 Perwira, 29 pikes, 10 warriors, 3 camels, 1 pike, 3 chariots and 2 ships. (822-94)
I kill Dutch: 6 musketeer, 1 artillery pieces, 1 partisan, 1 crossbow, 1 ballista, 1 catapult, 5 infantry, 6 grenadiers, 6 line infantry and 19 rifles. (869-94)
I kill: 1 enslaver. (870-94)
I lost: 1 adventurer, 4 Charon and 11 Renault. (870-110)
I gained: 1 monk and 2 workers.
(IT) Spain wants to talk. :lol:
Tehran flips back to Persia. :(
 
Jan 1905 AD (10)
[End of session 11]

About some useless information Charron arrives. The 36th army was formed.

Supposed to drive my imagination Charron arrives. The 37th army was formed.

You know I’m fighting obsolete junk when I send in adventurers to attack.

The recovery of Teheran (Persia) begins. I kill: 1 rifle. (871-110)
I captured $14.

Thanks to a border expansion the assault on Annaba (Carthage) begins. I kill 3 infantries. (874-110)

I culture bomb Utrecht.
[End of session 12]

The assault on Amsterdam begins. I kill 7 infantries, 1 clan, 1 emigrant and 1 artillery piece. (884-110)
I captured $47, 2 zeppelins and 2 workers.

The assault on Brussels begins. I kill 5 infantries, 2 dragoon, 1 adventurer, 1 emigrant and 3 rifles. (896-110)
I captured $32, the obsolete East India Company, and 1 worker.

The assault on The Hague begins. I kill 3 infantries and 1 adventurer. (900-110)
I captured $34 and 2 zeppelins.

I send two stacks of tanks toward the next cities to take.

I kill Oceania: 10 bombards, 1 sword, 1 ship, 14 camels, 15 pikes, 7 Perwira, 7 chariots, 7 hospitaller knights and 33 crossbows. (995-110)
I kill Germany: 1 Hussar, 5 rifles, 1 archer and 2 spears. (1004-110)
I kill Carthage: 1 steam roller. (1005-110)
I kill Dutch: 2 infantries, 1 artillery piece and 4 rifles. (1012-110)
I lost: 1 adventurer, 1 Renault and 1 Charon. (1012-113)
I gained 1 artist and 2 workers.

[End of session 13]
 
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The killer with 3.0 is the delay in combat settlers. No matter what we do I refuse to wait 50+ turns for them to arrive to start attacking.
Partisans are also nerfed going from 771 to 441. At attack 7 I would have upgraded all our workers to partisans to take out weak civs like Portugal and Poland. At attack 4, they are not that good against troops even from the first age. Harley Scouts used to be move 3 and dropped to move 2. There is now no incentive to get to great war experience. Those would have been the perfect units to wipe out backwards civs.

Based on the above changes, I think it is worth stopping research once we get the below tech to use cash to rush units (tanks and steam rollers). If there are enough spare tanks they can move into 2 spaces of enemy territory with an army guard, to attack the next round of cities. IMO these are the only techs now worth researching:
Nationalism and Corporation (prereq for communism)
Communism (final government, and we want barracks everywhere)
Chemical Industry (armored cars and early tank prereq)
Improved Ammunition and Mass Production (early tank prereq)
Early Tanks (the final heavy attacking unit)
Improved Steam Engines (transcontinental railroad and electric grid prereq)
Scientific Method (two free tech wonder and electric grid prereq)
Electric Grid (plant forest for producing units faster)
That is only 9 techs before turning off research. Arms Race should cover 2 of those. With luck we can trade for another 1 or 2.
 
I found that foreign steam rollers aren’t as bad as first thought. It takes 3 steam rollers to upgrade a road to rail. One of those can be foreign. I’ve pushed foreign hard during my set as I can get value from some of the citizens being starved down. In addition, it gets rid of the population faster.

One of our new keys to faster conquest is lawyers and missionaries. Artist and monks let us more forward faster with putting additional cities in range quicker. Several of my attacks were delayed waiting for border expansions. There are a handful of artists / monks available. I saved them for where we can get multiple city attacks from one artist / monk. Lawyers shouldn’t attack more than strength 2 units. Missionaries shouldn’t attack more than strength 1 units. There is no question I would have made it farther with more artist and monks.

The big saving grace with CCM 3.0 is armies. They are the only useful speed 3 units we can get before blitzkrieg tactics. Leader fishing is very important now. I managed to double our army count in those 10 turns. A large number of the conquered towns were 3 spaces away and taken with armies.
 
This should be my last turn. I got up to 38% of land. That leaves only 20% for the next 3 rounds. 5% to 6% of the remaining will come from the rest of the Dutch and Oceania territories.
We are close to starting the next war to thin out the initial wave. I suspect by the time the Dutch are dead that will be invading Oceania.

This is the current war status:
Germany - phony war, and only leader fishing.
Persia, Israel, Spain - phony war, as houseboat / island civ.
Poland, Portugal - currently leader fishing, but future conquest target.
Oceania - destroying the initial wave.
Lowland - initial wave finally broke. I’ve taken some cities already. The mountain and forest limit our pathway in. IMO the best route is to continue from the foothold I’ve started.
 
ROSTER:
LKendter
Elephantium (on deck, skip to Nov 11)
Greebley (up)
Jersey Joe
 

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Great turn set! :clap: :thumbsup::goodjob:
Over a thousand (1000) kills :hatsoff:I don't recall ever seeing that many kills in 1 set.
I like your idea of stopping all out research after getting the 9 techs you mentioned. I think the 10th tech, the first at "stopped research" should be Radio, just for a shot at building International Telephone.
Also, once we enter the Industrial age we should start prioritizing building Markets instead of research buildings.
 
Thank you very much for your detailed reports and thoughts about the settings in era 3. :) Can you please have a look into the demographics screen (F11) how many cities you are holding in that turn ?
 
IIRC ~160 cities.
 
ROSTER:
LKendter
Elephantium (on deck, skip to Nov 11)
Greebley (up)
Jersey Joe
 
Here is an oddity: There are workers building Rails. Yet my workers cannot build rails - I thought this was one of the version 3 changes. Which is right? Why is it different for me than others?
I verified that steam rollers do build roads. It is only workers that don't. Didn't try the rail to.
LK172_AD190z.png
 
control-shift-R allows you to rail to another hex.
 
Civinator, is the intent that Workers don't rail? I got the impression it was perhaps from the notes on the changes.
That was the intent. That workers can rail using control-shift-R is a "bug" in the rail to command. SInce the AI can build rails using their version of a "rail to" command, I see no reason for us not to use control-shift-R and use workers to build rails.
 
Civinator, is the intent that Workers don't rail? I got the impression it was perhaps from the notes on the changes.
Yes this was the intend, to reduce micromangement in the later game and to avoid that the complete map much too soon is filled with railroads. Unfortunately C3X (the Flintlock mod) forgot to assure that the shortcut command control-shift-R also does not allow this setting. For me this is cheating.

Argumentations that this special shortcut is no cheating, as the keys for it are on the keyboard of the pc and are possible in the game mechanics, are on the same level as to reload the game after each combat that was unlucky, because that possibility is on the keyboard of your pc and to save a game before each combat and to start a saved game are allowed in the game, too.
 
SInce the AI can build rails using their version of a "rail to" command, I see no reason for us not to use control-shift-R and use workers to build rails.
I will ask Flintlock if it is possible, that the restriction for units with the terraform strategy not to build railroads, can be set in that shortcut command, too.
 
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