LK172, Civ=France, CCM3, just win

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.

It was very clear during my set that AI civs built rails with workers. If the human is to get the restriction, so should the AI
 
I have been playing as intended and there is definitely work for the workers. Conversion to Forest and building mines takes a bunch of workers for example.
I am kind of wishing the Partisans were a bit stronger. I agree their attack 7/8 was a bit too strong before, but strength 4 just seems too weak for this age to be of much use.
 
I have been playing as intended and there is definitely work for the workers. Conversion to Forest and building mines takes a bunch of workers for example.
I am kind of wishing the Partisans were a bit stronger. I agree their attack 7/8 was a bit too strong before, but strength 4 just seems too weak for this age to be of much use.

I mostly played as intended. There were some stray workers that I set to rail building to free them up.

I agree on the partisans. That was part of my write up on the differences. With a higher attack, I could have used them to take out weaklings like Poland & Portugal.
 
That was part of my write up on the differences.
I am very thankfully for your analysis :) and hope, that when this testgame is finished, other participants of this succession game will share their analysis, too and we can have a talk about the settings of CCM 3 that should be improved in the future. For me it is clear, that not all changes of settings did work as it was intended by me. The AI railroad option for workers by the shortcut command is one of these items.

In the meantime I had a look into the save games of my current CCM 3 testgame and I noticed an AI modern worker with shuffeling graphics on a tile that still has a road on it. In my eyes this is a proof for the thesis of Jersey Joe, that the AI worker indeed is building a railroad at this tile.
With a higher attack, I could have used them to take out weaklings like Poland & Portugal.
We will see, if it still makes sense to maintain the limitation for normal workers of the human player to disable them any longer from building railroads. May be the number of turns for the worker job railroads must be raisen massively to avoid, that nearly the complete map is filled with railroads very soon, when normal human workers can perform railroad jobs again. :think: If the workers can still perform all worker jobs, including railroads, it is the question of an upgrade to partisans is still needed.
 
May be the number of turns for the worker job railroads must be risen massively to avoid, that nearly the complete map is filled with railroads very soon, when normal human workers can perform railroad jobs again.
If the workers can still perform all worker jobs, including railroads, it is the question of an upgrade to partisans is still needed.
At attack 4 partisans have no clear use. At attack 7 they solved the problem of hard to reach cities. They really helped vs backwards civs. Armies took over 3 space attack, and are more effective.
Even the ancient age troops have enough defense in a city (especially with walls) that attack 4 is ineffective. IMHO either increase partisan attack, or remove them.

The map will always be filled with railroads quickly. That is when the game really breaks for the human player. The AI doesn't understand the value of jumping 20+ spaces to deal with attack.


If the workers can still perform all worker jobs, including railroads, it is the question of an upgrade to partisans is still needed.

For the most part workers were converting tiles to forest. That got me a lot of cities producing 2-turn tanks. They also were dropping roads on empty tiles before the steam rollers came through.
 
May be the number of turns for the worker job railroads must be raised massively to avoid, that nearly the complete map is filled with railroads very soon
Could the tile bonuses for railroads be removed? That would at least discourage the human from spamming rails all over everywhere. I don't know what kind of effect that would have on the AI creating railways.
 
Could the tile bonuses for railroads be removed? That would at least discourage the human from spamming rails all over everywhere. I don't know what kind of effect that would have on the AI creating railways.
Thank you very much for your input! :) As far as I know there is no such option existing. You can only "switch off" the complete bonus for a kind of terrain (no mines, no irrigation, no roads and no railroads), but you can not eliminate the boost to these bonuses by railroads.

Another question would be, if such a limitation - if it would exist - would stop a human player to railroad each tile on the map, as this tile could guarantee a faster movement when the railroad at the neighbouring tile is destroyed.
 
Thank you very much for your input! :) As far as I know there is no such option existing. You can only "switch off" the complete bonus for a kind of terrain (no mines, no irrigation, no roads and no railroads), but you can not eliminate the boost to these bonuses by railroads.

Another question would be, if such a limitation - if it would exist - would stop a human player to railroad each tile on the map, as this tile could guarantee a faster movement when the railroad at the neighbouring tile is destroyed.

Combat efficiency is 100% railroads on tiles. Not getting bonus would have no effect
 
Not sure that I will finish today. Going has been slow and would like to at least finish 5 turns.
Teaser (single settler was still in city):
LK172_AD1906.png
 
Glad to see Oceania gone. Hopefully the Dutch are also close.
 
Dutch had two settlers and towns not yet accessible but the core is gone. Trying to proceed with the Magreb elimination though one town requires a boat and the others a war with Korea. I am up to the 4th turn of 5 so will attempt to finish before the weekend.

Teaser from yesterday:
LK172_AD1907.png
 
Awesome progress!

I'm back from vacation and ready to play again once my turn comes up.

I'm inclined to skip the boats and just Zerg our way across the main continent -- that should get us to domination.
 
I'm inclined to skip the boats and just Zerg our way across the main continent -- that should get us to domination.

I had the same thought. I counted the tiles to the islands, and it was to many turns. I killed multiple civs in 10 turns. Greebley killed 2 and cripple the Dutch. We have strong enough culture that flip risk is low with starving the cities.
 
Preturn: We have just enough units unused to capture Ghent from the Lowlands. It is only 2 away.
Kept the builds the same.

AD 1905/2:
Dutch: Capturing Antwerp costs 4 Tanks mostly all to the same defender.
Rotterdam is also Captured losing 1 or maybe 2 Tanks.
Capture Bruges using Armies.
Capture Liege using Armies.
Capture Eindhoven and the Lowlands now have an island city and one in the middle of Germany plus 2 settlers.
Portugal: Go for some easy to reach cities.
Capture Braga losing a Charron to Spear.
Capture Coimbra.
Capture Rio Janeiro
Killing units gets us 1 Army

Oceana
Capture Sydney
Capture Brisbane
Capture Alice Springs from Brisbane.
Get 2 more Armies killing units.
Capture Adelaide.
Find some unmoved Armies so:
Capture Perth
Capture Hobart
Gained 2 Leaders as well - In any case Armies now says 40.

1906 AD: I accidentally hit enter last turn before starving cities so I start with that this turn.

Oceana:
Use Armies to capture the capital Canberra
Armies and a Partisan vs xbow capture Darwin
Able to reach Melbourne with Charron. (I keep forgetting that Renault stop in desert so one ends up stranded each session)

Plant spies. Egypt Declares war
I decide to declare war on Korea as well. This will allow us to reach Egypt and also all but one Magreb city.

Korea:
Capture Manpo using Armies.
Notice that hills don't cost 2 to move through for Armies. I am pretty sure that was how it was in the standard game. Here a hill costs at least 3 and possibly just all an army move.
Capture Pyongyang
Build road through jungle squares to reach and capture Paegam
Capture Taejon with Armies which has a row of cleared squares to attack from
Send out forces towards Seoul, Nampo, and Chonjdu

Magreb:
Used a Settler. Spot was ok and it reached Magreb with Tanks.
Lost a Renault but Captured Ariana

Polish:
Kill fast units where we can
Attack Szczecin with Armies and capture it.

We kill bunches of units with acceptable losses and gain Armies 41-44.

IBT: Missed adding a defensive unit in pyongyang and it gets taken back. Lose 70 gold.

1906 AD/2:
Korea:
Recapture Pyongyang
Capture Seoul with minor loss
Chonju is destroyed.
We can also reach Wonsan from Paegem so we capture it losing 2 attackers.
Also Hyansan is captured by Armies
Korea's units are now in our way - I count around 110 in or next to our lands. So go for them next. Looks like killing regular units will dominate use of our normal forces.

Portugal:
Cut through the weak units to capture Oporto

Poland:
Killed units on the border.

Armies then go for other cities:
Capture Pusan from Korea
Capture Salzburg from Magreb
Capture Inchon from Korea
Road to Inchon to capture Ulsan
From Ulsan capture Kaesong
From Pusan capture Pyongsong
Capture Vienna from Magreb through Salzburg

Armies are now 51 so 7 this turn.
We also got another Artist

1907 AD:
We capture Cheju and eliminate Korea.

Portugal:
Armies capture Guimaraes, San Paulo, and Faro. Kind of funny sending tank armies after a single Spear defender but we now have enough armies to be able to do this. Adventurers or Partisans were used if last defenders are xbow.

Oporto was surrounded by weak troops. I used the Charron to clear all ones next to the city.

Also grabbed Sagres as an afterthought.

Egypt:
Egypt is tougher, we lose the first Army of my round getting them off a Mountain.
Aussig is captured using Armies
Triest is captured using Armies.
Finally capture Giza with last Armies.

Poland:
There is an immense stack of Polish that absorbs all our extra possible attacks with 21 units still alive.

Sadly our Army luck was not as good this turn. We only got 1 to replace the loss.
We did pick up 2 Great Artist.

IBT: Lots of Italian fast units heading our way or possibly Zulu

1907 AD/2:


Italians:
Tell Italians to leave so they declare war.
They have a city that is distance 3 and 2 that are distance 2 that we will be visiting.

Egypt:
Got a spy for Egypt. They have 3 settlers so stole plans to find them. One is in a boat that is not launched. I think it is a lack of spots to send it. However, just in case I think I may concentrate on Egypt except for the island city, El-Armana.
LK172_AD1907H2a.png

To begin with we attack Hieraconpolis. An Army retreats so is red-lined, but we capture without loss. The city is disconnected from our territory but a Monk will fix so I use it.

From there Pi-Ramses is within 2 so use normal Tanks and capture the city.
A square of road gets us to Asyut with Armies so 2 Armies takes the city. This kills the first Settler.
Elephantine is also 2 away so use tanks. It has Riflemen in boats so a higher defense that costs us 3-4 units (hard to say exact count - I turned off animate battles due to 100+ battles a turn).
We are then able to kill the settler that was not in a town.
We then Capture Thebes and use an Artist
From there our Carron can reach Memphis. We lose some Carron but take the city.
I then go back and take Abydos and Byblos which are lighter defended.
Finally there is Heliopolis with 9 defenders. I find 10 Armies still healthy enough and capture that city as well. Egypt now has only the island city left.

The island city is just off the coast and can be taken in two turns. I judge it worth doing so to remove flip threat. I rush a Steamer in a new city on that coast for next turn drop off. I also put 5 tanks and 2 Infantry in the town to load into the steamer. Town has 4 defenders so we should be able to take it out.

Here is the after image:
LK172_AD1907H2b.png


Italy:
Capture Neapolis with Tanks.
Captured the other city but my notes petered out here.

Notes:
We are to 50% with 8% to go so 4-6 turns from the end. Elephantium will likely be the last player.
You can kill off the both Magreb and Egypt both for completeness. They are set up for landings, so why not. For Egypt you may be able to ignore some units if you kill in 2 turns. Magreb is likely 4 turns.

BTW: more units doesn't help much at this point - we have plenty. It is mostly the Armies that decide our progress each turn.

On rails, I really like when they come as moving units a short amount each turn is really tedious. It spells the end of a war-like game because you can use your full resources each turn instead of trudging across the landscape.
The late settlers don't make as much difference in an all out war game, but in other variants they will. I wouldn't mind trying the 'destroy AI cities instead of keep' to see how it plays out.
 
:scan: Looking for a save. :scan:

With another insane rush of city captures, I’m confident that I played my last turn.

ROSTER:
LKendter
Elephantium (up)
Greebley (swap)
Jersey Joe (on deck if needed)
 
It's done!

Pre-turn:

Normally, I'd scroll through all the cities to tweak things, but 218 is just too many cities.

IBT:

We lose Silver. Arabia doesn't care to renew it.
Light green has a LOT of moves, including ... stuff in the fog?
They overrun two stacks of Workers near Thebes and Byblos.
Now I realize that animate battles is off - yikes, hard to parse what's happening.

Italy kills an entire stack in the mountains near Syracuse.
Canada yells at us for border incursions.

Starve Carthage deposes us.

T1:

We lose 1 Renault retaking Starve Carthage
We lose 2 French Infantry WW1 taking El-Amarna

Egypt is gone! :D

Lawyer kills stray Portuguese unit

2 Armies let us take Lutetia...but it's cut off from our culture borders!

French Artillery kills Spanish Musket Infantry in Old Oceania

We get two more Leaders clearing some Italian units on the border...

Four Armies take Byzantium

3 Renaults take Emerita
Culture-bomb it
Evora only takes 2 Renaults

L'vov looks easy -- Pikemen -- it almost seems like a waste to spend Armies on it.

Kalisz is too easy, only 2 attacks to take it.

I dial up the Zulus and declare war.

Charrons go to work:

2 for Bapedi
2 for Ulundi
3 for Luderitz
6 for Port Elizabeth, including 1 loss
4 for Windhoek, including a new Leader

... and Pretoria turns into a quagmire. I lost track of losses, but we went through ALL our remaining Charrons and Renaults, 29 attackers on the tile.

In desperation, I tap 10/13 and better Armies that I had moved to the capital for healing. It takes 10 of them to finally break the gates!

IBT:

Zulu's counterattack is surprisingly brutal given their primitive army. They attack in all directions, killing 7 units, and manage to retake Luderitz :(

Italy's push is lighter, but they wipe out four exposed units, mostly with artillery attacks.

T2 (1908 AD):

Taking Hippo, Maghreb's last city:
Infantry dies
Infantry kills Maghreb Infantry
Infantry kills wounded Maghreb Infantry...wait, is it really this easy?

sg_433.jpg


At sea, three of our Linois class ships sink Spanish warships

At Lisbon, we have 18 vets and 6 elite Renault FTs since it IS a capital. However, it falls to only 6 attackers!

Lagos falls to two attacks. Portugal is still here. Houseboat?

Retaking Luderitz only requires a single Renault

Italian border - we go 17/0 cleaning up miscellaneous units that could attack us on the IBT.

Zulus have a lot of units, so it keeps a lot of units busy. We net a Great Artist during it all, and another Leader (Charlemagne)

Walvis Bay falls to 2 attacks
Zimbabwe takes 6 attackers

We lose two Renaults at Cumae, but the city falls with about half a dozen attacks.
Lugdunum falls to 2 attacks, and so does Viroconium.
Antium falls to 3 Armies, as does Hispalis and Pisae.

Brundisium is now reachable with normal units! It requires 5 attacks to fall, no losses.

We get three more Leaders clearing out some trash near the Polish border

Olsztyn takes 5 Armies, shocking given how bad their troops are

Krakow only takes 3

Opole can only be reached this turn with Partisans! We lose 5 of them in the attack :(
This paves the way to take Gdansk which falls easily

4 Armies take Pompeii, simple matter.

Kimberley falls to 3 Armies; Durban takes 4.
This opens the way to Hlobane which takes 2 Armies.

IBT:

Zulu forces wipe out a stack near Zimbabwe
Looks like we had some losses from Italy, but it didn't look too bad.

Portuguese have a Settler that I missed - they create a new town near Lisbon. And then somehow it emits 4 Archers & 7 Spearmen?!?! @Civinator, can you comment on this behavior?

T3 (1909 AD):


We're at 57% land, so this will be the last turn.

I destroy Luanda and the Portuguese.

We take Johannesburg easily.
Cape Town is another story. It takes 57 units to break through the hordes of trash units! :wallbash:
Pietermaritzburg is a lot easier, only 3 attackers needed.

Finally, Blomfontein falls after 34 Armies swarm it.

The Zulus are no more.

While we're at it, I go ahead and sack Rome.
Culture-bombing it lets us take Veii and then Ravenna.

I can't reach Caesaragusta because of forests. I think I'll have to leave it be, but then I realize I have a couple of extra Partisans fortified off to the side...BOOM! They wipe out the city and end Italy's time!

IBT:

Poland recaptures Olsztyn.

Marine Eng -> Dreadnoughts

I get the victory message. Congrats, team! :D


sg_434.jpgsg_435.jpgsg_436.jpgsg_437.jpgsg_438.jpg
 

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