LK172, Civ=France, CCM3, just win

I listed most of the changes in post 1 of the CCM3 thread:

CCM3 adds the following features to the mod CCM:


1. The eraspecific leaders now have their different names and titles in the diplo-screens.

2. Civs can have different names in different eras (Rome in era 1, Italian city states in era 2, Italy in era 3 +4).

3. Virtual resources (faith, electric power, capital ships, migration period) that only work in some cities.

4.Fix of the submarine bug.

5. Fix of the houseboat bug

6. Fix of the Phantom Resource Bug

7. AI uses offensive land artillery (so this kind of artillery in CCM3 comes later in the game)

8.Use of armies with proper content (artillery units can not be loaded into armies)

9.Units with the king-flag are normal defenders (p.e. MG-Bataillons).

10. Stealth attack now is possible if there is only one target unit in the attacked stack.

11. Trade-screen autofill with best amount of gold.

12. Disorder warning when trying to end a turn.

13. Remaining Golden Age turns of the player can be seen.

14. Elvis easter egg function disabled.

15. The harbor/airport icons now are connected to the units and no longer to the tradenet.

16. Units now can be upgraded in every city without needing barracks, harbours (ports) or airports.

17. The AI now better tends to build city walls and later city fortifications.

18. Paratroooper now can perform an action after landing.

All these options (and more) are possible by the brilliant Flintlock mod.


Reworked features in CCM3:

1. The system of civspecific buildings was completely reworked.

2. The system of religious buildings was reworked. Now different buildings can become an alternative prerequisite for another building (p.e. a church or a mosque or a mandir or a wat or a mission can become the prerequisite for a religious center = cathedral)

3. Religious communities only give 1 culture to a city, no more additional happiness.

4. The government City States now is the first government in game play that has no tile penalty.

5. The worker job Irrigation now is enabled by the tech City States to dim down senseless AI irrigation.

6. Workers and slaves no longer can build railroads to reduce micromanagement in the later game.

7. The partisans (upgrade from workers) lost their HN-flag and enslave-flag, but have no costs.

8. Distortions in the late game time scale are reduced by the introduction of half-years (p.e. 1913 AD and H2 1913 AD).

9. Thousands of gaps in the civilopedia texts, caused by the C3C text formating, were ironed out (but tons of them are still there).

To add for you is that None-ATR MV 3 land units now are coming later with interwar tanks and the same is true for normally produced settlers, now coming with tech Totalitarianism. CCM3 now also holds an additional strategic decision for playing the game where the risks and benefits have to be weighed and that is not posted here, as it is the task of the players to find it and to decide which way to go.
 
I looked at how the options are set in "scenario.c3x_config.ini" (found in the CCM3 scenario folder) and have a few suggestions.
Line numbers my vary a little depending on the editor and word warp options used.

At line 242, I think the flag should be set to false.
"disallow_founding_next_to_foreign_city = false" to allow us to settle next to an enemy city.
This is next to cheating.
Do we want to turn this on? (line 361)
; Turning this on makes the forbidden palace as effective at reducing corruption as the palace itself. More specifically, it means the FP (and any
; FP-like small wonders such as the Secret Police) act like an additional capital for the purposes of computing corruption. That means, for cities
; near the FP, it is as if the capital were moved to the FP's location.
promote_forbidden_palace_decorruption = false
Not recommended, as it makes some of the additional buildings for reducing corruption superfluos.
I think this option would be convenient (and save having to refer to civ assist) so we should switch it to true. (line 424)
; Untradable techs will appear grayed out on the trade screen. This lets you see which untradable techs the AI has just like for tradable
; ones. "Untradable" means techs that have been flagged as "cannot be traded" in the editor. This option only matters for modded games as there are no
; untradable techs in the standard game.
show_untradable_techs_on_trade_screen = false
May be there is a use for it when techs are set untradable in the middle of era 3 to show how far AI civs are in researching technologies. All other untradable techs in CCM3 are the starting techs for each civ that can be seen in the civilopedia in the description of the civs. I haven´t reflected about it intensively. :think:
I this is another option that would be convenient and we should turn it on. (line 471)
; Displays the total number of cities in the game on the demographics screen (press F11).
show_total_city_count = false
If it shows the total number of all cities on the map it would make sense, as the player can see if the city limit of 512 cities is soon to be reached. I have to look at this function.
I think this setting makes the game easier and we should change it to false to make the game a little more difficult. (line 553)
; Removes barracks/harbor/airport requirement from upgrades
allow_upgrades_in_any_city = true
This is the setting in the updated CCM 3 config-file. This feature, that I requested in the Flintlock mod thread some time ago, has benefits both for the human player and the AI players. For the human player micromanagement is reduced massively, as the upgrade rotation is no longer needed and the AI civs now have a much better chance for upgrading their trash-units if they have enough cash. As Arexander pointed out, the benefit for the AI is bigger.

I hope I can post the updated biq, civilopedia and scenario config-file today.
 
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For the first game, I'll stick with the defaults for Flintlock. Once we have some CCM3 experience, we can review it again.
 
A *major* difference in CCM 3.0. Armies can be built!
I haven't gotten that far yet in my testing and I am still adding back some of the graphics I like
Can we still use the generals to build small wonders or buildings?
CCM3 adds the following features to the mod CCM:
One fixed/new feature I really appreciate is the grid on/off setting being remembered, and when you reload a save you don't have to toggle the grid back on. :thumbsup:
 
I haven't gotten that far yet in my testing and I am still adding back some of the graphics I like
Can we still use the generals to build small wonders or buildings?

I rushed a building with a leader.

I also had to add some graphics back. Still have some to fix. Right now concentrating on test game to verify map trading.
 
For the first game, I'll stick with the defaults for Flintlock. Once we have some CCM3 experience, we can review it again.
There is to differ between the parts of the Flintlock mod in the C3C mainfolder (serving for installing the Flintlock mod and setting to default to not hamper other special settings in other mods and scenarios) and the scenario.c3x_config inside the CCM3 folder in the scenarios folder of C3C. This folder has the special settings for playing CCM3 that in several cases differ from the default.c3x_config in the C3C mainfolder.

It is strongly recommended, that at present you should not do any changes at present in both files that I deliever, as I think at present I know best what is needed for CCM 3 to work (the exception is the fix of the special graphical problem of Jersey Joe).

Attached are the new files replacing files of your CCM3 download:

The new CCM3 biq fixes the reported errors of the transport plane in era1 (LKendter), the upgrading issue for workers of Portugal and is adapted that tech Printing Press allows map trading. The new civilopedia holds the entry for the building Monument and the new scenario.c3x_config allows the upgrading of units in every city (set so before the suggestion of Jersey Joe) and additionaly to show the number of cities on the map as this suggestion of Jersey Joe is helpful (see the screenshot below).

Simply replace the old CCM3 biq with the new one in the C3C scenarios folder, the civilopedia file inside the Text folder of the CCM3 folder and the scenario.c3x_config file inside the CCM3 folder.

XNumberTotalcities.jpg
 

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Right now concentrating on test game to verify map trading.
You only have to look at the biq in the editor to tech Printing Press and you will see, that the map trading is enabled with that tech.

Funny are the several posts in some minutes here. :)
 
4000 BC (0)
Land mass and climate were random. As suggested in the thread, our civ will be France.
I moved the settler to avoid settling on a bonus grassland.


3950 BC (1)
Paris was founded. I started minimal research on city-state.


3450 BC (11)
I get first contact earlier than I like. I give the Dutch masonry for sail and $15.


3200 BC (16)
I got another contact with Scandinavia. No trades occurred.


3050 BC (19)
I contacted Nubia. They are up by 3 techs.


3000 BC (20)
(IT) Carthage completes their UW.


2900 BC (22)
(IT) Arabia completes their UW.


2700 BC (26)
Orleans is founded.
I didn’t catch this during my test game. Walls now cost 20 shields.


2420 BC (32)
I’ve found Scandinavian cities. They are painfully close.


2140 BC (39)
I found an Indian city close to us. I contacted them. No trades occurred.


1980 BC (43)
I found a Numidian city. They are also close. I suspect this is an 80% water map.


1940 BC (44)
I contacted South Africa. No trades occurred. They are going to get the furs up north.


1900 BC (45)
I contacted Mongolia. No trades occurred.


1860 BC (46)
Lyons is founded claiming silks. That gives us a second luxury.
(IT) Austro-Hungary completes Stonehenge.
Egypt completes their UW.


1820 BC (47)
I contacted the Inca. No trades occurred.
(IT) One of our scouts is killed.


1780 BC (48)
(IT) Scandinavia is building the Colossus. Water isn’t far away toward the west.


1740 BC (49)
I give Scandinavia the $30 they demanded.


1700 BC (50)
I trade city-state around to catch up in tech.
Mongolia gives us warrior code, polytheism and $234.
Nubia gives us wheel, $210 and $3/T.
South Africa gives us writing, $36 and $1/T.
Scandinavia gives us mathematics and $139.
Lowlands gives us iron working and $6.
India gives us riding and $5.
The Inca gives us pottery and $1.
We are 100% caught up. We are above Inca and South America for now.

I just noticed I'm off by one turn. Since I moved the settler, that should have been turn 51.

Paris has iron. :dance: :dance: :dance:
 
The initial empire. Pink dot is the next city. It gives us horses and spare elephants for future trading.

 
I changed the next 50-turn tech to naval warfare from the posted picture. That is most likely what the AI won’t research.

I built a lot of scouts since we had no buildings to go for. I hope we can find a few more civs.
I hope we can keep South Africa backwards. They have the best potential for a first target.

There is a lack of food. However, we have iron secured. We should get horses. We have 2 luxuries already. There is tobacco to the south for a potential 3rd. However, that city will be junk for a while.

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

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Nice starting position with Iron and Horses. :thumbsup: Would have been nice if we had some rivers, but Iron and Horses mitigate that.

I was playing with CIty-State in my test game and it is not bad. I think we should switch to it now, for the faster workers and ability to irrigate. We have a lot of irrigation to do and the quicker we start the better.

Also, that stops us from needing to switch to Monarchy quickly. The earlier irrigation should make up for the few people we lose when we do switch to Monarchy. (I assumed we are going to switch to Monarchy at some point, though we might try Republic.)
 
I was playing with CIty-State in my test game and it is not bad. I think we should switch to it now, for the faster workers and ability to irrigate.

City-State comes with high war weariness. It is the worse government in the game for war weariness. It is the ONLY one with high.
City-State simply unlocks irrigation. You don't have to be in the govt.
 
City-State comes with high war weariness. It is the worse government in the game for war weariness. It is the ONLY one with high.
City-State simply unlocks irrigation. You don't have to be in the govt.
Besides unlocking irrigation, it also increases the workers speed and cuts the time to build a road from 9 turns to 5 turns and halves the time to build a mine.
I am not saying we should stay in City State for very long and we can switch to Monarchy when we learn it. I am just saying we switch and take advantage of it during the turns until we learn Monarchy and then we can switch.
War weariness only counts against us if we are at war. If we don't declare war for the next 50 turns (why should we) we will not be war weary. I think the extra roads, irrigation, and mines our workers build under city-state will mitigate the population lost when we switch to Monarchy.
 
Besides unlocking irrigation, it also increases the workers speed and cuts the time to build a road from 9 turns to 5 turns and halves the time to build a mine.
I am not saying we should stay in City State for very long and we can switch to Monarchy when we learn it. I am just saying we switch and take advantage of it during the turns until we learn Monarchy and then we can switch.
War weariness only counts against us if we are at war. If we don't declare war for the next 50 turns (why should we) we will not be war weary. I think the extra roads, irrigation, and mines our workers build under city-state will mitigate the population lost when we switch to Monarchy.
:yup: ...additionally you can hurry production by gold and don´t forget that powerful small wonder:

Acropolis.jpg


With other words: A good early government for improving infrastructure (may be even build a wonder that autoproduces additional settlers for early expansion in difficulty levels up to emperor) but with a mediocre military. But when you have a closer look at the techtree, you will see a new situation compared to CCM 2.5, when it could be interesting, even for the so-called Alexander-like players, to have some additional production in the cities.
 
It is good enough to lose population during the anarchy? One of the painful things in CCM.
 
It is good enough to lose population during the anarchy? One of the painful things in CCM.
It removes the tile penalty so we get additional food from the potatoes and irrigation will allow towns to grow quicker. I do not think any town will lose more than 1 population and will make up that deficient by having a few tiles irrigated that it wouldn't have if we wait until we switch to Monarchy to irrigate.

I am not sure about the value of the Acropolis. I did not check this, but I think the bullet point: "increases the cities shield production by 25%", should read "increases the city's shield production by 25%"
If I am wrong, and it is a 25% shield production increase in all our cities might make building the Acropolis cost effective.
 
It removes the tile penalty so we get additional food from the potatoes and irrigation will allow towns to grow quicker. I do not think any town will lose more than 1 population and will make up that deficient by having a few tiles irrigated that it wouldn't have if we wait until we switch to Monarchy to irrigate.

The ability to irrigate is available now. Do you mean remove the tile penalty to take advantage of irrigation?
 
I am not sure about the value of the Acropolis. I did not check this, but I think the bullet point: "increases the cities shield production by 25%", should read "increases the city's shield production by 25%"
Yes, it increases only the shield production in the capital by 25 %. I will clear this in the civilopedia. But these 25% plus 25 % slavery plus 25 % workshop, partly rush-buyed by the additional taxes, plus in your game 25 % by the great iron mine, combined with mining by faster workers can be a massive factor.

But these are only thoughts. I don´t say that you should do this. But you should have a closer look at the upcoming techs in the techtree.
 
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The ability to irrigate is available now. Do you mean remove the tile penalty to take advantage of irrigation?
Yes, City-State removes the tile penalty and worker efficiency increases from 50% to 100%. I am looking at a combination of faster workers and getting full value from resources.
So for example instead of 9 turns to build a road it takes 5 turns, and irrigation drops from 12 to 6 turns. (The term "turns" is referring to how long it takes a slave to do the job. Workers are at least 2 times faster.) As far as I can tell, as long as we do not start a war, City-State behaves like Monarchy, except possibly for some special buildings.
 
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