LK173, Civ=Scandinavia, CCM3, Island Hopping

Preturn: Slow down science as suggested. It will take 5-6 turns for the wonder

1910 AD/2: I look at the issue with being one shield short of 120 in the city for Arms race. I do find a solution - by adding 2 workers to the city, I am working the grassland for more food and can create another civil engineer for +2 shields.

Persia landed 4 units next to Cape Town. I tell them to leave and they of course declare war.
I believe we are now at war with both the civs with best tech . We can't make peace with the Inca yet either.

Mongols:
Capture Almalik and use a great artist. I am leaving the rest near Toshka added "(great artist)" to its name to make it easier to find.

Clean up around 60 units with some losses. Get leader and great artist from Lawyer.

We can reach Hovd with our Armies and two kill the two defenders.

Rushed some boats as we don't have many near our homeland and Persia could get troublesome.

IBT: Fairly impressive Persian land including an Elephant army. Not next to a city though but near an undefended one (from last turn need of defenders)
Berber got Eiffel Tower
Boat sank. We won at least 2 others.

1911 AD: For Mongols:
Capture Krakorum with one loss.
Capture Daidu with one loss as well
Tabriz requires 4 Armies as it is distance 3.

Cleaning up stray troops:
Get the Leader + Artist combo a second turn in a row.

Dalanzadgad is reachable by Dragoons and is captured

IBT: We lose 5 of 7 sea battles and may be losing control of the seas in our area.
Very large landing of 9 units where the Persians landed before. Our troops will likely go towards dealing with them.
We also top it off with a flip, but not a serious one.

1911 AD/2: Capture Baruun Urt Amphibiously. It is a coastal city surrounded by Jungle.
Almalik is recaptured after the flip.

Gain 3 great Artist killing 5 xbow with Lawyers.

Disband our knight Army for a Dragoon Army.

Capture Kazan and the Mongols are gone.

Decide to not wait on the war with Italy:
Capture Selucia above the choke point.
Capture Cesarea which is the choke point.
Destroyed Artaxia just built above the choke point.
Move Army and Cavalry past choke to next city.
Rush Steamers for potential Amphibious assault to get further past the choke.

Capture Huaras which was now size 2 from the Inca.

1912 AD: Attempt an amphibious assault on Neapolis but the city is too well defended so we fail to do much damage.

Our land forces move only 1 square through marsh so will attack next turn.

Notes:
Didn't play as much as would have liked. I think I managed 4 turns.

We get sci method next round and must switch to Arms Race or Battlefield Med will complete. I was planning on the two prereq techs for communism. We want the Transcontinental RR too but don't have a prebuild. I think I set the town with the most shields to build a police station with the idea of switching to xray. I now don't think we will get arms race right away because windmill expires. Still in 1 so we get it.

Because of a single path to the next Italian city, I just sent some units with the rest fortified. I gathered extra units around Bangalore and they are healing in Manalore nearby. It is near the upper right choke point.


Next turn we can gather 3 steamers in Ballana (one near neapolis that failed by itself, one in ballana, and one building in Mandalay ). I think we can amphibiously take Neapolis (1 turn from Ballana) the turn after next.

Mandalay says steamer in one but it might not complete when windmill is gone so I would rush 10 or 20 shields if it looks like it might be short. I think 3 steamers of units is safer to win (unless Italy moves units out).

LK173_AD1912.png
 

Attachments

Glad to see another civ dead.
It looks like Arms Race is a lock. :)
Reading the report, it looks like we need to increase naval production.

ROSTER:
LKendter (on deck)
Elephantium
Greebley
Jersey Joe (up)
 
Nice to see someone have a great deal of success using the Lawyers and Missionary. :clap:

I got it.

The Inca will pay us 160 gold for a peace treaty. I don't see any Inca town reachable by land. Any objections to making peace with them?

Question for Civinator: Why does our "Coastal Defense Ship" have a handicap in Coastal Waters?
 
The Inca will pay us 160 gold for a peace treaty. I don't see any Inca town reachable by land. Any objections to making peace with them?

I prefer it. With Arms Race about to give us 2 free techs, I want to sell it to the Inca for a large chunk of cash. Money to upgrade and rush is always good
 
I'd love to invade the Incan core by way of Old Mongolia, but a 20-turn peace would give us time to build up an invasion fleet in the C-1 sector (not to mention finish our conquest of Italy, Egypt, and the Maghreb)
 
Teasers:
sTtJG2.jpg

Also, we got a Great Leader so I rushed this small Wonder:
sTtnXS.jpg


The Inca just started build National Monument so they know Nationalism. I am going to wait about 2 turns before trading to make sure we have X-ray Machine and Transcontinental Railroad locked up.
 
Civinator, The civilopedia entry for Transcontinental Railroad (TR) is incomplete.
Under Prerequisites, it reads "2 Train Stations owned by the civ." That is not complete.
It should read "2 Train Stations owned by the civ and on the same land mass as the Transcontinental Railroad."

Fortunatly, I tested to see if my plan was going to work. At the very begining of my turn, before doing anything other than making sure the 2 Train Stations would complete next turn, I hit enter to see what the result wouild be. Turns out that didn't work. I retested by having 2 Train Stations on the same land mass and it lets me begin contruction of the TR.

My original idea was to build the 2 Train Stations on a land mass differnet from the land mass where the TR is built. Since the TR only provides Train Stations on the same land mass, I would not have to build redundant Train Stations on the same land mass.
 
Jersey Joe, thank you very much for this report. That is a clever idea trying to build the 2 trainstations on a different continent than the TR. In the ConquestEdit there is no note, that required buildings must be on the same continent as the building that requires those other buildings - so this would be something new for me in the modding of C3C. For the TR it would be nice, if that additional prerequisite, that those needed buildings must be on the same land mass, would be true.

Did you have access to iron and coal in the city where you tried to build the TR with both needed train stations on a different land mass ? In that case can you please post a save file when those two train stations were constructed and name the city where you were not allowed to build the TR ?
 
Didn't realize the island start would make Transcontinental Railroad less valuable. I'm use to it helping all of our cities from playing on Pangaea
 
Did you have access to iron and coal in the city where you tried to build the TR with both needed train stations on a different land mass ? In that case can you please post a save file when those two train stations were constructed and name the city where you were not allowed to build the TR ?
I cannot reproduce the situation. Now, the Train Stations on a different landmass work. It was late and I must have been clicking on X-Ray machine instead of TR, or I saw TR but it looked liked dim and I assumed it didn't work.
My bad :blush:, apparently you don't need Train Stations on the same landmass.
 
My bad :blush:, apparently you don't need Train Stations on the same landmass.
That´s a pity as it would have been nice, if the TR could have only been built on the landmass where the two train stations were built.
 
The new time scaling of CCM 3 seems to work well. After 5914 years in the game you are only about 10 years behind real history. :)
 
Late Teasers:
sTlWA0.jpg

sTldPZ.jpg

I am now going to declare war on the Maghreb/Berbers, capture a town and hopefully get to fight many of them in the open and not in cities.
 
Glad to see a dead civ. Those Italian cities look like a headache to get to with all the jungle.
Good to see communism under research. Will be nice to get all our cities with barracks again.
 
One tech I would really recommend we get is flight/airfields. That will make continent switching more convenient for a bunch of units, though sadly not all. Being able to send a bunch of defenders once we have an airfield is major help for a beach head on a new continent - the boats can hold mostly attackers.

This could be timed to when we have taken out the current continent.
 
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