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LK173, Civ=Scandinavia, CCM3, Island Hopping

Continuing July 1927 AD:

Green Mountain is already capable of building 1 turn tanks so switch from building Ford’s Factory to Gas Holder and Kystbyen Civinator begins construction of Ford’s Factory which should allow it to build tanks in 1 turn. Upgrade several Protected Cruisers to Light Cruiser WWI.

We contact our good friend :rolleyes: Ramon of the Inca and for the low price of providing his country with Tobacco for 20 years he agrees to a MPP with us. In additon to getting the pact we trade him some other Luxury items: Wine, Silver, Spices for 33 gpt,

We declare war on Korea.

IBT: The Persians and Inca know Nuclear Physics and are building Theory of Relativity.

January 1928 AD:
We steal Nuclear Physics from the Persians.

Annexing Paegam, Armored Cars kill 3 Korean Musketeers and a Crossbow (4, 0). The town is added to our growing benevolent empire.

We declare war on Britain.
Annexing Oxford, Our amphibious assault is successful, WWI Infantry kills a British Musketeer and a Late Pike (6,0) and the town is added to our growing benevolent empire.
Annexing Dover, Our amphibious assault is successful, WWI Infantry kills 2 British Musketeers (8,0) and the town is added to our growing benevolent empire.

We declare war on Persia.
Annexing Nottingham, 2 Dragoon Armies kill 2 Persian Riflemen (10, 0) and the town is added to our growing benevolent empire.
Our Cruisers bombardment sinks a Persian Protected Cruiser (11, 0).
Annexing Ergili, 3 Armored Car Armies kill 3 Persian Riflemen (14, 0) and the city is added to our growing benevolent empire.
Armored Cruiser sinks submarine? (15, 0).

IBT: Inca declare war on the Persians.
Empty steamer sunk by Persian Armored Cruiser (15, 1).
Armored Cruiser sinks Pirate ship (16, 1).

Inca’s build the Theory of Relativity.

July 1928 AD:
Light WWI Cruisers sink Persian Armored Cruiser (17, 1).
South of Nottigham, Field Artillery kills Persian WWI Infanty (18, 1) and we get a Great Leader. Great Leader forms an Army. Lawyer kills Immortal (19, 1).

Annexing Portsmouth, Armies kill 2 Persian WWI Infantry and an invisible unit (22, 1) and the town is added to our growing benevolent empire. We get 77 gold and 11 Zeppelins. <blink> We immediately use the Zeppelins to bombard a small stack of Persian troops. Dragoon Army kills 2 Riflemen (24, 1); Camel Corps killed by Rifleman (24, 2); Lawyer kills Rifleman (25, 2); Field Artillery kills Field Artillery (26, 2); Dragoon kills Cavalry (27, 2); Lawyer signs Musketeer to acting contract (28, 2); Lawyer kills Immortal (29, 2); Field Artillery kills 2 WWI Infantry (32, 2); Armored car kills Heavey Artillery (33, 2).

IBT: Korea and Persia sign a MPP.
Inca declare war on Oceania. Inca declare war on Korea.

We learn how to Improve Ammunition. East India Company rendered obsolete., 4

January 1929 AD:
Off the coast of Canton, our light WWI Cruisers sink a Persian Armor ed Cruiser (34, 2).
Off the coast of Edinburg, our fleet Loses a Niels Juel Class ship while sinking a Persian Iron Clad, Steamer, and Torpedo Boat (37, 3).
West of Portsmouth: Armies kill 8 Persian WWI Infantry (41, 3); Armored Car kills Hotchkiss (42, 3); Lawyer signs WWI Infantry to singing contract (43, 3); Lawyer kills WWI Infantry (44, 3); Armored Cars kill 2 WWI Infantry (46, 3); WWI Infantry kills WWI Infantry (47, 3); Field Artillery kills WWI Infantry (48, 3).

Annexing Sheffeid: Armies kill 2 Persian WWI Infantry and a Rifleman (51, 3); Armored Car kills a Camel Corp (52, 3) and the town is added to our growing benevolent empire.

IBT:
Portugal and Persia sign a MPP.
WWI Light Cruiser sinks Persian Armored Crusier (53, 3); Niels Juel Class sunk by Iron Clad (53, 4).
WWI Light Cruiser sinks Oceania Sailing Ship (54, 4).

July 1929 AD:
Our Navy sinks 2 Oceania Ships of the Line and a Paddle Steamer (57, 4).

North of Bifrost, Armies kill 4 Persian WWI Infantry (61, 4); Armed Cars kill 2 WWI Infantry (63, 4).
West of Bifrost: Our attack on Persian Troops causes Portugal to declare war on us (we lose 8 gpt in rades). Armies kills 14 Persian WWI Infantry (77, 4); Armored Car kills WWI Infantry (78, 4); Armored Car kills Musketman (79, 4) and we get a Great Leader who forms an Army. Army kills Musketman and a late Pike (81, 4); Armored Cars kill 3 Immortals (84, 4); Dragoon kills Crossbow (85, 4); Lawyer signs Crossbow to acting contract (86, 4); Camel Corps kills Crossbow (87, 4); Lawyers kill 2 Crossbows (89, 4); Field Artillery kills Crossbow (90, 4).

At Vaxjo, Improved Armored Cruiser sinks Oceania Ship of the Line (91, 4).

January 1930 AD:
Trade Improved Ammunition to Inca for 16890 and 117 gpt.
Trade Improved Steam Engines to Russia for 790 gold and 135 gpt.
Trade Imperialism to Turkey for 20 gold and 243 gpt.

Off the coast of Canton, WWI Light Cruisers sink 2 Invisible ships (subs?) (93, 4).
In Persia waters, We lose 3 WWI Light Cruisers sinking 4 Persian Torpedo Boats and 3 Steamers (100, 7).
Off the coast of Vaxjo, WWI Light Cruiser sinks Korean Ship of the Line (101, 4).

Annexing Newcastle: Armored Cars kill 2 Persian WWI Infantry (103, 4); Army kills Army (106, 4); Army kills 2 WWI Infantry (108, 4); Field Artillery kills Field Artillery (109, 4) and the town is added to our growing benevolent empire.
Adventurer captures 2 Workers.

West of Newcastle: Armored Cars kill 3 Persian WWI Infantry (112, 4) and we get a Great Leader. The Great Leader forms an Army. We lose 1 Armored Car killing 3 WWI Infantry (115, 5); We lose 1 Dragoon killing 4 WWI Infantry, 3 Line Infantry, and a Rifleman (123, 6); Armored Cars kill 5 WWI Infantry (128, 6); Camel Corp kills WWI Infantry (129, 6); Dragoons kill 4 Line Infantry (133, 6) and we get a Great Leader. Dragoon kills Line Infantry (134, 6); Field Artillery kills 2 Line Infantry (136, 6); Lawyers kill 2 WWI Infantry and an Archer (139, 6).

Annexing Birmingham: Armored Cars kills Persian WWI Infantry (140, 6); Armies kill 2 WWI Infantry, a Hotchkiss, and a Camel, Corp (144, 6) and the town is added to our growing benevolent empire.
Annexing Edinburg: Armored Car kills Persian WWI Infantry (145, 6); WWI Infantry kills WWI Infantry (146, 6); Armies kill 2 WWI Infantry (148, 6) and the town is added to our growing benevolent empire.
Adventurer captures Steamroller crew.

North of Birmingham: Field Artillery kills Persian WWI Infantry (149, 6); We lose 1 Armored Car killing 4 WWI Infantry (153, 7); We lose 4 Armored Cars killing a WWI Infantry and capturing a Settler (154, 11).

Annexing Manchester: Army kills 2 Persian WWI Infantry (156, 11) and the town is added to our growing benevolent empire.
Adventurers capture a Steamroller crew and a worker. WWI Infantry kills Lawyer (157, 11); Armored cars kill 2 WWI Infantry and a Field Artillery, plus capture a shipment (160, 11);

South of Birmingham, We lose 5 Armored Cars killing 6 Persian WWI Infantry (166, 18).

Notes and Suggestions:
  • I captured a supply shipment in Persia. I have loaded on a Steamer in Chengdu.
    • You can get it all the way to Dover and onto a Steamer there, in July, 1930 and to Stockholm in January, 1931.
  • We can annex 2 of the 4 remaining British towns using amphibious assaults launched from Sheffield.
  • Lawyers are at Oxford. Just outside of Oxford are the Entertainers.
 

Attachments

Here is a view of the Front as of January 1930 AD:
sY8fl0.jpg
 
We went from 36.5% land to 41.4% during Joe’s set. We don’t seem to be hitting the super-fast wrap mode that other games have. I’m not sure if this will be my last set.

I hope to find a few more spots for motorized settlers. Built cities are as good as conquered spaces toward winning. Looking at the last picture I want to get more settlers to the next continent. I see several spots for more cities.

This will be another slow set from me. Most of Wednesday, Thursday and Saturday are booked for me.


ROSTER:
LKendter (up, and got it)
Elephantium (on deck)
Greebley
Jersey Joe
 
Besides the settlers, more steamrollers will be needed. I started building roads to spots southwest of Oxford and Ergil, but stopped to build rails to just captured towns.

I didn't mention it in my hand off notes, Akkad (Cruiser Project) is the only city that can upgrade a Niels Juel Class ship. There are three Niels Juel Class ships ready to enter Akkad to be upgraded.
 
198 cities, and still only 41.4% land. Starting up today, but I can't believe how much more land we need with that city count.
 
198 cities, and still only 41.4% land. Starting up today, but I can't believe how much more land we need with that city count.
What is about the other victory conditions, especially cultural victories ?
 
The next LK game won't be islands. Part of the reason these turn sets take so long is so many staging zones to worry about.
 
What is about the other victory conditions, especially cultural victories ?
For the three city victory you almost have to plan for it from the start of the game.
When we won a total cultural victory we had to be careful not to get a domination victory.
In either case we played more turns than we do for domination victories.
 
Teaser:

 
Always good to see another AI bite the dust.
It is nice that the British and Persians have build roads into unsettled areas.
 
I just found another nasty with the latest version of CCM. Hills and forest use to be 2 movement points in my .BIQ dated Jun 26, 2024.
The .BIQ I used to start this game dated Nov 19, 2024 has hills and forest with 3 movement points. This is slowing down my invasion of Persia. :mad:
 
I just found another nasty with the latest version of CCM. Hills and forest use to be 2 movement points in my .BIQ dated Jun 26, 2024.
The .BIQ I used to start this game dated Nov 19, 2024 has hills and forest with 3 movement points. This is slowing down my invasion of Persia. :mad:
Good catch. I just assumed my getting stopped by hills and forests was normal, I didn't consider that armies might still have 1 movement point left..
 
This has let at least 3 cities survive another turn. It is rough enough with the number of armies with this version of CCM. This change further nerfed the armies making that extra movement point less valuable.
 
I'll provide the math when I published my turn, but it looks like the current continent will just be enough to end the game. I'm very actively building cities to claim more land.
 
I just found another nasty with the latest version of CCM. Hills and forest use to be 2 movement points in my .BIQ dated Jun 26, 2024.
The .BIQ I used to start this game dated Nov 19, 2024 has hills and forest with 3 movement points. This is slowing down my invasion of Persia. :mad:
:yup: Yes, this was set to balance the additional movement of armies - and it seems to work well.
 
:yup: Yes, this was set to balance the additional movement of armies - and it seems to work well.

I really don't understand why you want to drag out the end game. In our position it is impossible to lose. The only thing this does is make us suffer more turns in wrap up mode.
 
The game has the some problem where units use to be speed 3 that dropped to speed 2. Science grinds to a halt in the late game. There aren't enough science multiplying buildings to get to the badly needed 3 speed units. Getting to them has become less valuable with this change.
Once the human player has rails and a decent core nothing will stop them. I'd prefer changes that speed up wrapping up the game, not slow it.
 
The game has the some problem where units use to be speed 3 that dropped to speed 2. Science grinds to a halt in the late game. There aren't enough science multiplying buildings to get to the badly needed 3 speed units. Getting to them has become less valuable with this change.
Once the human player has rails and a decent core nothing will stop them. I'd prefer changes that speed up wrapping up the game, not slow it.
So what would you do, so all these nice WW2 and cold war units are not completly useless in the game (and half of era 3 and the complete era 4) ?
Railroads later and an aditional research building in early era 3 ?
 
So what would you do, so all these nice WW2 and cold war units are not completely useless in the game (and half of era 3 and the complete era 4) ?
Railroads later and an additional research building in early era 3 ?


Railroads arriving later will be another change that drags out the endgame. That is the last thing I want. By the time factories arrive the human advantage really stands out. We don't try to build factories in 3 shield cities. The AI doesn't understand the production multipliers well.

Another research building early era 3 would help a lot. By this point in the game very few AI civs have much to trade. In the current era there are the typical handful of civs that are keeping up with us in tech. In addition, we are close to the point of tech that can't be traded.

The island maps made it worse. The number of hopelessly backwards civs is unreal this game. USA, France and Spain are all still stuck in the ancient age due to lack of contacts and small size.

On a Pangaea map I think we could win with nothing stronger than dragoons with enough bombardment type units.

The big advantage of the later units is speed 3. That is lost now with the changes to hills and forest being 3 movement points.

I don’t think we can agree on the best end game solution. You want to see the last 1.5 ages of units get used. At this point I just want the game over.

By 1900 AD we have 63 cities. The only one close is the Inca at 22 cities. The challenge is already past. The human challenge is the early game. Once you take out 3 or 4 civs you are big enough to keep up with deity advantages for the AI.
In addition, we know how to get tons of cash from the civs to cash rush buildings, steamrollers, and military units.
 
So for you it is the best, if all the settings that stretch the decision more in the future are being reverted and for me to work on a successor of CCM (what I am fortunately doing).

Edit: When looking in the old CCM 2.5 biq the movement costs for hill and forest terrain was also 3. Even when looking in my very old CCM 1 biq the movement costs for those terrains was 3.
 
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