LK173, Civ=Scandinavia, CCM3, Island Hopping

Preturn Teasers: (yes I have yet to have an IBT)
LK173_AD1935b.png

Canada is gone and Oceania has the single city. Bunch of setters went into Perth


LK173_AD1935c.png

Any workers not moved by Lee were used, including a stack of 102. Also used some but not a lot of Steamroller merges. Single steamrollers is irrigation.


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We only went from 56 to 57 for population with all the merging so strategy was disappointing. There are just too many cities to get more than a percentage point.

Looks like the Korean war is a go.
 
Looks like the Korean war is a go.

I'm glad I hedged my bets. When I saw the population count so far behind I had a bad feeling. Hopefully you don't have to go far into Korean territory to end it.
 
Ya, it was an excellent call. If there were no boats there it would have been slow.

It occurs to me you might be better off only doing 5 turns rather than 10. 10 can be just too much (especially in a game with lots of island hopping). I recommend it.

I actually like the end parts of these games because there is so much flexibility in how to attack when you have rails. I like the 'game' of maximizing troop effectiveness.
 
Some but not many. Given how hard it was to go from 56 to 57, I would say we do not have enough to make it and need more cities.

I can switch over to irrigation as I invade (edit: likely the cities with highest food potential)
Thanks for the quick reply. I was just curious, because I didn't think about merging steamrollers until I asked you about it.
Also, as you max out large population cities it would require more units to just max out a single city.
On the bright side, capturing towns has a two fold impact on the percentage of population, it reduces the foreign population and increases ours.
 
I was just noticing the Dutch cities have a lot of high pop cities. It would also be better for boats rushed from the newly conquered location. I am seriously considering attacking them. Downside is much better units which will be much harder to kill.
I may rush boats by disbanding units in resisting cities. I usually don't do this, but the Armies add a new element. It is worth unit loss to get the armies across the ocean. The fact I can get the Armies to Dutch lands more quickly may be the deciding factor
LK173_AD1935-2.png
 
Why not attack both? It looks like your have troops and steamers near in zululand ready to launch go after Korea while you prepare to go after the Dutch (from Brisbane to Wellington?). Or, just go from Zululand to the Dutch.
 
Here is a thought, use investigate city to find out how well the Dutch are defended. It always works, it is not as good as steal plans, but it is cheaper you can investigate about 10 cities for the same price as steal plans.

In any case, have fun!
 
The Radio tech makes Town Clock obsolete. I don't know if the benefits of Radio, for a few turns, are worth the lose of Town Clocks.
Greece won't trade for gpt. We may have damaged our rep with them.
I had the same trouble trying to trade with Persia. I wonder if it has something to do with our having enough gold to buy the tech out right.
 
The Radio tech makes Town Clock obsolete. I don't know if the benefits of Radio, for a few turns, are worth the lose of Town Clocks.

I had the same trouble trying to trade with Persia. I wonder if it has something to do with our having enough gold to buy the tech out right.

We broke on Rep early on when we were trading and conquered Arabia. That killed the path for our goods to other nations. Another headache of island maps
 
I'm back from my vacation. Alaska is gorgeous!
It sure is.
I was stationed at Elmendorf AFB for two years; fall of '78 to fall of '80.
Where in Alaska did you go?
 
LK174
1 - True American democracy. The game would be edited to give us that at the beginning. Lack of barracks and war weariness will be our challenge. The bonus are migrant workers (+25% shields), very low corruption, early capitol access (higher OCN for even less corruption), cash rushing from turn 1, early publishing house access (less corruption), and constitution (1 happy face). This will be played on random map settings. I will make sure not mass islands.

2 - Always war monarchy. AW should be a bit easier with armies. I don’t see armies as enough of a bonus to handle a central position. We need the typical start of killing off one enemy before the big rush begins. This will be played on standard Pangea.

3 - Stunted researchers. After researching steam rollers our tech research will drop to 30%, and we can’t trade for tech above that. Tech may not be stolen above steam rollers. Crystal palace is prohibited. We can still trade lower techs. Time to find out if we can really win with industrial age troops. This will be played on random map settings. I will make sure not mass islands.

Please list in order of interest. Mine is 1, 2, 3
Elephantium: ???
Greebley: 1, 2 3
Jersey Joe: 1, 2 3
 
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It sure is.
I was stationed at Elmendorf AFB for two years; fall of '78 to fall of '80.
Where in Alaska did you go?
Our cruise stopped at Juneau, Icy Strait Point, Sitka, and Skagway. We disembarked in Seward and took a guided tour / airport transfer to Anchorage -- stopped to look at Exit Glacier, the Alaska Wildlife Conservation Center, and take in some views from an aerial tram in Aleyska.

A surprising treat was just looking out the window for a couple of hours after our plane took off from the Anchorage airport. You could see a lot of glaciers in the mountains east of Anchorage!


@LKendter - For the next game, any of the three sound fine.
 
1 - True American democracy. The game would be edited to give us that at the beginning. Lack of barracks and war weariness will be our challenge. The bonus are migrant workers (+25% shields), very low corruption, early capitol access (higher OCN for even less corruption), cash rushing from turn 1, early publishing house access (less corruption), and constitution (1 happy face). This will be played on random map settings. I will make sure not mass islands.

This is the LK174 choice
 
Some thoughts on LK174: The Capitol provides a "barracks", but not extra shield bonus. Still we should build it in a town that has a base shield count of at least 30 shields.
Building the Statue of Liberty will start our Golden Age. We could build it at any time (since we know Democracy). I think we should wait until we are in the second half of the Age of Discovery to build it. Maybe even wait until we are studying to learn Railroads or later. Also, the Statue of Liberty provides increased commerce, food and shields in water tiles and increase movement in water.
 
Civinator, in comparing the Civilopedia page for the Statue of Liberty with the new CCM3.biq you provided us with, I noticed 2 discrepancies. The cost in the Civilopedia is 100 shields vs 600 shields in the biq and the Civilopedia list a bonus of +1 movement, but the biq does not have any movement bonus.
 
Civinator, in comparing the Civilopedia page for the Statue of Liberty with the new CCM3.biq you provided us with, I noticed 2 discrepancies. The cost in the Civilopedia is 100 shields vs 600 shields in the biq and the Civilopedia list a bonus of +1 movement, but the biq does not have any movement bonus.
Jersey Joe, the Statue of Liberty is a GW exclusive for the USA, triggering its GA (if this did not happen before). The exclusive GWs, that are triggering the GAs are available by an era none tech exclusive for that civ and a trigger that becomes available by a certain tech (here two publishing houses). As that GW is tied to an era none tech it cannot appear in the techbox of a different tech (here Democracy). On the other side it cannot been built before the tech Democracy is researched, as the publishing houses become only available by that tech.

To inform the player in the techtree about the option that now that exclusive GW can been built, for all these GWs that are triggering GAs to their civs, a dummy information must be used (otherwise it could only be a secondery information as a note in the civilopedia entries of the trigger buildings or resources and may be in the information about that tech.

For those informations unit entries must be used so the information can appear in the techbox - but the unit entry has the problem, that the MV of at least 1 can not be modded away in that entry. The correct information is always in the buildings and wonders entries of the civilopedia:

Statue of Liberty.jpg


In the dummy entries of the civilopedia I can only make a hint that the MV entry is wrong and adjust the costs of that dummy-unit to the costs of the GW. J.J. thank you very much for pointing to that problem. :)
 
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