LK173, Civ=Scandinavia, CCM3, Island Hopping

Jan 1934 AD (10)
The front is moving so fast that our air units are becoming useless.

The assault on Sao Paulo begins. I kill 2 musketeers. I lost 2 armored cars. (436-79)
Portugal has left the game. :dance: :dance: :dance:

The assault on Christchurch begins. I kill 5 rifles. I lost 1 armored car. (441-80)
I gained 1 worker.

The assault on Alice Springs begins. I kill 4 rifles. (445-80)

The assault on Ghulman begins. I kill 3 infantries and 1 rifle. I lost 3 tanks. (449-83)
Persia has left the game. :dance: :dance: :dance:

I reset the cities from Persia and Portugal to stop starving.

Tanks for the Leader arrives. A new tank army is formed.
Swedish Dragoon Still Lead arrives. A new tank army is formed.

[End of session 11]

Ottawa got a culture bomb.

Combat 014 is founded.

I plant a spy in Canada. They are totally depleted and have no settlers. I failed to plant a spy in Oceania.

I want money for rushing. I sold flight to Inca for 18,716.

The assault on Halifax begins. I kill 1 musket and 1 pike. (451-83)
I pillaged $7.

Combat 015 is founded.

The assault on Winnipeg begins. I kill 2 muskets. I lost 2 tanks. (453-85)
I pillaged $7.

I kill Canada: 1 bucket, 1 settler, 9 crossbows, 1 MDI, 2 pikes and 3 muskets. (469-85)
I kill Oceania: 3 rifles and 2 adventurers. (474-85)
I lost: 1 lawyer and 1 tank. (474-87)
I gained 2 artists and 1 worker.

[End of session 12]
 
The remnants of Canada:

 
The remnants of Oceania:

 
The current continent will be enough land to end the game. I went from 41.4% land to 56.4% during my set.
Oceania and Canada will have enough to cross 58%. There are still a lot of border expansions coming up.

The bad news is population. Those civs there may not have enough population to put us over the top. The game reports us at 52% pop. It may pay to review all our junk cities for max pop growth.

I will be shocked if I get another set.

I’ve made the decision to hedge our bets. Near the end of the set, I abandoned the Dover pipeline. I’ve started to build up forces by Vaxjo. This is in case we need to invade Korea. It is possible we also need that invasion due to lack of population.

We are to the point the ONLY building to build is barracks. Just pump out tons of military and some settlers.

Akkad has Cruiser Project. Please try and get all our Neil Juel Class there to be upgraded. That city needs a rushed monument to keep one-turn coastal ships coming up.

All our workers, outside of the continent under conquest, are fortified. At this point the time (real life) isn’t worth it for the production gain.

Recommendations:

1) - I have run out of time to play. This last turn is incomplete. There are enough units, combat settlers and workers to take more cities.
2) - There are loaded ships near Chinese launch. Please change direction and move them up toward the Korea launch area.
3) - There are empty ships near Chinese launch. Please pickup troops from China and send toward Korea.
4) - I don't know how many troops the invasion of Korea will need. At this point, after step 3, I'd start pulling troops back toward Memphis. Your decision if you set up a pipeline to pull those troops back toward former Zululand.
 
ROSTER:
LKendter
Elephantium (swapped - on deck)
Greebley (up)
Jersey Joe
 

Attachments

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, 4
Elephantium:
Greebley:
Jersey Joe:

I realize I am posting this early. However, I don't know when Civinator plans to release the next version of CCM fixing the worker issue. That means I need time to pick the civ and test normal workers allow R for the civ we pick.
 
However, I don't know when Civinator plans to release the next version of CCM fixing the worker issue.
Here is my current biq for the next version of CCM 3. Until now I had not the time to do a test game with it.

1. Workers now can built railroad normally again. This was no big task, only a reset.

2. Some ships in era 2 and higher have an additional movement.

3. The biggest map size is now 230 x 230 (with 31 civs). This should speed up the game in its later stages.

4. Strategy for submarines was fixed.
 

Attachments

You got us real close to the finish :thumbsup:
To generate population it is better to grow large cities than the small ones. We should not build any settlers in towns with a population greater then 8.

Before the end of the turn:
There are many fortified steamrollers, workers and slaves near Elephantine.
We should sacrifice a few shields in Bombay and Yokohoma by chopping a forest and irrigating to stop the starvation.
Rush an Aqueduct in Nicomedia to be followed with a Hospital.
Rush a Hospital in Tarentum.
Palmyra and Syracuse are growing their population every turn. To keep that up they need more jungle and cleared and irrigated.
Look for other cities like Palmyra ans Syracuse, that might be able to build population in 1 turn with landscaping, rush a hospital if needed.

A quick way to increase population, but an abuse of the rules, would be to merge all workers and slaves from destroyed civilizations in cities. Starting with the largest city available and working down the list from there. That could be followed up by merging exsisting settlers and then rushing settlers in every town with a population of at least 2 and less than 9 and merging those settlers into the largest cities.
 
A quick way to increase population, but an abuse of the rules, would be to merge all workers and slaves from destroyed civilizations in cities. Starting with the largest city available and working down the list from there. That could be followed up by merging exsisting settlers and then rushing settlers in every town with a population of at least 2 and less than 9 and merging those settlers into the largest cities.

IIRC you can only merge native workers. Captured workers aren't allowed.
 
I just had another thought about population. Cancel all the settlers being built except for the land with Canada / Oceania. They rest will won't any use.
 
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, 4
Elephantium:
Greebley:
Jersey Joe:

I realize I am posting this early. However, I don't know when Civinator plans to release the next version of CCM fixing the worker issue. That means I need time to pick the civ and test normal workers allow R for the civ we pick.
My order of interest is the same as yours 1,2,3, and the unknown 4. :D
A few comments;
For #1 We should plan early on to only build "barracks wonders" in towns that have the potential to produce 130+ shields after corruption. Also, I don't think we need to rush to build the Constitution.
Another thought we make a bee-line for Literature and build the Great Library. Further maybe use the Constitution as a prebuild for an early wonder than gives us an extra settler.
For #2, I would like to try Always war Emperor.
For #3, I would advocate for dropping research to 30% and stopping trade after we learn Imperialism, so we can get out of the Age of Discovery a little faster.
 
For #3 the idea is we get stuck in Age of Discovery for a while


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.

#4 was removed from the list. I guess I should have removed my vote :lol:

Please list in order of interest. Mine is 1, 2, 3
Elephantium:
Greebley:
Jersey Joe: 1, 2 3
 
You can merger slaves, for example, I just merged 15 slaves into Hieraconpolis and the population increased by 4,050.000 people.

In that case, population shouldn't be a issue. Merge our brains out where people won't starve.
 
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:
Jersey Joe: 1, 2 3
 
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