LK174, Civ=America, CCM3, True American Democracy

Jan 1903 BC (10)
The assault on Ephesus begins. I kill 2 musketeers. I lost 1 Ford. (249-50)
I found 1 worker inside.

The assault on Mycenae begins. I kill 3 musketeers. (252-50)

The assault on Ephesus begins. I kill 3 musketeers. (255-50)
I found 1 worker inside.

The assault on Knossos begins. I kill 3 musketeers. (258-50)
I found 2 workers inside.

I kill Greece: 1 musketeer. (259-50)
[End of session 4]
 
When we learn Dreadnoughts, we should build the Small Wonder: Super Dreadnoughts in Koenigsberg.

I went from 19.1% to 25.8% land. There is no question that I have two more sets. 10 turns for 6.7% wasn't that great. The next target of the Dutch is going be rough. They have 4% of the remaining territory. They are the most advanced civ in the game. After that it the somewhat backwards Zulu. After that we start the journey to get troops overseas. India is weak, but it will take time to ferry over enough troops. With NO overseas barracks, we need overwhelming number to continue to move forward. Healing time will be terrible until the barracks is built.

We want to push toward great war experience as our mid-term tech target. I just realized we have very limited ways to get barracks overseas. Heavy tank factory will need to be leader rushed overseas to greatly speed up conquest there.

After that we need totalitarianism for settlers. There are a lot of marginal spots to claim just to increase our percentage of territory. I found 10+ sites in our territory that will help without even looking that closely. The sites are junk but claim plenty of tiles. As an example, the plains tile 3 north of Grand Junction would claim lots of desert.
Combat settlers will speed up the end game.
IMO we should keep researching at maximum the rest of the game. Higher quality troops help to keep war weariness under control.

Valencia is rushing a steamer each turn. Our naval stack is being built up by Utica. There is plenty of protection. Transports are the main issue.

New ships from Seattle should head toward the Dutch. I just noticed near the end of my set that they have an island city. Steamers are cheap to rush nearby to the invasion fleet.

Despite massive rushing of steamrollers and some buildings there is still almost 50K in cash to work with. I know that foreign steamrollers aren't as efficient. However, I was able to add a lot of them from hopeless corrupt cities with lots of population points. A foreign steamroller is good enough to lay a road. A foreign steamroller, native steamroller and 1 foreign worker is good enough to lay a railroad.
 
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Despite using up some workers on new rails in Greece, I was able to fix multiple towns. There are still a lot of cities that can eventually get decent production. You can see I'm already working far away from Washington.
A lot of our core cities are to the point of all troops. Within the next 10 turns another good chunk will be in all troop mode.
Thanks to industrious we have a LOT of tiles being fixed per turn.


 
The remnants of Greece including Corinth that will be a pain to get to. We may need to declare war on the Dutch to get there.

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

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I've got it. Should be a pretty simple set -- finish off Greece, prep for the Dutch, and work on shipping logistics for when we move overseas. I see that we still have Cuzco -- can we build next to it in this version of CCM? Or should I be looking at raze and replace once we get our next Settler?

Shipping to our current cities N of India can be done in 2-3 turns (T1, load the ship and move halfway, T2, move the ship to the shore and unload, T3 move them). Once we take out India, that will drop to a definite 2T (T1, sail out of Fes, T2, unload in the Indian harbor and move the troops). Not bad for that phase.
 
Cuzco to Poland route is a different continent than the India route. We shouldn't need to hit both them.

At the current pace we will have settlers before we finish the India continent. Once we start spamming settlers end game will get a lot quicker. I saw 10+ easy sites. That ignores the filler sites for a few tiles, clearing marsh by Greece, etc for even more of them.
 
Good to see us getting some extra Armies and Entertainers. My fishing attempts were well below average.
After that we need totalitarianism for settlers.
I can see that we can't build Settlers. What biq file did you use for this game? However, the "CCM3-Succession.biq" has Mass Production as the tech required for Motorized Settlers.
The remnants of Greece including Corinth that will be a pain to get to.
I think we might be able to get to Corinth from Pharsalos without disturbing the Dutch.
Cuzco to Poland route is a different continent than the India route.
Poland and India are on the same continent. The path is Poland -> Italy -> China -> Korea or Arabia -> India. However, if we put the Heavy Tank Factory in Al Jadida, we will be better off starting with India. See below.
Heavy tank factory will need to be leader rushed overseas to greatly speed up conquest there.
As a contingency, we should start building up Al Jadida by rushing buildings there (Hospital first) every turn. Plus, send more steamrollers and workers there to first irrigate the floodplains (to grow population), then mine every other tile and rail the entire fat cross. Also, they need a dockyard. Then maybe even merging in some workers/slaves to get its population up. It has the potential to produce a base of 45 shields with multipliers that should easily reach 100+ shields which means it could build The Heavy Tank Factory in 3 turns so a would not be needed.

Also, having a supply of Steam Rollers there will speed up our conquest of India.
 
Pre-turn: Looking around, I do tweak a few cities for faster growth. I also rush the Hospital in Al-Jadida.

IBT:

Turkey ends our Cotton deal. They don't wish to renew it, but they change their mind when I "spice" up the deal (Cotton for Alchemy and Spices :D)
Egypt also ends their deal.

Early Tanks > Flight

Jul 1903:

Battle of Athens:
3 Armies kill 6 Eastern Musketeers
vFord kills a 7th.

We now control Statue of Zeus!

sg_499.jpg


Battle of Pharsalos:
Army kills two Eastern Musketeers and finds that there are no other defenders. Huh. Well, I'll take it.

Horse arty clears out a unit blocking the route to Sparta...and promotes Sherman!

Then we lose 1 Ford clearing the next tile.

IBT:

Canada wants to swap WMs. They're willing to throw in 64 gold, so I go for it.

Lowlands boots us. Whoops! That probably gives Greece a reprieve.

Poland has destroyed Scandinavia.

Enslaver kills a redlined Ford
Eastern Musketeer kills a Ford

Eastern Musketeer dies to a Ford

Athens riots as resistance ends!

Jan 1904 AD:

Battle of Spartaaaaaaaa:
We lose 1 Ford killing 3 Eastern Musketeers (two were elite!) and one Pike

We lose 1 more Ford clearing some stray units, then

Battle of Argos:
We lose 3 Fords before the walls fall. We destroy at least one boat in port

IBT:

Not much action. Greece drops off an Eastern Musketeer next to Argos.

Jul 1904 AD:

Ford dies, then a Mk VIII runs over a Greek hero, capturing a Greek Settler.

I build Santa Fe on the coast near Argos. It'll fill in our borders nicely.

Jan 1905 AD (T250 in-game):

Battle of Corinth:
Two Mark VIIIs breach the walls, then we lose 1 Ford before the city surrenders.

Handoff notes:

We have lots of military fortified near the capital (and some forces near Al-Jadida, of course).

Greece is down to just Rhodes. I was inclined to wait until its borders pop before taking it.

Once Greece is gone, we can go after the Dutch or the Zulu. We'll be able to attack the Dutch on a broad front, but then they do have one city nestled past Zulu lands.

I moved some troops overseas in anticipation of going after India. With some modest reinforcements, I think that war could be done in 5-6 turns.

I rushed a bunch of Hospitals, but I didn't tweak all the cities this turn.

I also didn't bother with trading. Most of the AI is pretty broke.

Attached are pictures of the border with the Dutch and the area around Al-Jadida.

sg_500.jpg
sg_501.jpg
 

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The overseas cities will never been that good. Outside of Al Jadida (hoping for tank SW), they should only build troops, settlers and steamrollers.

It looks like we may have already moved some armies to India. Please don't send any more troops (especially armies) over until Dutch and Zulu wars completed. If it was my set, I would recall those armies.

I expect the Dutch to be the hardest fight since they are closest in tech. My vote is ASAP war with the Dutch. It isn't worth the wait for the last Greek city to expand borders.
 
Keep rushing steamrollers out of the hopeless corrupt cities. There is no such thing as to much workers.

The Dutch are the #1 civ for cash. We really want those cities.
 
The Dutch are the #1 civ for cash.
We definitely need the cash. I favor going after the Dutch first, maybe even the Zulu at the same time.

A building should be rushed in Al Jadida every turn in preparation for building the Heavy Tank Plant there. Also, move all the workers improving Rabat back to improving Al Jadida, first Irrigate the remaining Flood plan then mine the hills and forests and finally mine the deserts.

Next turn Koenigsberg should start a prebuild for Blue Riband and follow building the Blue Riband with a prebuild for Super Dreadnought.
 
Personally, I'd be fine declaring on the Zulu around the time we get to the isthmus N of Amsterdam. We'll have the Dutch on the run by then, so I don't think we'll be short on troops. Also, we'll have a lot of idle troops because of the bottleneck effect.
 
On turn 4 of 5 from last night. Hope to finish today

We had sufficient troops to take on India on the other continent so declared war there in addition to the Lowlands and now the Zulu. Poor India didn't have fresh water anywhere close to their start. Tons of grasslands and no irrigation.
They still have Spear.

Minor spoiler (checked and it would expand in 7 turns so I didn't wait):
LK174_AD1905.png
 
Lets make sure we don't start to many wars at once. That could be the one way war weariness hits us hard.
 
Ya, that is something to keep an eye on. Don't think we will hit the first level of WW on India though, they are that weak. The real case will be the Dutch; if they have a settler it may be better to make peace. The 18% definitely comes from them.

It has yet to affect towns however other than the normal recently captured. We likely also have war happiness from a random Aztec Archer taking a pot shot at us.
 
Last turn teaser is a triple play (3 enemies killed in the same turn):

Mostly a coincidental lining up though being at war with 3 civs at once is unusual in non-AW (mostly due to Elephantium sending cross troops including Armies, air transport, and a very weak India).

Will post details and save after I move numerous steam rollers. And adjust towns of the 3 civs. Oh and rushing

LK174_Indian.png

LK174_Lowlands.png

LK174_Zulu.png
 
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Preturn: Look things over. Rushed a conscript in some starving cities and started a Steamroller in other so we use that population rather than lose it. Check out both India and Arabia with spies. India's units are enough behind I may start that war early as we have Armies to use. Will wait for Flight first so I can send more units. It is only one turn.

For Deals, Egypt has 2 Luxuries, 441 gpt and 2k gold to trade for RR (full price). Since they are far on the other side of the continent we won't need to fight them so I do the deal (also at least one AI knows RR already). Minor other stuff for civs that don't matter.

IBT: One town is attacked by Byzantine boat. We get Flight.

1905/2 AD:
Dutch: Declare war

Capture Liege with Armies and r-road to Corinth to connect that town.
Armies capture Gronigen as well.
Armies attack Thermopylae but we don't have enough. I look for speed 3 units - adventurers and partisans to take the city, but only find one adventurer on the continent (only partisan is on other continent). If we had a few we could have taken the city as it is only a defense 3 defender. Create 6 partisans for the future. Note also that Adventurers make good second defenders in cities freeing up Infantry. It is a reasonable build for towns with less than 80/90 shields for an Infantry.

Here is an image after the first turn:
LK174_LowlandsFront.png


India:
Looked at our forces on the other continent and Arabian and Indian forces. We have enough for India (Arabia has a bunch of fast units) so I declare war.
Also start airports and moved 3 units over to the other continent.
Capture Punjab without loss. Get a Leader for another Army.
Capture Jaipur losing an Enslaver vs a def 1 unit, Gain a Great Artist.
Capture Bangalore.
Kill 12 Fast units and 2 Catapults in a stack.
Kill other units losing the Partisan, but gain 2 more Great Artists. Use on on Jaipur which will help eventually vs Arabia as well as get closer to Karachi for next turn.

IBT: Bunch of Indian units on the move. Bypassing armies injures a bunch of them.
I see why India had a bad start. Plenty of land but no rivers or fresh water at all.

1906 AD:

India:
Capture Carachi and Bombay. Gain 2 leaders so airlift one to our main continent. Will want to use non-elite for the rest of the turn.
Manage to kill the large Indian stack they sent. There are a few Archer units next to Bombay, but bombay has Armies to protect it this turn so should be fine.

Dutch:
9 hp Army (knights) lose vs a 3 defense defender but capture Thermopylae
Also lose 2 Tank vs a single hitpoint defender in The Hague but capture the city.
Another tank and Ford loss allows us to take Rotterdam.
Use an Artist and capture the capital Amsterdam with 3 losses.
Another Artist and Utrecht falls losing a few.
Brussels has lots of units for some reason and we lose 6 units with few retreats.
Finally capture Namur with armies.
Attacked but did poorly against Arnhem. We couldn't use tanks and the 3 hp Ford did poorly despite 3 defense defenders.

Planted a spy with Zulu/South Africa.

IBT: Aztec declare war on us.
A random Aztec archer takes potshots at us and dies.

1906/2 AD:
Dutch:
Attack and capture Orleans losing a Ford.
Use an artist to reach and capture Paris.
Capture Marseilles with Armies.
Also can reach Tours so it is also captured losing a Tank.

India:
Got an Artist so used it on Bombay enabling us to capture the India capital Delhi.
Capture Calcutta.

Been doing some rushing as we now have close to 50k gold.

IBT: No attacks.

1907 AD:
Dutch:
Amphibious assault on Einhoven succeeds and we capture the island city. Corinth had no disorder so could get there in 1 turn after building a steamer.
Capture Bruges, the second to last town not on the peninsula. The last is Ghent which is behind the Zulu.
Capture Chartres.
Capture Lyons losing one unit.
Attacking Beascon gives us a leader and an Army.

Move units on the two cities behind trees. Can get them next turn.

Zulu: Time to declare war. I show unit locations as we have a bunch of cash and knowing defender counts helps plan more precisely.

Expanding Bruges borders gets us into range of Durban with regular units.
Capture Durban. We are able to reach Kimberley with Armies.
Against a 3 defense Pike we lose a 13 hp Cavalier Army - our last army without Dragoons or better. Other armies capture Kimberly.
Use another Artist and this allows us to attack Dutch Guent which give nearly 6k (last big city) pushing our gold over 70k total.
For Windhoek, it takes 10 units (Fords and Tanks mix) to kill 3 Pike. Fortunately, most retreated so only 1 loss.
Use last 3 Armies to capture Bloemfontein.

Walvis Bay is defended by hills and mountains, so we move next to it. If I had been sure about attacking the Zulu this turn I could have rushed a boat and taken it amphibiously, but the Zulu attack was spur of the moment decision based on units left.
Got another Army. Accidentally built a Ford Army - decided not to mix units after the mistake.

India:
Capture Madras
Capture Hyderabad with Armies.

IBT: Almost lose the steamer that took the island city but it and the two Infantry that attacked survive.

1907/2 AD:
India:
Capture Kolhapur
Capture Lahore
2 Steamers with 12 Steamrollers lands allowing us to go further:
Capture Bengal
Capture 5 of 7 workers - the location of the last 2 was a mystery.
Capture Chittagong and India is gone.

Dutch:
Capture Avignon
Capture Rheims and the Lowlands is gone.

Zulu:
Capture Pretoria. Using Artist makes 2 more towns accessable
Capture Capetown with 1 loss.
Capture the isolated town surrounded by mountains Walvis with one loss.

We capture Zimbabwe with 2-3 loss.
Finally, take Johannesburg and South Africa is gone.

Notes:
We have 11 Airfields for getting 11 units there in one turn.

Arabia seems the obvious next target. We will have some units unmoved on the far continent.

There is a science leader near the capital. The increase science option doesn't show up so I think we are still under the influence of the previous leader. We can rush the Blue Riband though it is only 3 turns away. Or keep it. Not sure if it supresses the other type of leader.

Most of the Armies are mid trip to the other continent. I believe 2 had no movement. I messed up the move and move 3 empty Steamers that have to go back plus we have some more going back. Eventually we will only need to move tanks across, Fords and infantry can use the airports.

Injured units that will heal are in the capital. Injured units that will be injured next turn are in Buffalo. I do that now so I don't have to sort out which will be healthy or not. It is based on whether they have the green for unmoved (so will heal) or yellow for moved (so need a turn).

I left an unmoved lawyer on a stack of 30 odd unmoved units on the other continent. It would be possible to start the Arabian war with them or you can wait until you have all units next turn. Note that the armies half way across can jump off the boat onto land or you can ferry them the last step of the way - there are steamers near the main town to do ship chaining for the last square.

Here is an overview of the Arabian area which I assume is the next/best enemy. Note we have a spy with them and can see what forces they have. You can see India's lack of rivers as well

LK174_AD1907.png
 

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