Rat 40 - Introduction to CCM

By the way, if an enslaver or prophet is dropped from a boat in our land, we can actually see that happening. For that brief moment, the unit is visible.
Hence, it is important to follow such movements and then take out such a unit if it happens.

For my solo games, in the latter part of the game, those units become less of a hassle as their attack strength is less than optimal. We ought to get some pikes for MP duty and to be safer though.

We also need to discuss the research path we are going into. We can take the low part for naval techs, or the top for some windmills. Or we can head for hussars, a unit with an attack strength of 6. Thats usually what I do, going for gunpowder etc til hussars and then grab other techs. I usually let the AI do other techs for me and then trade.
 
As for yogis, they can always attack wounded units or weak attackers such as chariots or enslavers. That way, we can make sure they do not die so fast. Remember they do retreat as fast units as well. Retreat chance is higher than normal C3C.
 
Is it an empty island or is it simply that cities haven't been planted there yet? With 31 civs, I am a bit surprised to find empty land.
I was surprised in my game too. I am in the 1600's and there are still plenty of empty tiles left. I don't think it will fill out until atomic theory.
 
Or we can head for hussars, a unit with an attack strength of 6. Thats usually what I do, going for gunpowder etc til hussars and then grab other techs. I usually let the AI do other techs for me and then trade.

And once we have Absolutism/hussars, MilTrad/cav is the next tech along, with no other prerequisites. That sounds good, though after Gunpowder we'll have to back up on the tech tree to Theology and Renaissance. In the ideal case we'd trade for both of those.
 
I was surprised in my game too. I am in the 1600's and there are still plenty of empty tiles left.
It does sound more realistic to me though, looking at world history
 
My first spin around this new world and I see that after all your warring we have this.
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Lots of power though some of that power is on MP duty. Culture not bad with India (next target?) running away only doing +27. Is this an indication of wonder builds? We have happiness issues in Tokyo so making another scientist lowers alchemy from 7 to 6. I see we got the Royal tournament, nice.

My turns look to be primarily getting a road headed towards India (9 tiles)
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improving infra, try to pull some trades and protect the workers. I'm thinking 72 coin to get an embassy with Canada to get them at war with Portugal? Please commment. We have elephants and cash to leverage that. Would get Canada off GW builds and culture.A couple of other appropriate embassies might give some decent intel too. We have a Monk! Is his plan for Ulsan culture pop? Please comment. We can get some Gems from Carthage? 210 + silks is the offer but he will go lower with the cash.

Techs if I could suggest:
Theo > Renaissance to get Stupas > Potala Palace GW (600shields) That would take care of 4 unhappys. We could try to get Newtons and/or Copes at Physics and then head to Absolutism for Hussars. The WE upgrade to them. In my Regent game the naval techs never really impressed me for wonders since we can't get overseas for a while and we could trade for them.

BUILDS:
Are we using cash rushing at all? Or is it and not mentioned. I say this because it seemed to be such a big part of my other game. Could be the Regent thing though. Cash seems a lot easier in this mod.

Angkor and Rangoon do not have a barracks:eek: so perhaps a Castle > EKnight would be preferred.

If we like going for Potala Palace Osaka looks good for that after market for more science and town center to reduce corruption. Perhaps a little short-rushing here? Copes or Newtons would look nice as a backup since it does the most science right now. The
granary looks like it paid off there with 17 pop:goodjob:

: Da Nang probably should switch from the castle, given the terrain and neighbor.
It makes pretty good money for what it has so I'm thinking a market or Academy. It is 1 shield from castle so it seems a little waste of 5 shields. Some MM with Hanoi could get it nicer.

Well it's getting late so I'll post what I have to now. There will be more study

before playing.
 

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I don't have time to comment on all of that ;), but some brief points:

Angkor doesn't need a barracks or castle, it has the palace. But you're right about Rangoon.

Military alliances aren't possible in CCM until MPPs are available.

Researching Theology ourselves would be wasteful. By the time we've discovered Alchemy and Gunpowder some sort of trade should be possible. I have no objection to Potala Palace as a goal, but I'd like to hear what Rat thinks about it. It is brutally expensive for this era.

Our monks are for the upcoming war with India, not trivial jobs like culture-bombing Ulsan.
 
I don't have time to comment on all of that ;), but some brief points:

Angkor doesn't need a barracks or castle, it has the palace. But you're right about Rangoon.

Military alliances aren't possible in CCM until MPPs are available.

Researching Theology ourselves would be wasteful. By the time we've discovered Alchemy and Gunpowder some sort of trade should be possible. I have no objection to Potala Palace as a goal, but I'd like to hear what Rat thinks about it. It is brutally expensive for this era.

Our monks are for the upcoming war with India, not trivial jobs like culture-bombing Ulsan.
Huh? I'll have a look! Dang! Gunpowder is the choice it sounds like and store the monk for my set. Check.
 
What NP said, Angkor will never ever need a rax as the palace counts as one.

Keep the monk for a war with India and faster border expansions during a war. It is crucial. tech choices as NP said. As for the Potala Palace, it's pretty expensive. I rather take over Canada with their christian world religion for more happiness buildings.

Embassies are fine though of limited value here as we can't have alliances. The main aim is to find more trading partners overseas.
 
BTW that island is empty. I had brought the Monk along in case we got a town from India, but I started to think I should send it to safety.
 
Okay, Primary goals: work on the road to India, improve infrastructure, MM builds for efficiency, fingers crossed for contact and I think I read that ships in the sea up northeast of us are going to be suiciding if I run out of sea.

I couldn't find a clan/settler anywhere. I thought I had read that there was one heading somewhere? Is the next spot down near India on the coast or to the left of Mandalay to put a block on Spain?
BTW-I'm kinda happy these will be non-exciting turns. Not having played in this world yet it will take 10 turns to acclimate to the world.
 
We have no settler/clan right now. The last one founded Mandalay. I would imagine one is close to coming out though. I am not sure of the map, so I do not know if there is a place to drop a settler going towards India, but that is probably the way to go.

Failing that then filling in the best land we have available would be my choice. I would not worry about blocking Spain as all they would be doing is making it easier for us to roll in that area.
 
so I do not know if there is a place to drop a settler going towards India, but that is probably the way to go.
In my picture before I placed a note on the road map that said FUTURE? It looks like a nice spot on a river.
 
We probably want to drop one next to coastal silk as that would fit in OCP and then one on the river someplace. Even though we will never fill all the land on this map, we have limited grass tiles, so I would think we do not want to waste many.

Once we are in desert or hills, then we can let tiles be dead as they will not be all that great anyway and we have plenty.

We could do the river first and come back later for the coastal tile. I just think we need to try to conserve as many as we can. So I would pick the river location with that in mind.
 
I'm not enthusiastic about founding a jungle city which would need endless worker service to become productive, when workers are so scarce in this mod. (Lurkers shouldn't be misled by the screenshot, which shows underlying terrain.) If we're going to send our next settler off to found a city in the usual way, I'd direct it to the plains west of Mandalay with wheat and a cow. But my real preference would be to save the settler and see how it could help us in the war with India--perhaps in a tactical trick (very powerful with a culture bomb added), perhaps to let us replace an Indian city it seems too risky to hold.

Oh, as for suicide jumps by our exploring ships--only if absolutely every safe possibility has been exhausted. We only have two ships left and we've turned off the pipeline, so suicide moves are highly unlikely to produce anything.
 
I almost said that the clear pix was not too useful as I did not know how many truely clear tiles were out there. Still we do need to build towards India and we are going to have to fill in the coastal area or poaching will be an issue.

The easiest way to protect use of a road is to own it. If we just build a road to India and park on it in one or two places, we could allow hidden units to skirt us and get in our land.

I guess I need to load up the game to see how far off better water travel is for us. Sea access or a ship with more moves. We have the GL so have a better shot at not sinking, but not if you are at sea for several turns.
 
I was in favor of either one. India coast or west of Mandalay. Mandalay has good growth possibilities and India gives us a fallback town to heal. I kinda like Mandalay west before India coast because Spain may grab it first while India will soon be ours.
 
Did we come up with the next tech yet? There are a lot of decent choices. Gunpowder has a few things going for it. New defensive unit with 4 defense. Galleass with 4 move +1 for GL could let us get some place without sinking. Fewer turns mean less chance to drown. The bombarde.

Boats are tricking in CCM as some need to stay in the coast or they move like snails or move that way in the coast. We get the Junk from Nav. Can be at sea.
 
I think we're agreed on Gunpowder. In addition to all the other advantages, it's the only second-tier tech we can research and that should help us more in trading.
 
Gunpowder it is. Settle west of Mandalay, Starting play tomorrow in the AM. Any last thoughts are certainly welcome.
 
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