Rat 40 - Introduction to CCM

Well done building our road south. :thumbsup:

India is in anarchy, which is peculiar. They can't just have discovered any government tech. Might a Wonder be involved?

They probably learned Theo recently, but iirc the transition is like 2 turns for CCM and DG would be low anyway.
 
good set of turns :goodjob:

Unless anyone objects, I will declare on India and then let them come at us. barbslinger is right to let them come first so we can pick them off easily. This will take a few turns anyway so I assume my set will be just the start of the Indo-Indian war.

We don't have any luck with our contacts, do we? Also, the messages about nations being destroyed could mean some very strong opponent overseas.
 
We have 21 towns with another coming up. If we have a successful Indian campaign we should have no trouble rolling up the balance of the continent.
I think you might have 2 turns of roading left and then 1 turn to clear out before declaring.

Also - Hey Whomp! Always good to see you here too.
 
Bound to be at least one good size landmass with 6-8 civs on it. They will have a jump as they can knock out the entire eras first tier and swap around. It would have been nice to have at least found a couple civs with a bit of land.

We may as well get the war going.
 
I will declare on India and then let them come at us. barbslinger is right to let them come first so we can pick them off easily. This will take a few turns anyway so I assume my set will be just the start of the Indo-Indian war.

That sounds fine. :hammer:
 
Too late now I would guess, but we should consider planting the next settler west of Ulsan. If we do not grab land there, we could run into a problem with Carthage putting one down and then we have no access to India and our road will be void.
 
Did we send the boat out of Edo north? I do not see any boat heading south with the intent of getting to what now looks like the only place left that could lead to contacts. The reason for the hurry was to get around India, before war breaks out.

We now have to hope they do not have boats that will stop us. We still have the option of peace with Henry to get boats there sooner from the east coast.

Edit:
What are we going to do with a boat going up in Cheju? It is so far from where we want a boat. May as well just send one of the boats in the north instead. Maybe a Dromon would be better than a merchship as it has att 2 and lethal sea.
 
Pre-Turn
send the settler west. looking at the whole situation, I think we should settle close or inside the Indian territory and culture bomb it and then attack straight.

Their borders might be very far out and we have a hard time to attack

switch our capital to knights, we need lots of attackers if we fight India
defenders do not help us that much

IT Portugal shows up with some minor stuff

1. 1025AD
Saigon now makes 2 turn knights as well
extend our road, but don't spot any city
we need our monks there
upgrade 2 cat to trebs for free

IT we defeat against a Portuguese cavalry that I mistook for Indian
one of our ships sink

2. 1050AD
moving more units forward, the settler is still some time away
send an enslaver forward to recce the area

IT our capital produces three units in one go

India finishes Angkor Wat :nono: that must be wrong, it should be ours

3. 1075AD
Carthage actually roaded for us, we then take out the worker but get nth for it
spot an Indian settler pair, we should be able to take that

station units at the front, I want to settle for better defense and offense
but the settler still needs a few turns

IT one of our slaves gets taken out by an enslaver or prophet

4. 1100AD
take out that offending invisible unit, finally spot that Indian city, perfect for our combat settler later

IT we lose an enslaver and monk that explored India

5. 1125AD
take out a Carthage chariot, gain a monk and the worker underneath :)
take out 2 Portuguese but gain nth

we have a ship way east but it doesn't spot anything

reduce science to 20%

IT we play a little blocking game with the Indian settler pair and get gunpowder
go for theology
both suicide ships sink :(

6. 1150AD
spot saltpeter in our land, but not connected
nobody has any technology to offer, but Spain would give quite some amount of money to do so

sell it to Spain for 53gpt and 327gold, Carthage offers 51 gpt, take that as well

settler will be in position to move into enemy territory next turn

IT it's getting crowded as Carthage now also lands a settler pair

7. 1175AD
well, Spain has theology too :(, maybe my trade wasn't that good an idea
manage to take out the settler pair with a Yogi :)

declare war on India and move the whole stack in to found a city next turn
connect saltpeter

our stack in position
rat401050a.jpg


IT as expected we get attacked heavily, it goes 2:5
we get the Great Guild message

8. 1200AD
defeat 8 units in the field, then attack Bombay
lose 6 knights, take out 7 pikes, 1 knight and 1 longbow in the city :eek:

rat401075b.jpg

The city has quite a few wonders that make us happy and give us two religions

city is surrounded by units though, defeat 5 of them

IT we lose 4 more units as India continues to pound us

9. 1210AD
counter attack and go 8:1, put all our knights into Bombay to quell resistance

start to build the Great Guild in Saigon

decide to buy theology from Spain since we have the cash, pay 1700gold
reduce lux to 0%, we make almost 300gpt

IT India seems to have exhausted itself already
we quell 6 resistors in Bombay, but flip risk is still high

10. 1220AD
attack units outside Bombay, gain a MGL, use it to rush the Great temple in Phnom Phen

as the flip risk is pretty high, we should vacate units from Bombay, next player can do that
Phnom Phen has a castle for faster healing

Renaissance is currently due in 8 turns
we have cash for rushing, left that to the next player

we lost quite a fair amount of units, but India seems to have run out of them so we can slowly think of expanding
I would never make peace with them until they are gone

I built some galleasses and they should sail south then try find a passageway. there are still areas that we can explore
Btw, if we end our moves on sea (not ocean) tiles, the enemy can't really attack us so we can sail past Portugal

The situation now around Bombay
rat401075a.jpg
 
We can reach Delhi from Bombay with our fast units to take the city once we replenish our units.

We still have 3 monks for culture bombs.

As mentioned, do not stop with India or the cities will later flip and we got problems.

New Roster:
Northern Pike- up
Greebley
vmxa
barbslinger
ThERat
 
Beautiful work on India. I was worried about the DG rush from them but it looks like they have been spending time building wonders instead of military.
On the ships I guess I mis-read what to do with the quick one I made in Edo. I was worried about sailing into Portugese waters with him and there was a lot of sea to the North of Korea.

You gotta love that Culture bomb. there should be another monk in the town to the NW of Ulsan too. I had 3 banked when I quit.
 
I suspect India does not have that many units, because they do not have many good towns. Where the higher levels get you is they can replace losses faster. Here they just have too few strong towns and too many wonders and structures to build. Keeps them busy.

The good news for us is much of the land in the south is elevated, so harder to grow. Coupled with the poor AI choices with workers, like multiple colonies on the same item. Makes it harder to improve land.

I was not sure if they could go to sea or not. I knew we could with the GL, but not sure if they would attack and return. I guess not, same as barb ships.
 
That looks good. :goodjob:

I've got it.

It appears that the Portuguese are now sending enough units to slow down our operations in India. So I'll probably end that war, unless there's some objection.
 
The Carthagian workers might be good for Monk fishing too. Agree on ending Port war. I would hate to see that a couple of Port units take down an injured knight.
 
agree to end the war with Portugal, they only disturb our operation right now. Will make it safer to send some galleasses southeast too
 
1220 (0): We make peace with the Portuguese. They give us 37 gold and 15 gpt.

Our gems deal with the Carthaginians expires. Since we'll want to go to war with them within twenty turns, I don't renew it.

Seoul windmill (rushed) --> granary, Wonsan granary --> academy, Phnom Penh GREAT TEMPLE --> National Symbol.


1230 (1): The Indians can still send a lot of pikemen at us--fourteen in sight at the moment. We'll have to clear them out before advancing.

We hack down nine Indian pikemen around Bombay, losing an eastern knight (9-1).

Ugh--we get the best possible attack for a yogi, against a Portuguese archer on flat land, but we lose. A second yogi accounts for the archer, but we don't get a monk (10-2).

Angkor mandir --> one-turn arquebusiers, Tokyo academy --> granary, Cheju NS --> granary, Mandalay NS --> granary.


1240 (2): We pick off an Indian pikeman and an Indian catapult around Bombay (12-2).

We spot and smite a slaver, presumably Spanish, next to Vientiane (13-2).

For the most part we take a healing turn.

The Indians found a junk town west of Bombay, Hyderabad.

Vientiane granary --> eastern knight, Da Nang granary --> castle.

A galleass gets nowhere on a suicide run in the northwest.


1250 (3): Our yogi captures one Carthaginian worker and enmonks :lol: the other.

We get into position for our march on Delhi. The need to avoid a cross-river attack will add a turn to the process.

BTW that redlined dromon we had off the SW coast of our continent is gone, and I have no idea why or how.


1260 (4): We move a large force adjacent to Delhi. En route we trample three Indian pikemen and an Indian knight, losing an eastern knight (17-3). We gain a Great Leader, who heads off to rush the Great Guild.

We lose a WE and a knight to the attacks of Indian knights out of Delhi, though we repel an invisible attacker outside Bombay (18-5).

Seoul granary --> arquebusier, Saigon marketplace --> longswordman (one-turn build before the Great Guild).


1270 (5): Our assault on Delhi is predictably bloody, but we storm the city at the cost of three eastern knights and two trebs, slaughtering the garrison of six Swiss mercenaries and two knights (26-10). We gain Ganges Pilgrimage, 1372 gold, and a worker.

We culture-bomb Delhi--most satisfying.

We strike down an invisible attacker, presumably Spanish, at Mandalay (27-10).

Tokyo granary --> windmill, Phnom Penh NS --> granary.


1280 (6): Trieu Thi Trinh rushes the Great Guild in Saigon.

We take Bangalore from its garrison of three Swiss mercenaries and an invisible unit, gaining 951 gold and a worker. We lose a knight and an elephant (31-12). Without bombardment units or armies, this mod doesn’t leave the player much opportunity to reduce casualties through tactical skill. Vmxa rightly called it "slugging it out with numbers".

I believe there was at least one Indian naval unit in Bangalore, but CCM doesn't seem to have the sunk-in-port graphic.

We ride down six Indian units around Delhi and Bangalore, losing a knight (37-13). We gain another Leader.

We auto-raze Hyderabad, held by a Swiss and a spearman (and I think another naval unit). We gain 1019 gold and lose a knight (39-14).

Renaissance due in one turn, but we can't cut the science rate.

We detusk an Indian elephant attacking Delhi (40-14).

Renaissance --> University, due in thirteen turns.

Kyoto granary --> academy, Saigon GREAT GUILD (Leader-rushed) --> knight, Cheju granary (rushed) --> academy.


1290 (7): The Indians and Spanish already have Renaissance. The Carthaginians and the Canadians don't, but they have no techs to offer for it. The Carths could give us about 60 gpt, but I'm not enthusiastic about letting Ren go for gold when money isn't a problem. We'd also want to break the deal within twenty turns, and although I see no problem with that (since the Carths would already have the tech, and only we would be the losers by it), I'm not sure whether Rat's high principles ;) permit such play.

We move adjacent to Madras, the next Indian capital, and also move next to Jaipur.

Delhi NS --> town centre, Pyongyang academy (rushed) --> windmill, Wonsan academy --> marketplace, Tokyo windmill (rushed) --> marketplace, Bangalore NS --> granary, Pusan granary (rushed) --> academy, Edo granary --> academy, Satsuma academy (rushed) --> granary, Bangkok aqueduct --> knight, Ulsan granary (rushed) --> academy, Mandalay granary (rushed) --> academy, Phnom Penh granary (rushed) --> windmill.


1300 (8): We storm Jaipur, held by two Swiss, at the cost of a knight (42-15). We collect 1151 gold.

We seize Madras, held by three Swiss (45-15). We gain World Religion Hinduism and 1226 gold.

We mop up two Indian units around Madras—the last we can see (47-15).

Kyoto academy (rushed) --> marketplace, Osaka stupa (Leader-rushed) --> knight, Nampo windmill --> academy, Cheju academy (rushed) --> windmill, Hyangsan academy (rushed) --> granary, Da Nang castle --> knight.


1310 (9): We take Calcutta, held by two Swiss (49-15). This size-two hill town yields 1440 gold.

Our other dromon has disappeared. It was being bombarded by Indian galleasses, but since they’re not listed as having lethal bombardment and the dromon stuck to sea tiles, I’m not sure what happened.

Seoul academy (rushed) --> arquebusier, Pyongyang windmill (rushed) --> marketplace, Wonsan marketplace (rushed) --> castle, Pusan academy (rushed) --> windmill, Edo academy (rushed) --> windmill, Satsuma granary (rushed) --> marketplace.


1320 (10): We storm Kolhapur, routing the garrison of three Swiss and losing a trebuchet (52-16). Enhanced retreat or not, those things die like flies in their new role. We gain 1708 gold.

We move strike forces towards the last two Indian cities.

One slaver victory this round didn’t yield a slave.

Four yogi victories this round generated one monk.

Ten elite victories this round produced two Great Leaders.
 
We’ll eliminate the Indians in a couple of turns. After that we can take on the Carthaginians with hardly a pause, unless we consider it a problem (ethically, not financially :D) that they owe us 51 gpt for six more turns.

However, the forces we’ve moved next to Karachi and Lahore are pretty thin for attacks on hill towns, so I’d reinforce them next turn and only attack the turn after that.

I’ve left our new settler for the next player to move. Using the last one tactically worked very well, but sending settlers south would take too long now. The site with wheat and a cow west of Mandalay still looks best.

An Indian merchant ship escorted by a galleass has been hovering off Kyoto, which is why we have a treb there.

For the most part we’re driving the tech pace by ourselves now, but the Spanish can still help, and someone has to get interested in Navigation eventually. I assume we’ll want Physics after University. I’ve rushed a lot of academies.

We have three galleasses making their way to the southeast corner of our continent to explore the remaining possibilities there.

The merchant ship we have in the northern part of the eastern ocean is intended to probe the waters south of the two empty islands, which we haven’t done thoroughly.
 
Conquest:

Rat40-1320ADi.jpg


The front:

Rat40-1320ADii.jpg


The Wonders:

Rat40-1220AD.jpg


Rat40-1280AD.jpg
 
Amazing progress :goodjob: No flips to boot, that's even better.

Personally I got no issues breaking deals where we are at the losing end.

As for your observations, yes, in CCM you have no armies and need to use more tactical play using terrain, culture etc for your advantage. I personally don't see that as an issue. Since money is less of an issue, upgrading units is essential too.

Our other dromon has disappeared. It was being bombarded by Indian galleasses, but since they’re not listed as having lethal bombardment and the dromon stuck to sea tiles, I’m not sure what happened.
Oh, maybe I should have mentioned, lethal bombardment is enabled for all naval units but not for bombers/fighters.

Let's hope we can be successful with our galleasses in the southeast, let's explore the sea there.
Keep on rushing stuff, especially science builds for faster reasearch. Universities are pretty expensive in CCM though and are nice to be leader rushed.

I agree with going for physics next and trying to bag the two science multplier wonders.

New Roster:
Northern Pike
Greebley- up
vmxa
barbslinger
ThERat
 
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