Rat 40 - Introduction to CCM

ThERat Ihave been trying to talk myself into playing an SG, but so far it is not working. The last two I was in were like pulling teeth very slow. They were std maps, not even a massive type. I posted my set in 4 hours and no one posted anything for days.

CCM has no armies, iirc and you have to slog it out with numbers, which is not my forte. They removed the ability to cripple the near civs by taking settlers and worker (rightly so), but it also makes getting rolling tougher.

Well you know making settlers and workers early is a problem. I never played the 1.3/1.4 so I am not sure what was changed. For what Civinator wanted to accomplish, he pretty much did. In so doing, he made the religion critical.
 
Finally we go ahead and yes, there is place to sign up.

I chose Indochine as it's a new Civ. Let's see whether we can get as far as the vietcong, their UU.


I chose demigod, huge continents. We have 2 settlers to start and 1 worker. Remember that both are being auto-produced, but one has to build the workers housing first for them. In order to get the powerful enslaver, we need to go for slavery (research warrior code). The next important early building in my mind is the chariot producing royal stable (research the wheel). These are the two early techs to go for in my mind.

here is the start
rat40a.jpg


So, who else is up for the game and where are we going to settle. Due to auto settler production, we should not settle too close early on.
 
Btw, I'd say settle on the spot, start workers housing and check out the surrounding for the second city. The worker has two movement points, so he can explore a little at the start before roading the lux.

We should go for WC first to get enslavers fast in my mind.
 
Hey. Good luck to all of you who sign up. There's no way I can play @ demigod as I only have 2 emperor wins (both domination with a fairly bad score). So instead I'll lurk:hide:
 
lurker's comment: That is a nice start. Aggie with a wheat and on a river - I'm looking forward to this one fer shure :lol:
 
Doing the right things in the right order at the start is complicated, in this variant. Probably we should move the worker E-S, then move one settler NE unless it should obviously follow the worker, then found in place with the other settler unless a better site is visible.

WC sounds fine as a first tech choice, though I hope we can trade for BW soon or we'll be vulnerable to other civs' enslavers.

We really need more players for this game. Taking out thirty demigod civs without using armies, with a three-man rotation, would be a lot of work.
 
Good luck to you all. This will be interesting. :):goodjob:

On big maps I mostly have a tendency to build the worker housing in the second city to receive veteran units from two cities at the start. And it can be a good choice to build a scout in the capital when starting the game (edited: when goody huts are allowed).
 
To all those lurkers, join the game!!!


Ok, as for the start, Civinator's idea to build the workers house in the second city sounds good. I stupidly never thought about it. Getting vet units in the early game isn't easy at all, so that would help a lot.
 
Well, let´s have a look to the Indochine leader of era 1:

attachment.php


It´s Jayavarman II., a wonderful and very unique leaderhead (with the cobra beside him) done by Rita Poon, graphically fixed by Vuldacon. The civilopedia entry was done by rhodie. CCM has eraspecific leaders for every civ (with the only limit, that there must be a modder who builds such a leaderhead). For later versions of CCM it is planned, that these leaders can give additional unique traits for their civs. This will be achieved by allowing these civs special techs for buildings or special options allowed by a tech (including unique governments).This is a view in the future of CCM, revealing another new concept for the civ series that can be done with this mod.

One word to unique units in CCM: This mod has tons of unique units. The only limit is that there must be a creator who has done such a unit and the unit must have a certain standard of quality to be included in that mod.

The most powerful unit of Indochine (in relation to the time when it appears) is the warelephant, appearing with riding. Civs, that in history used warelephants (Carthage, Persia, India and Indochine) can always build warelephants without a special resource and these units are cheaper than warelephants of other civs (those "non-historic" elephant civs also need access to the elephant-resource). Warelephants are very powerful units of their time. They are the only unit in era 1 that have an additional hitpoint and with their 3A, 2D setting and that additional hitpoint they are also powerful defenders (what is frequently not been seen). On the other side, even the cheaper warelephant for the historical "elephant-countries" is an expensive unit, so there should be some production in the cities before starting to produce them.

Warelephant for "Elephant-Civs":

attachment.php


Warelephant for all other civs:

attachment.php
 

Attachments

  • Indochina1.JPG
    Indochina1.JPG
    78.3 KB · Views: 467
Civinator's advice was exactly what I thought of and you should go for a Prophet producing Wonder asap. Can't join as "Huge" is beyond my rig's ability. And yes many times have I seen AI Indo-China WE Stack of Doom headed my way.
 
NP, do you want to start the first 20 turns and we hopefully get someone else to join as well?
 
NP, do you want to start the first 20 turns and we hopefully get someone else to join as well?

Sure, I'll do that fairly soon, though it may be tomorrow rather than tonight.

Second only to Worker Houses, I like to build National Symbol to start getting that virtually free culture, and then probably some scouts. Would that suit you?
 
I think building the workers house in our second city while building 2 scouts in our capital would be a good start. Let's hope we meet some other Civs for some trades.

Scouts do have 2 movement points on forest and jungle, but not hills and mountains.

Also, under despotism, research is 80% max. I would always research at max as the money will come soon due to trades and no maintenance cost. Minimum science runs do make little sense in CCM.

Free culture is fine especially considering that slavery will deduct one culture point later on.
 
4000 (0): I can't remember the last time I started a game. Shouldn't Greebley be doing this? :lol:

Our worker moves E-S and our nomadic settler moves NE. We're almost on the coast, but none of the coastal locations we can see would improve on our starting site, so our settler founds Angkor in place. The town turns out to have a forest/game tile.

We begin max research on WC as agreed.


3950 (1): Our worker follows the river SE to its mouth but doesn't find anything interesting; so our nomad continues NE and discovers a cow. I'll move it a few more tiles to make sure it settles on the best site claiming the cow.


3900 (2): We're on a rather short river, unfortunately.


3850 (3): Our worker abandons his scouting career and starts roading a silks tile.

Excellent--our nomad, making its last possible move away from the cow, finds a river and some floodplains. The new city won't be on the river, but plenty of river tiles will be available for commerce. In this mod, where a city can grow to size ten without an aqueduct, that's the more important factor. By the time the town is at size ten an aqueduct will be a quick build, and a fortiori because we're agricultural.

Angkor scout --> National Symbol.


3800 (4): We found Hanoi.

It's just a guess which way the scout should go, but with the ocean to the east I'll send it basically west.


3650 (7): Our scout reaches a red border.

Angkor National Symbol --> scout, Hanoi WORKERS' HOUSES --> National Symbol.


3600 (8): We meet the Japanese. They have WC and The Sail, and don't have Masonry or Pottery. We're able to get WC for Masonry, 1 gpt, and 5 gold, but can't find a reasonable way to work The Sail into the deal.

We begin researching The Wheel at max.


3500 (10): Angkor scout --> scout. This scout heads south.


3450 (11): Hanoi National Symbol --> warrior.


3400 (12): Angkor scout --> warrior. This scout heads north.


3300 (14): Angkor warrior --> Slaver's Hut.


3250 (15): Our western scout spots a purple border.


3200 (16): We meet the Koreans, and we're able to get BW and 40 gold for Pottery; we don't even have to offer WC.

Hanoi warrior --> warrior. We can use a few more cheap MP units; building all spearmen this early is too expensive.


3150 (17): Our northern and southern scouts are moving slowly through hills and mountains, but they've discovered gems and wines, respectively.


3100 (18): A Portuguese transport shows up off our coast, coming from the south. We get The Sail and 10 gold for WC. We then gain Polytheism and 4 gold from the Koreans for WC and TS.

Our northern scout spots a Spanish transport. The Spanish are far behind in technology; perhaps we're their first contact. We sell them Masonry for their 60 gold. I don't really know whether that's a good exchange in this mod, but they're about to meet the Portuguese transport, so someone's going to get their money and it might as well be us.


3050 (19): Our northern scout finds ivory. An ivory/wines city would be possible in this area, but it would be otherwise worthless.

Hanoi warrior --> warrior.

Angkor auto-produces our first clan, which we upgrade to a settler, and Hanoi auto-produces our first apprentice, which we upgrade to a worker.


3000 (20): Hanoi is just about to get the cultural expansion that will let it work its cow.
 
We have acceptable sites for our next city, but nothing very exciting. Location 1 on the screenshot looks best.

We're even with or ahead of all the civs we know in technology.

Needless to say we haven't got much military, but if we can get through another few turns of mild risk, we'll have everything we want: Workers' Houses, Slaver's Hut, National Symbols, and some scouts, all built very early.

I have to mention this. Thanks to Rat's handle, the little Google ad at the top right is offering me vermin-control services. :rotfl:
 
Back
Top Bottom