Rat 40 - Introduction to CCM

1575 (0): Carthage flips. We lose a musketman.

Vientiane completes the Potala Palace.

Another suicide galleass sinks on its first turn at risk. This procedure seems unlikely to achieve anything when we're only two techs away from galleons anyway.


1580 (1): We're just able to re-take Carthage, held by two Swiss, but all our work in bringing the population out of resistance is lost (2-0).

We storm Hippo Regius, held by two Swiss. We lose a knight and capture a worker (4-1).

The Carthaginians have founded another city, SW of Braga.

We enmonk a Spanish longbowman in the hills (5-1).

Bah--Santander gets a cultural expansion just in time to delay our plans to attack there.


1585 (2): We auto-raze the new Carth city, Hadrumetum, held by a mixed garrison of three (8-1).

On the Spanish front we pick off a bombarde and an arq (10-1).


1590 (3): The Persians have Naval Guns, so it’s time to release one of our monopoly techs. We send Xerxes Jurisprudence and 105 gpt for NG, then send Jurisprudence to Greece for 3731gold and 6 gpt (full value) and to Canada for 154 gold and 96 gpt (all they have).

We seize Santander, held only by two arqs (12-1). We capture two workers.

We culture-bomb Santander.

A Spanish LB can't bear our yogi, but we don't get a monk (13-1).

We also unhorse a Spanish knight (14-1).

The Spanish make minor counterattacks. We repulse a longbowman and lose a musketeer (15-2).


1595 (4): I don’t want to attack Spain’s large cities with knights when we can do it in three turns with hussars, so we’re mostly biding our time on the northern front.

I like the ability of cannon to pick out the attack units from Spanish stacks in the hills. :goodjob: We obliterate a longswordman this way (16-2).

We also wreck a redlined Spanish bombarde (17-2).

Two Spanish knights attack Santander. We redline one and lose a musketeer (17-3).

We lose another suicide galleass. This one survived one turn in the ocean. Great sinking animation, anyway. :lol:


1600 (5): Science down to 30%, Absolutism still due in one turn.

We blast a Spanish knight in the hills with cannon, again picking it out of its stack (18-3).

We upend two other knights near Santander, gaining a monk (20-3).

A German galleon appears off Nampo. The Germans have 11 cities, all native, and 37677 gold. They’re up on us by Exploration and we lead them by Ballistics. So we send Ballistics and 379 gpt to Germany for Exploration, then send Ballistics to Persia for 311 gold and 117 gpt and to Greece for 181 gold and 118 gpt.

Absolutism --> MilTrad, due in six turns (we’ve rushed several universities).

We’re first to Absolutism and we gain the Scientific Great Leader Quy Don.


1605 (6): OK, after the team discussion we’ll just hold onto our SGL for the moment. Arms Race certainly looks good. We have so few elites that the odds we’ll be depriving ourselves of MGLs are low.

On the Spanish front we ride down a knight and an arq, losing a knight (22-4).

We detusk a Carthaginian elephant landed near Phnom Penh (23-4).

We begin sending galleons out in all directions.

We gain 65 hussars and 48 Asian musketeers by upgrade.


1610 (7): I plan to build a garrison to support our attack on Santiago, but it can’t be done instantly with one foreign worker; three are required, though I don’t know whether they’d all be lost.

@Civinator: This almost takes the interesting challenge of using garrisons offensively out of the game, and it would be far better if one slave could build a garrison in one turn.

Edit: OK, I see that if three slaves build a garrison in one turn, only one is lost. That's a lot better.

So our attack goes in without that advantage, but we overcome the garrison of three arqs and a knight for the loss of three hussars (27-7). We gain a monk.

We culture-bomb Santiago.

Around Santander we dispose of two Spanish knights and an arq, but lose a cannon in a safe-looking attack (30-8).

We trample a Carth LB landed around Rusicade (31-8).


1615 (8): We smite four assorted Spanish units around Santiago, losing a hussar (35-9).

We storm Toledo, held by four arqs. We lose a hussar (39-10).

We capture Salamanca, held by three arqs and a knight. We lose three hussars (43-13).

We slaughter two Spanish knights around Salamanca (45-13).

The Spanish don’t counterattack, though our position is a little loose. They don’t have much left.


1620 (9): Two of our west-faring galleons approach land, and one makes contact with a Babylonian dhow. The Babs have eleven cities and they’re three techs behind us.

We take Valencia, held by two arqs and a Swiss. Even with hussars we have to make eight attacks, as three retreat and two perish (48-15).

We culture-bomb Valencia.

We finally have our road built through the southern mountains, so we take Oea and eliminate the “Strong Carthaginians” (garrison of two Swiss; 50-15). At least twelve Carth ships come off the map.

We blast an arq and a Swiss in our Spanish lands (52-15).

We redline/retreat a Spanish Jumbo attacking Valencia.


1625 (10): The Persians and the Canadians have some available funds again, so we sell them Exploration for 131 gold/113 gpt and 114 gold/94 gpt, respectively.

We storm Madrid, held by four arqs, though we lose three hussars (56-18).

We culture-bomb Madrid.

Our roaming Brahmin in the south picks off a Portuguese spearman and generates a monk (57-18).

We twist the trunk of the redlined Jumbo outside Valencia (58-18).

One of our galleons in the western ocean reaches the Inca lands. The Incas have eleven cities, all native, and they’re considerably behind us in tech.

We also meet the French in the west. They have eleven native cities and 42248 gold. They’re ahead of us by Economics, but lack Ballistics and Absolutism. They don’t place much value on Ballistics relative to Economics, so we just sell them Ballistics for 4160 gold. We then trade them Absolutism and 730 gold for Economics.

We sell the Germans Absolutism and Economics for 6860 gold. Getting MilTrad next turn will restore our tech lead.

Counting the upcoming interturn, we completed fifteen courthouses, nine universities, seven town clocks, six banks, five granaries, two academies, two marketplaces, two barracks, a castle, and a harbour this round. A great deal of rushing was involved, of course.

Two slaver victories this round didn’t yield any slaves.

Five yogi victories this round generated three monks.

Five elite victories this round didn’t produce a Great Leader.
 
We’ll probably be able to take Barcelona next turn with hussars from Madrid, though our force isn’t overwhelming. After that the campaign may slow down because we’re out of monks, but the Spanish will be down to three mainland cities and it shouldn’t be difficult. Flips may be the main problem. We have a force of galleons approaching for the landing on Zaragoza’s island, and we can rush others in nearby towns.

We’ve begun moving our southern forces into position for the attack on Portugal. I think we should ignore Evora and strike from Braga towards Leiria. The roading stack now outside Leptis Magna should go along, not linger in the Carthaginian lands.

The nearby Asian musketman can move into Oea, and some of the existing garrison can move out, when the Portuguese MDI gets off the road.

We have two settlers. The one in the south can be used tactically against the Portuguese; the one in the north should move towards the long-contemplated cow/wheat site west of Mandalay, though possibly not until we’ve eliminated the Spanish.

We’ll complete the Supreme Court in Saigon in seven turns, and we’re working on the Great Palace in Utica.

Our next tech choice isn’t obvious, but I’d suggest Printing Press for libraries.

Our SGL is biding his time in Angkor.
 
When elephants cross mountains:

Rat40-1620AD.jpg


The Spanish fly:

Rat40-1625ADi.jpg


Rat40-1625ADii.jpg
 
very nice progress :goodjob:

With Mil Tradition, there is a wonder going obsolete, but I forgot which one it is. If it is a happy wonder, we got to be careful. I agree with going for PP for the libraries.

It looks as if there is a bog continent lurking in the darkness. This will be a challenge to conquer. However, we do have a strong base to start from.

Maybe we could discuss the tech path we would like to take and combined with it, which government to choose from.
 
Roster:

Northern Pike - just played
Greebley - up
vmxa
barbslinger
ThERat -away from 11th til 26th June
 
It's castles that are rendered obsolete by MilTrad, not a Wonder. So we will need to replace some castles with barracks.

Democracy (to answer Vmxa's question a few posts back) does have the usual +1 to commerce in CCM. I certainly share the concern about war weariness, though, especially in a mod that enforces bloody wars. Since the Democracy tech comes a bit before Fascism and Communism, and since we can obviously finish off our continental rivals without WW's being a problem, we could first revolt to democracy to get the benefits of faster research for as long as possible; and then either stay in it or switch to communism, depending on how much trouble we were having with WW in our overseas wars.

I also wouldn't mind just switching to communism, which only looks like a modest improvement on monarchy, but OTOH has no real downside--no WW, no culture penalty. Fascism doesn't seem attractive, since if we can't culture-bomb cities on the turn we take them the procedure loses most of its value.

Oh, and for the lurkers, the Potala Palace graphic:

Rat40-1575AD.jpg
 
Great work on the Spanish! It does not seem the AI have much staying power. Go defensive for 5-8 turns and then we mow them down. :hammer:
One bad point about Democracy is that all units except the Capital are regulars and you have to upgrade at the Capital. I just swapped to Demo in my solo exploration and though the money is nice I am running 30 tiles to upgrade to Rifles from Muskets and Cavs from some type of horse. (It's not Hussars. They upgrade to some battle-car at combustion.)
Democracy is probably great for a Space race though.
 
In my solo games I tend to go for communism as it offers cheap barracks and is really suitable for war mongering.
 
I am still concerned that the wars will not go as fast as it seems we are hoping. One reason I think it may be is that it will be hard to have much of a tech lead and defenders will be ever stronger.

Is it the next age that makes trading techs a no go? In addition civs are now getting ocean travel. This means these lands where 3 or 4 civs are located, they had contact with each other. Soon they will have contact with everyone.

This lowers thier research cost, but does not do as much for us. This may be a small impact, but the large number of techs in each age is not. What is the experience with that for those who have played more than one game? Is it that we will in fact be able to roll them quickly?

I cannot even remember exactly what it was like and I was on a pan map. Is WW going to be a concern?
 
One bad point about Democracy is that all units except the Capital are regulars and you have to upgrade at the Capital.

Or strictly speaking, a barracks (democracy) is available and can presumably be built anywhere, but it costs a ridiculous 500 shields.

I agree that this is one complication too many for a game we intend to win by military means, so I'd say we should just switch to communism.

BTW I mentioned above that we could use our southern settler tactically against the Portuguese, but we should be able to crush them without such refinements. Where it would be extremely useful would be in founding our first city on the next continent--probably on Xochicalco's peninsula, with a culture bomb--and perhaps we should save it for that. We could build a garrison, too, and fight our initial defensive battles with every possible advantage until the Aztecs were exhausted.
 
2 items.
I am using democracy in solo game. Perhaps I have bad files but there is no city improvement choice of 500 shield barracks when I change builds. Barracks are not listed when I right-click democracy in tech tree. I do see the entry in the civlopedia if I search for it.

There is no map trading in CCM - I would think it would be advisable to sign some ROPS, put scouts on the ships and map the new continent for intel prior to invasion.
 
2 items.
I am using democracy in solo game. Perhaps I have bad files but there is no city improvement choice of 500 shield barracks when I change builds. Barracks are not listed when I right-click democracy in tech tree. I do see the entry in the civlopedia if I search for it.

There is no map trading in CCM - I would think it would be advisable to sign some ROPS, put scouts on the ships and map the new continent for intel prior to invasion.

That's interesting, and yes, I was going by the Civilopedia rather than experience. I imagine the available-but-expensive barracks represent Civinator's real intention, but either way democracy looks like a troublesome choice.

The idea of getting some scouts over to the next continent is excellent.
 
Remember that Barbslinger has been using the wrong text files and may not reflect the 1.3 changes. If you pedia says it is there and his does not, it is likely his is not correct. Not sure it matters as 500 for a rax is not a promising thing in more than a few places.
 
I tried it, but your save gives me a load error--something about a missing amphitheatre icon.
 
I also noted that the Barracks (Democracy) in the Civlopedia has a prerequisite of Hidden reserve.
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And Hidden Reserve is not, of course, a choice actually offered on the tech trees. I'm sure Civinator will clarify all this eventually.
 
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