Rat 40 - Introduction to CCM

I just hit the enter key anfind a missing file. I think I have seenit mentioned in CCM thread.

It the artillery wav file for Schneider. I will post about it, if I do not find a fix.

Edit: Ok I fixed it. It turns out we get a Schneider from some wonder in Osaka and that it need the Heavy Artilley instead of WWI in the unit ini. BTW it has an 11 attack. wish I could get it to the front quck.
 
I just hit the enter key anfind a missing file. I think I have seenit mentioned in CCM thread.

It the artillery wav file for Schneider. I will post about it, if I do not find a fix.

Edit: Ok I fixed it. It turns out we get a Schneider from some wonder in Osaka and that it need the Heavy Artilley instead of WWI in the unit ini. BTW it has an 11 attack. wish I could get it to the front quck.


At present CCM still runs with the first upload of its mainfile. Since the time when the public betatest of CCM started, there was a change in the name of the former WWI artillery to Heavy Artillery and therefore the game wasn´t able to find the link to the soundfiles of the former WWI Artillery any longer. This can easily be manually fixed:

http://forums.civfanatics.com/showpost.php?p=9110368&postcount=573

With the upcomming next 740 MB upload of the CCM mainfile (zipped), these linking problems will be fixed.
 
Yeah, I knew I had seen it in the thread. I found that link and changed it thanks.
 
The site is getting crushed with the Civ5 stuff, going to be a real bugger, when it comes out.

Here is the save:
 
PRE:
Sorry about the delays. I should have just played my turns and would have been doneby Sunday eve. After several aborted attempts to get going last night I am going to stay on this set and finish.

I move the Asian Musket one tile back to block the road. Units could bypass it and get on the road to Braga. I send all units from Oea to Magna to either upgrade and pass to Braga or just go to Braga. I send the musket near Oea to Oea. I may send one of the WE, after upgrade, back to Oea.

Send the units parked around that area to Braga.
Switch Valencia to Galleon.
Send all units around Braga that need upgrades to Utica to get that done. I would rather spen money upgrading units that rushing marginal structures in non core town for the price of 4 WE upgrades.

Send treb from Kol to Calcutta to upgrade to Asian Musket.
Upgrade some other units. I guess we had a couple left to do MP duty. Still we have the money and I would rather have another Asian Musket in Rangoon, than a warrior.

I dislike seeing Dutch and Germany towns on the land as they could send out hidden units. I only see one place in our realm that someone overseas may put a town. Down by Vitoria there is room to drop a town and not have to be to close. I will send a couple Enslavers to park there.

Switch to Coloninalism.

IBT:
Rome and Italy boot us. Not sure why we are in the coastal waters. Well one of the boats cannot be at sea, but I send it out anyway. Don't want to be bother with pop ups for automoves, just to see a little further into the land.

We will not be there for some time anyhow. Going to head out to bust fog and see, if any land is to be seen.

Poland wants to trade wines for furs and 29gpt. Why not, I think it was those lux.

1680AD (1):
Load boats for America, sorry Eddie Murphy.
DOW Portugal.

1685AD:
5 units head for Lahore.
Several countries start on wonders, that we are working on.

Iron is exhausted near Mandalay.
Osaka is starving, so I send a work crew to irrigate a mine.

1690AD:
Ugly, 19 units now headed for Lahore. I move the Asian Musket that was blocking the path towards Braga.
I did get the two WE upgraded and back in Lahore.

Cannon kills arque cleanly and goes elite (1-0).
Treb kills arque and we take Leiria (2-0).
Culture bomb the place.

Hussar retreat on an arque.
Hussar dies on it (2-1).
Hussar kills it and goes elite (3-1).

Since Yogi is weak for fighting and I have no bombardment I risk it on an AC and we win (4-1). It was a 5/5* and went red, so I will not do that again. Wait for a damaged unit next time.

Hussares go 1 for 2 on a chariot (5-2). [5-2]

1695AD:
Cav kills pike near Lahore (1-0).

DOW USA land 12 units.

Hussars go 2-2-1 at Sagres (3-2).
Brahmin kills the 1hp arque (4-2).
We take the town. Culture bomb.

Not having a road straight through Rusicade directly north is costing time. We have to swing far to the west.

Cav and 2 Hussars in Lahore kill Longsword and 2 trebs (7-2).

IBT:
USA send 12 units (chars and archers and hidden unit) killing 1 Hussar and 3 chars retreated (9-1-3).
Portugal Asked to talk (so soon?), nope. Then they send 4 units and they die.
They turn the rest around and head back, cutting one road. I had 3 Asians and 2 Hussars and the cav in the town.
Some bombardment from boats. (13-1) [25-5]

1700AD (3):
Start Naval Power, now in 4 turns with the beaker heads from Sagres.
The glass boat finally sunk.
Hussars go 4-1-2 in Washington.

Darn workers, fooled me. I thought I had enough to get a road down on the east so I could use the cannon on two arques. Hussar retreats.

Elite cannon and Hussar kill pike and longsword at Leiria (6-1).
Two eEK kill units near to Sagres (8-1).
Brahmin dies trying to take out the cat or treb (8-2).
Yogi kills it and gets a monk (9-2). Good thing as we had none left.

Three stacks seem to be heading away from Sagres.
Cav and 2 hussars cleanly kill pike, hidden and treb units retreating from Lahore (12-2).
Remove units from USA to heal. Only a couple are at full health and without the Asian healthy we will risk losses.

We are going to need more units and I wish I could have gotten a second defender. Then I could have keep a force there to ensure a landing site. I am going to pick up a cav and another Asian.
[37-7]

1702AD (4):
Vitoria, I am not sure what is the way to go here. The few structures we have to increase shields will go obsolete soon, so little point in making them. Working more tiles does not seem to gain anything, maybe with more structures, I don't know.

Nothing occurred. They did not attack and neither did I.

14-0 at Sagres as we cleared the stack, getting 3 elites. Only 3 battles when to the last round. The best unit they had was 2 pikes for defense. I rush the walls, now switch and rush the Royal Barracks. With al the ships around, I want to get these guys healed.
[51-7]

1704AD (5):
France has close to 80k. I would not trade them anything, if I had it as the money is less useful to them, than say a tech or a lux. We do not really need more cash anyway. I am swapping a few cavs for Asians in the NW area. Those that had 2 defenders will send a defender to the front and get a cav instead.

We have a real issue on offense, when we stop and have a lone Asian to defend. We also need to leave units in newly taken towns, so defenders are needed for that as well. Towns in the safe area only have to deal with landings and offense is better for that, till rails.

eCannon kills arque near Braga (1-0).

I converted a clan last turn and we send it to the spot where the Germany phant was looking around. I forgot to mention that the BattleField was started last turn. If it works like C3C, we need it. If not, then it can be switched to another wonder later.

Two eEK's kill pikes, but it was close (2-0).
Hussar kills mdi look alike (3-0).

Hussar kills longsword (4-0).
Hussar kills knight (5-0) and we go 19 straight in Sagres. Keep them coming.

Cav kills pike on horse colony near Lahore (6-0). This unit has 3 wins at least and not lost a HP.
Hussar kills a pike in the trees next to the old colony (7-0).
Put 2 Asians on the horses to block the road and the horses, if they need them.

I get another tile in the short cut done and started the last piece, so units can go directly through Rus.
[58-7]

No advance lately, but getting the rush thinned out I hope.
 
1706AD (6):
4/5 cannon kills arque near Braga (1-0).
We get a Lawyer.

Cav kills pike? at the colony (2-0).
Hussar kills 2hp pike (3-0).
Asain retreats the exposed treb.

Land 11 of 12 units on USA. I leave one to heal more.
Changed my mind as I am not sure, if it would heal in their waters. Plus at 3/5 it can kill their units.

eHussar kills WE at Sagres (4-0).
eHussar barely kills AC (5-0).
upgrade treb in Sagres to Asian.
[63-7]

IBT:
Abe sent 2 chariots to die and promote the Asian (2-0) [65-7]
Yuck:
Jerusalem finished Taj, Hebron finished Neuschmonstein. So they get both in one turn. Several switch to Leo.

1708AD (7):
Start Marine Acad in Ragoon.
9-2-2 in DC. I guess those spears are tougher than they look.

3/4 cav kills the red treb by the old colony (10-2).

eEK kills pike at sagres (11-2).
eEK retreats from pike.

Hussar kills WE and another kills Longsword (13-2).
Hussar kills that pike (14-2).
Hussar kills AC and another kills LB (15-2). Sagres still rules, but no promotions.
[80-9]

1710AD (8):
Great Palace done.
BTW we switch one wonder to a hospital and the other to East India as does other nations.

Rangoon needs food.
I could have gotten a Canadian worker, but it would have left the Lawyer in their land next to another worker. I presume they would be able to see it.
We kill 8 units in DC. They have no spears or archer left. (8-0)

I notice one of the cavs is a reg, so I stop the town from making them.
[88-9]

1712AD (9):
They made a spear and we kill it and 4 chariots to capture DC (5-0).
27 gold, but the big prize is 11 slaves. I get 10 in the boats and send them home.

I was killing units with 2/4 Hussars as so many were in bad shape. Ended with 4 units at 3/5 that was the best we had. Well I did have 2 more units in the boats to land. I was swapping with Zag, our beat for their fresh.

Cavs and Hussars kill 3 units on the way to Evora (10-0).
[98-9]

Barbslinger I do have a number of cavs on goto moves to our towns or areas, all in our empire, no risk of attacks. I asian going to Bein Hoa.

The more recent ones I only moved as far as they could.

Found a town.

1714AD (10):
Landed the stuff from USA. Left the last slave up as a reminder it is there.

Messed up and thought the Asains would cover the horses, but they only moved one tile, whoops. There are 3 cavs and a Hussar they were going to cover to attack Evoria. More are close behind.

Got a road to connect directly from Bangkok to Ulsan so the units from there can save some time.

For the first time no units in our lands. eCannon kills Arque by Sagres (1-0).

eHussar retreats from Arque.
eHussar dies on Arque and we suffer the first lost in Sagres in a long time (1-1).

Hussar kills Arque (2-1).
Yogi* kills the red Arque (3-1) [101-10]

Leo is done.

I am fried, so no thoughts to add right now. They probably would not make sense anyway.
 
Downloaded save - Got it. Will have comments after work tonight, maybe sooner if I can take a quick peek at work.

Edit - Had a quick 20 min look. Looks like everything is set to go. Nice work! I noticed a break in the road going into Evora from Lahore that I will need to repair and the closest workers are about 4 turns away. This will slow the Portugese conquest. Garrison required to prevent flips is only 3 in Sagres so that group is going to move on Lagos and hopefully the 2 groups can meet in the middle. I see what you mean about lack of defense to remain in conquered cities. It's a long way to run to bring one down that was just produced and a Hussar or Cavalry can patrol. Looks like I will still be short-rushing Cavalry. I noticed in my solo that Hussars are almost obsoleted by the time that car comes around to up grade them in the next era so it will be all Cav being produced. We are down enlightenment which has a nice Constitution Small Wonder that gives 1 happy to every city in the kingdom so I will probably try my hand at a steal from the Germans or French.
Overall - Mop up Henry and pincer move Canada to clear the continent. Get money when money is good without endangering wonders. Hope we get the E India wonder. It's a nice one. though now that I check we are not paying any maintenance anyway.
There are a few galleons out and about? Are they just fog-busting or can I bring them back? Also there are 3 Portugese towns (that I can see) way down south that will need a detour.
 

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Yes they are just looking to see if any land can be found. I think it was said that we have not met 7 nations.

Yes they cut the road to Evoria and you could not send worker at the time. Now that we have units there and more coming, that can be corrected. Well if you can find workers.

I would not worry about rushing cavs. We have many enroute and more every turn. It is the time to arrive that was the problem. Two roads were put up to speed them a bit and the pipeline is now flowing.

I thought I could start on the next town over from Sagres, then had to use a bunch more units. You should get some relieve soon as Evoria gets hit. My main concern was to stop the attempt to cut the roads to Lagos. That was the last battle.

I did not want to leave you any big problems. SGL is still in town, so no MGL's.
 
The Schneider error won't let me load the save, and I don't have time to fix it now, so I don't have specific comments. But well done, clearly--a fine kill ratio for this mod. :thumbsup:

Barbslinger, remember that Enlightenment will instantly cut our shield production by 10-20%, since it makes slavery obsolete. And I doubt that the trivial happiness Wonder it enables will ever matter, if we play out the game in monarchy and communism as planned. So we don't want Enlightenment until there's nothing else we can research.
 
lurker's comment: Look's like a good game so far. :goodjob:

I now return to lurking.

:hide:
 
If it was not for the mountains and hills we could do 20% better on the combat. Hardly any fights take place on flat ground and many of those that do are against a town.

In Sagres they ran into what I ran into on the previous set. If you have no defenders in the stack those 6 vs 3 add up. They help us a bit with some regulars. When we mess up and have a reg it is always the strongest unit for that time. A reg cav is fine on defense 3 units.

America was actually not as good as I had expected. They had chars and spears and only a few archers. The caught me by attack as I landed.

Never did get the Lawyer on station. Not a bit of luck on the fog busting either.

Barslinger I did prfetty much nothing on MM, just a few places I decided to stop building it. I also did not do any trades, the one that was done, they offered. So there could be something available.

The farther I get into a game the less I want to trade, especially current age techs. I do not like to trade lux normally, no reason not to in CCM.
 
I do not like to trade lux normally, no reason not to in CCM.

I assume you mean by this that with the Stone Age air links ;), we can't ruin our reputation. But I still dislike trading luxuries in CCM, for the other traditional reason: they help the AI civs enormously (given their tendency to assign clowns rather than using the slider), and yet the AI places an insultingly low value on them in trades.
 
OK, I've got the Schneider bug fixed.

We don't seem to be getting the corruption advantages of the Great Palace in Utica. Utica itself still has corruption, and the GP isn't helping nearby cities at all--look at Carthage. Is this SW working properly?

I understand why we've stopped building town centres--they're about to become obsolete. But is there a reason why we've left many towns without courthouses too? Unless I'm overlooking something, we should make sure (by rushing, of course) that all our Spanish and Carthaginian towns, and also Braga, have courthouses by the end of Barbslinger's round.
 
I assume you mean by this that with the Stone Age air links ;), we can't ruin our reputation. But I still dislike trading luxuries in CCM, for the other traditional reason: they help the AI civs enormously (given their tendency to assign clowns rather than using the slider), and yet the AI places an insultingly low value on them in trades.

I was not thinking about reps. I was thinking that like you said, giving them a luxs helps them. In CCM however they have a lot more lux in the game (is that right?) and money is not as hard to come by.

So that forcing them to use jokers has less impact, in CCM. That may not be the case however.

I made the trade only because the 29gpt meant nothing to us. In my games when we get into the middle ages I start looking to only trade with weak nations. If there are no weak nations, then trades are rare.

I do not want to speed them up and I figure if we all have to do with fewer lux, I will gain. I will use specialist, they will use jokers.
 
OK, I've got the Schneider bug fixed.

I understand why we've stopped building town centres--they're about to become obsolete. But is there a reason why we've left many towns without courthouses too? Unless I'm overlooking something, we should make sure (by rushing, of course) that all our Spanish and Carthaginian towns, and also Braga, have courthouses by the end of Barbslinger's round.

I would disagree. Take Vitoria, it should be switch to something like a galleon. Take two citizens and make them beaker heads. Why put time into a place that cannot really grow and will never be worth that much. It can grow, but only by working coastal tiles.

Rushing many of the structures cost 300+ to gain what? Leptis Minor is another one that is a better town, but we cannot get workers enough to make roads, let alone improve tiles in marginal towns to justify putting in more money into it.

I am not interested in getting more production out of middlin towns. I would rather flip some pop to science and forget them.

Braga make 3 net shields. Why worry about it?

We could pump a bunch of crap towns to be medium towns at great cost in gold and time, but in the end what will it gain us? Vitoria can get 3 beakers, but fliping two pop gets more.
 
I think the discussion about improving tiles and outlier towns will all be remedied in about 3 more turnsets when we get double speed workers and can produce workers. I am turning out some courthouses for future use.

I have completed 2 turns, capturing Evora and Lagos, and am moving on the core with a side group heading south to disconnect the colony down there. It looks like they are gassed already and just making LB's and muskets. Only 3 muskets in Lagos.
 
I am not interested in getting more production out of middlin towns. I would rather flip some pop to science and forget them.

Hmm, we have a basic philosophical difference here. I think squeezing the most out of outlying towns is one of the fundamental ways the human player outperforms the AI. This in true even in Conquests, and in CCM, where gold is abundant for rushing and the anti-corruption buildings cost no maintenance, it applies doubly.

Also, your discussion emphasizes shields, but what about commerce for research? You mention Vitoria--I'd love to have it work all its sea tiles, with a courthouse and some rushed research improvements, for the coming age when techs will be more expensive and trading impossible.
 
I have to agree with NP on the corruption, especially in this mod where corruption is not as big a factor. With a court you can get like 75% out of a town 50 tiles from the capital. This will really help research later.
Of course, this would be primarily a town by town decision. Some of the towns we have will never grow and won't have road improvements applied to them until much later. This game is a big change from CIVIII on managing workers, from the lack of workers to the protection of them, that's for sure and I think we are all seeing that. I have noticed that later in the game you don't have to protect them as much though. - whew!-
 
If your point is we could gain a little, that is correct. If your point is it is worth the trouble and we need it, I am dubious. The 4 beakers per is very strong and there is no way they will be able to match us in research or power.

We are at critical mass. I have no objection to pumping up all the towns, if you like. I just won't lose any sleep over them and prefer to just focus on war.
 
Update-
Things are going well. Port down to 5 cities. 3 in the FAR south in Tundra. Have galleons going after him there. Democracy in. I'm on turn 7. Steam is going to take 5 and I don't think it will come in 4.
 

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