Rat 40 - Introduction to CCM

another OCC island nation

That´s why I always start my CCM games with an earth age of 5 billion years. In CCM cities are not allowed on mountains, in desert and in tundra terrain. The setting of a flatter world gives more space for the civs to settle and to prosper. Even in such a world there are enough mountains in it.
 
I don't know what the setting were, but I tend to use 5byo in all games. Thanks for the reminder, now I see the odds are higher given all the tiles that are not habitable.
 
OK, I'll start later today (Saturday).
 
I've reached 1595 AD--not much action yet, but we've traded for Naval Guns. Thus we should be eligible to build Doge's Palace (which looks good) and Jolly Roger (just fun, and cheap), but they're not showing up as available builds in our coastal cities. Is there some prerequisite not clearly stated in the Civilopedia? I assume "Coastal Installation" just means that they have to be built in coastal towns. Can anyone clarify this?
 
Iirc, we need a certain number of harbors for the wonders, sth like 4 or 5.
 
Thanks for the plausible suggestion--but we've already got fifteen harbours. Might it be a certain number of coastal fortresses?
 
Nothing is listed in the editor. I do not understand the "other characteristics boxes", so that could be an issue.
 
Both list coastal installation. I take that to mean, only coastal towns can make it, but not sure. No civ, religion or builds are required in the boxes????

Edit:
By that I mean, there is a box with three items required 1) tech 2) trait and 3) structures iirc. None were listed, so I do not know what the deal could be.
 
Thanks for taking a look. The editor is a mystery to me.
 
That Hansiatic required 4 harbors but both the Doge and the Jolly are only coastal. Did you rush shields or tree chop there before switching?
 
we've traded for Naval Guns. Thus we should be eligible to build Doge's Palace (which looks good) and Jolly Roger (just fun, and cheap), but they're not showing up as available builds in our coastal cities. Is there some prerequisite not clearly stated in the Civilopedia? I assume "Coastal Installation" just means that they have to be built in coastal towns. Can anyone clarify this?

In verion 1.4 both are GWs. So they can´t be built, if they are still been built by other civs. Both buildings don´t have other special perequisites than to be in coastal towns.
 
I’m not finished, but I’ve posted the midway save so that everyone can comment on the pleasant choice we now face. Reaching Absolutism first has just gained us a Scientific Great Leader, so now we have to decide what Great Wonder he should rush, and what that implies about our tech path. Is Leonardo, which doubles its city’s science output in this mod, desirable enough that we should spend about ten turns on Printing Press and Free Artistry before researching MilTrad?

Or since holding onto an SGL for a long time costs us nothing (if I remember Vmxa’s principles correctly), should we just keep him for some Wonder far in the future? I'd suggest the next Wonder that gives two free techs, but I'm not aware that there is one.

Everyone’s welcome to look over the Wonders in CCM, not just in this era, and give his opinion.

We have Exploration/galleons, BTW, since the Germans showed up off Korea in galleons.

Civinator, thanks for the clarification.
 
Scientific Method gives 2 advances. It's on the 1st row in next age. You're in a great position right now. :thumbsup:
Upgrading all knights/arques to Hussars/Muskets. LB's upgrade to muskets too. Muskets are also a 4-5 unit so they can finish off a city if / when you run out of hussars.

I was looking over the governments and that Fascism looks pretty nice. 150% workers. 90% research. :deal:
Theocracy almost looks better than the Monarchy we are in. 80% research rate. :deal: We have money and will have money.

Send out the galleons! Time to meet everyone and show off our power!:woohoo: We will be :king:
 
The wonder is called Arm's Race. Great to have. As for government I am not so sure which is better: communism or facism. Maybe Civinator can tell us more?
 
Ok, I checked Fascism and there is one real negative point, the killer blow for me and that is no cash rushing. What to do with all the cash then? I rather chose Communism then. Got a nice SM for a 75% production boost and cheap barracks in addition to NO tile penalty.
 
The pedia says pay citizen in Fascism for Hurry Production, well I just got up, so maybe I am not still awake. :D

With the worker speed it seems like the way to go, if we can cash rush. The down side is pop loss to switch and newly capture lose pop. The newly captured do not generate culture, till we are the majority in that town.

I doubt these are a huge issue. 90% science allowed.
 
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