Rat 40 - Introduction to CCM

I am not fully sure this is the correct way to fix it, but it does work.

In the C:\civ3\Civilization III\Conquests\Scenarios\CCM\text\PediaIcons.txt file correct the spelling of WON_SPLASH_BLDG_Capital to WON_SPLASH_BLDG_Capitol

I went to the C:\civ3\Civilization III\Conquests\Scenarios\CCM\art\units directory and created a copy of the Artillery directory to WWI Artillery. Note there is a space between WWI and Artillery. This I hope fixes all occurances of the WWI usage bugs that might occur. For this one this may not be the correct solution but you can always apply the correct one later and just have an extra directory that isn't used.
 
I only had to fix the German 77 to load the save and I just changed the WWI to Heavy. Probably will run into the others at some point.

The WWI has been removed, but the change was not implemented in all the correct places in 1.3
 
I agree that either the loss of pop or some cost should be imposed for building wokrers. It should not be cost free.

Speaking of cost I cracked up that we have 445gpt unit support and it has zero impact. Civinator may want to consider some implementation of maint or some mechanism to slow the free flow of gold.

I mean it does not bother me, just there are no restriction to doing anything as far as cost is concerned. At least it use to hurts us in GR games at times to have to pay a large support and maint bill. We had to at least think about it.
 
Thanks for the advice, gentlemen. :thumbsup: I'll see what I can do.
 
Remember though that we are riding on a bunch of GPT deals. I often have high gpt when I trade old techs with everyone. If we wanted to spend the cash we just switch to Democracy. I would find out how much we are getting from other civs to make a real comparison. Most games don't have as many AI to trade with.
 
We are in a GA as well, but all through the game we have had plenty if extra gpt and always had more troops than allowed. We are not alone as others had a lot as well. France probably got a fair amount via trades, but overhead is very low with zero maint for structures.

BTW for those playing much later, like after me, I will post my corrected Units folder at the end of the set to save some a bit of work. Unless you can't wait to look at the saves. :D
 
Thanks for thinking of it, but I've already implemented the suggested fixes, which worked perfectly. :cool:
 
ok, I got the save.

By the way, what is the outcome of our discussion about governments? Do we go communist or fascist?

What about research? I wouldn't revolt now that we are in our GA, but we should think about a change, don't we?
 
We'd basically reached a consensus for communism when that discussion petered out.

Communism and Corporation are the last two techs for which we might trade (including purchase which might be better), so we needn't rush to self-research them. Radio, Screw-Propellor, and Fascism could all precede them--SP probably first, since Blue Riband looks useful.
 
One thing I was noticing was a lot of our viable towns were working unimproved tiles. I think we should work on getting our towns fully productive.

We can use some of the workers for the initial shields to rush something. I tested joining one back into a city and we (as expected) don't get a pop for it, so the 2 odd shields are good for when we want to do a rush and have 0 shields. Just disband a worker. But mostly I would like us to get our cities fully productive first.

Also I use a hundred or more in the late game to build rails as we attack cities so we should keep at least that many for that. Add on improving the lands we capture and maybe 150 or so counting foreign ones? That still leaves us a good number to disband when we finish improvments.

Note that with the low cost and no loss of pop, we were able to go from about 40 to 241 in 6-7 turns. Because of this our rail backbone already extends across the continent and we are starting improving the cities. (though every town is not yet linked).

I don't remember - does communism have the shared corruption as with the regular game? If so we want the courthouse and town center even in uncorrupt cities.
 
I am all for checking on tiles that can be improved, especially those trees. Many should get cut now. We probably want the extra food more than the extra shields. If you use workers for disbands, use the slaves first. That way when we want to do worker task we have that many fewer units to deal with.

Wait do we have slaves any more? I seem to recall there is point where you can make slaves into workers?
 
Thank you all very much for your thoughts about the mod. These thoughts are highly appreciated. :):)

The US:

In the past there were big discussions how the US should be treated in Civ 3. In CCM the US are the people who live in the territory of Northern America (without Canada, as this is another civ). This means, in the ancient era, these were native inhabitants. Therefore in CCM 1.5 most of the US units in era 1 are native warriors (Sandris here made some wonderful units - the same for the Aztecs, Incas and Mayas).

Note on Mod:
I was looking at Scientific Civs and noticed there are only 3 of them which seems a bit few. You could make America Scientific. A lot of science comes out of the US and their traits commercial and industrious seems overused to me - There are 3 others with the exact same traits, so there are more industrious-commercial civs than science-<anything> civs. My suggestion is scientific-industrial (or scientific-commercial).

It´s true, that there are a lot of civs with the commercial/industrious traits. In CCM version 1.5 there will be one of these civs less, as France will be one of the two civs, that receives the new trait "diplomatic". But I like this thought. The modern US is scientific. In the next version of the CCM biq, the US will be scientific and industrious. Thank you very much. :)


Normally built workers:

I assume the point of the non-pop workers is to allow for a vast number after of workers for rails for quick rails? That is how I plan to use them. I wonder if they should be more than 10 shields though since you took away their main cost. When even lesser cities can pump out 1/turn, it means a big force quickly. Maybe 30 shields would be better? Just a thought.

I agree that either the loss of pop or some cost should be imposed for building workers. It should not be cost free.

Normally built Workers don´t cost population points and therefore cannot be added to a city population to avoid a workaround here to the xenophobic penalty of Fascism. The problem of the restriction in cultural city-growth by that form of government otherwise could be easily circumvented by adding workers of the core-cities and to pass the 50 % border with this methode easily.

So the other of these methodes would be to make the workers more expensive -much more expensive.

In the CCM-prebetatests I suggested to completely abolish normal produced workers and to introduce a second building that autoproduces workers on aquicker rate and another building that separatley produces partisans. I still have a tendency to this solution, but here I have to "free" two of the precious 256 building slots in Civ 3 to do this.

I have to reflect about this. :)


Gold in CCM:

Speaking of cost I cracked up that we have 445gpt unit support and it has zero impact. Civinator may want to consider some implementation of maint or some mechanism to slow the free flow of gold.

I mean it does not bother me, just there are no restriction to doing anything as far as cost is concerned. At least it use to hurts us in GR games at times to have to pay a large support and maint bill. We had to at least think about it.


This is a very important and complicate theme and I´m a little bit sad, that at present I don´t have the time to dicuss this here in full extend.

One of the secrets of CCM, that this mod can be played with much bigger maps than standard Civ 3 is the following:

In Civ 3 there is a cheque of maintainance costs for each building in every city of the map. This cheque uses a lot of calculation power and considerably slows down gamespeed in the later stages of the game. In CCM the maintainance costs for buildings are zero, so this cheque is done very quickly. So if you have built a building in CCM, you have the benefit, but you don´t have to pay additional gold for it. In addition with the better trading options and the possibility of trade with a lot more civs than this normally would be the case, there is a big sum of gold in the game, especially in late era 2 and era 3 when very profitable techdeals and conquests of "golden cities" can be done. The sum decreases in era 4, when you can´t make big sums of gold by very profitable tech-deals any longer and rush-buying of needed (or wanted :)) high-tech weapons will push down your gold reserves again.

The prebetatesters were not happy with the idea to rise the unit maintainance costs significantly. I normally used a lot of this gold in era 2 and 3 to do some diplomatic missions, for example trying to bribe some cities of other civs, what normally wouldn´t be a proper use of the gold - but in CCM it is (what all is intended - even the "golden cities" of that era). The same with stealing maps and plans. I had to cut out the function of sabotaging buildings as in the prebetatests, when this was still allowed, there were situations when the AI civs made 12 efforts a turn to sabotage a building.

In CCM there is much more gold available than in normal civ 3 games, but I always had a use for it, even when I had to hold it as a reserve for the late game. In CCM all civs always have "more troops as allowed" - but this is as it is in real life and, as you mentioned, in the game all players have that, even the AI. :)

What is a "GR" game?


Clippers:

Decide I want to build clippers before they go extinct. They are the only ones to move fast in all squares for a while it seems. Steamers and such are slowed and at only speed 6 they are slower going port to port unless the distance is far.

Clippers are for civs that don´t have access to coal or oil. So they are little bit faster on very short distances than steamers, they can transport only 3 units in comparison to 5 units transported by a steamer.

Steamers, frighters and transports are slowed down in coastal waters due to their size and therefore here can be cought by warships (what should add another strategical concept to CCM).


Amphibious units:

When I saw we had Marine Infantry, I was wondering if they had Amphibious Assault, but they don't. When are the first Amphibious Assault units? Does Scandanavia get some early? (If someone was feeling motivated, the Amphibious Assault entry in the civopedia could list the ones that have the ability).

The Marine Infantry (even in v.1.4) is amphibious. As you mentioned, the berserk for Scandinavia is the earliest amphibious unit in CCM (as it is in standard Civ 3).
I will have a look for a better documentation of the amphibious-flag for units in the civilopedia. Thank you very much for that suggestion. :)

Wrong path to soundfiles for some artillery units:

The unit "WWI Artillery" was renamed to "Heavy Artillery" after the CCM mainfile was uploaded. The reason for renaming that unit, was, that in version 1.0 that unit had to cover a much longer periode than only WWI. The units Schneider75, German77, 150mm Howitzer, 152mm Arty, 155mm US Arty (that now are "reactivated" for the game in version 1.4 and 1.5) and the other artillery units, that still are not used in CCM again (mostly due to the lack of building slots for autoproducing them) were cut out of the first version of the CCM betatestfile.
After their "reactivation" the problem described above became existent.

The soundfiles linked to that path couldn´t be found any longer. To fix this, the path of the ini-files in the unit folders must be rewritten or the a dummy unit "WWI Artillery" must be created. Both solutions are working well.

I didn´t want to do a special patch for it, as all files that must be added, also have the problem to bear a certain "load of confusion" to others and the fix can be done easily.

In the next upload of the CCM mainfile of course these paths are all fixed again. :)
 
Normally built workers:

Normally built Workers don´t cost population points and therefore cannot be added to a city population to avoid a workaround here to the xenophobic penalty of Fascism. The problem of the restriction in cultural city-growth by that form of government otherwise could be easily circumvented by adding workers of the core-cities and to pass the 50 % border with this methode easily.

So the other of these methodes would be to make the workers more expensive -much more expensive.

In the CCM-prebetatests I suggested to completely abolish normal produced workers and to introduce a second building that autoproduces workers on aquicker rate and another building that separatley produces partisans. I still have a tendency to this solution, but here I have to "free" two of the precious 256 building slots in Civ 3 to do this.

I have to reflect about this. :)

I don't think allowing to build workers without pop cost is a bad thing. You get them around rails when you really need them. I have given it some thought and I think they should at cost similar to other units you get at the same time. Then it is at least a trade off between military units and the workers.

I guess I feel the user should be able to build them rather than another building is that for larger maps you need a lot more units. If there is a fixed rate only, then you can't balance for map size. Also the number of workers one wants tends to be bell shaped. With a big surge at the time of rails. Buildings that autoproduce don't give you this shape - in fact in the later game you will generate them and they have little to do.

So that is what I would do if it was my decision. Allow the player to build them, but make them have a real shield cost. That gives the player some control over numbers, but he has to pay a real price if he wants them. If one compares them to cavalry, they are perhaps a little less valuable than a Cav. Maybe 4 workers is comperable to 3 cav? Or 3/4 the cost. That would put them at 60 shields.
 
I think we want to go deep in the tree while in our GA. I realize now it would have been better to wait on the GA until we had gotten the cheaper techs. Radio can take advantage of the GA so I would get that toward the end. Heading to Combustion might be best despite us needing to research Corporation. It also allows for airports.

The problem is that researching techs that take 5 turns outside the GA gives little benefit compared to the expensive upcoming ones. Our GA doesn't speed research much at all.

So I would get the 4 techs to combustion first (we can possibly trade corporation for communism) and then do radio
 
GR games are just the ones that Greebley starts. The point I was making is that those that I played were on maps of 250x250 with 31 nations.

The size does impact the games times for things like found/razing/capturing towns, but is not a problem. I would not worry about the building maint times either. Yes some people would not like that much, but if you play on massive maps, you get use to it.

The real work for players in GR is the troops actions and checking on towns and worker turns. Once we can make our own workers that will be the same in CCM. The troops/war would be the same, if we were in an AW game in CCM.

The GR games we all played as AW games, so combat is very intense with so many nations at war with you. That probably will not be a mode for CCM as there are no armies. You probably could not play AW without armies on a massive map.

Gold, well for sure I found the sabotage a pile of crap in all the scenarios I have played. They just waste time and do nothing useful for the AI. You find them stealing plans, as if they do not already know the plans.

Maybe loss of a turn of production, but so what on an empire of 100+ towns that late in the game. I play a lot of AW, so I do not care about trades/dip. I use it if the game allows, don't with the variant disallows it.
 
Pre-Turn
change a few builds, those really low production sites can still make workers for us in my mind.
We have build few coastal fortresses. I actually like them in CCM. They auto produce units and they can help our happiness and dent the enemy forces.

IT what I expected happens, Aztec take back Tamuin defeating the cavalry inside
we get AT, decide to go for corporation next, we want to get to combustion fast

1. 1776AD
Osaka goes for ToR, start a few settlers to fill some gaps
take back Tamuin for no losses

take out 5 arques, 2 phants and 2 assorted units to capture Xochi
defeat 4 units around it, lose 1 cav

IT Aztecs come in force and defeat 4 of our units, Dutch suddenly declare war on us :eek:
well, they will get is from us

2. 1778AD
defeat 39 Aztecs and gain 2 artist, 1 slave, lose 1 enslaver
move units around, finish the grand railway line to the south

IT Aztecs come with more units, hope we can rush a rax next turn
as I swapped from the useless WW wonder, we get ToR
Germany finishes the Brandenburg Tor

3. 1780AD
due to the railing, we can attack Holwerd in our south, lose 1 cav doing that

attack the big Aztec stack and eliminate 41 units gaining 1 artist, 1 slave and 1 monk

found Udong to fill some space

IT it seems the first Aztec wave is gone, Dutch appear as well
we get a rax in Xochi, all set to go forward now

4. 1545AD
upgrade the units on the other continent. Next turn we can attack. Recce the terrain for the best attack

RR to access and take Haarlem
found 4 towns somewhere to cover land

move units to take the remaining 2 cities of the enemies in our land
reduce science to 10%

IT Turks declare war on Nubia
we get corporation, go for communism as we want that government

5. 1550AD
lots of commercial docks get started
capture Maastricht and Teayo, found 1 city

we don't make that much money anymore, we need higher unit support
decide not to trade this tech yet as nobody has it yet

attack Texcoco and finally get a MGL, do not want to waste time and rush most exp building in Xochi
take city after defeating 3 units
defeat 6 units around Xochi and get culture bomb at Texcoco
clear 8 more units, gaining another MGL, rushes a rax in new city
after defeating 15 units, we gain another MGL, ship it home

ship over quite a number of workers

IT our enemies are weak already
Persia and Italy sign MPP

6. 1783AD
sell Greece Imperialism for 199g and 120gpt
use MGL to rush heavy industry in Osaka

take Aztec capital losing a cav and a lawyer, culture bomb it
see the next city within reach and better strategic defending
take out 8 enemy units to gain access to Teotihuacan

realize that we do not have coal in our new holdings and can't build RR
setup for attack next round, defeat some threats, spot coal in the distance, we need that
urgently here

IT Lucky, Dutch and Aztecs have no fast units, we survive without any attack
repel an invisible attack though
we get National Monument, purely for denial reasons

7. 1784AD
the attack on Teotihuacan yields another MGL, culture bomb it
take out surrounding units (around 30), gain yet another MGL, send it over home to rush sth
it will be slow going now until we get coal there

sink a Dutch convoy
there are still gaps to fill which I slowly do (this time 2 cities are founded)

IT Teayo deposes us, goodness, it had a flip risk of 0 - 0.04%

8. 1785AD
WH is gone, need to adjust cities for happiness
spot another coal source, we should get it next turn

fill more gaps, defeat a few units and hope for coal next turn
found a city in the ice via planting a forest first (this is actually sort of an exploit)

IT communism is in, chemical industry next

9. 1786AD
take Atza..., the coal city, connect the coal
take back Teayo

troops movement, RR
discover that we can take Calix directly, get it without losses

as we have some happiness issues, get some happy buildings here and there

IT Persia finishes the Blue Riband and I didn't even see that tech tradable :(

10. 1787AD
true enough, the tech doesn't show up, gotta steal it
This must be a mistake as the first two rows should be tradable

discover there are a few Civs without an embassy, change that

take Tlacopan in the hills, Tzintzunten, autoraze just founded Cempoala
get another GA to use as culture bomb, which I do\
get a MGL taking out some units

found a few more cities to close gaps

We should be able to make fast progress on the second continent soon. RR should get accelerated once we have more workers overseas.

We are on our way to combustion, with chemical industry done in 3

I did not steal the tech from Persia yet as this could mean war. We have to decide when to steal it as we can't trade for it.

Once the GA is over, we should revolt to communism

rat401787.jpg
 
Northern Pike
Greebley
vmxa - Up
barbslinger
ThERat
 
Got it. I take it we have are research path planned for my set. Going on to Combust, should they get done, what is the next tech?

Yeah we had mentioned the coastal batteries a bit ago, maybe that was in the CCM thread. You get planes form them later that can do some sinking of boats iirc.
 
Wait do we have slaves any more? I seem to recall there is point where you can make slaves into workers?

Yes, I started upgrading them, and I believe Greebley finished the job.

I think the sixty-shield workers suggested by Greebley would be too expensive. Still to be working on one's basic rail net late in the IA would be boring and irritating. I'd recommend a thirty-shield cost, which would mean that only the better towns could produce them in one turn. That would slow down the growth of the instant worker horde a little, which IMO is all that's necessary.

@Civinator: More work could be done on the assignment of civ traits, which as Greebley points out is rather stereotyped at the moment. There are four agricultural civs, I believe, and three of them are industrious as their second quality. More variety would be good.
 
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