Rat 40 - Introduction to CCM

Fine work. :thumbsup:

This must be a mistake as the first two rows should be tradable

It's more complicated in this version. Only Communism is tradeable in the second tier, and even in the first tier, Screw-Propellor and Steel aren't tradeable. Civinator posted about this a few pages back (post 471).
 
It took me a bit to figure out the deal on the Blue Riban. It comes with Screw-Propel and we cannot see it in CAII as it is not tradable. BTW they had already finished the wonder at the start of the set. I still have not actually hit enter.
 
I wouldn't have gone for communism. It isn't useful to us in the GA since we won't revolt during it and we got communism in 4 turns that was 5 before the GA and we will end up having to do combustion outside of the GA for slower science.

Water under the bridge but I wish if you disagreed with the techs I posted at the end of my turn we could have at least discussed. Well don't worry about it - just a comment for next time ;)
 
This post was just smoky. I managed to sort of get a grasp on what I was doing. On the agreed tech paths now.
 
Greebley, I was debating with myself, but I thought we would like to revolt once the GA is over and thus, need that tech.

With more infrastructure, more towns, more population, we should be able to get higher techs at less turns as well. More important now is to gain access to early tanks and hotchkisses as the defenders are getting stronger.
 
First 5 turns done, will finish tomorow. Here the log so far:

PRE:
Just glance around and no obvious places the AI coud put down a town, without crossing our borders. I see two settlers on the mainland.

I see a pair of Italian units having a walk about. I think I will see, if I can spare some troops/workers to lock them down. The phant is where it was on my last set, so he is fine for now.

Not going to check on the towns right now, we have at least 2 settlers in queue and a wokrer or two. Seems about right.

Can't upgrade EK, no horses on that land.

We have leader of some type, but I have not found it. I guess it is an MGL. Activation brings me to Teo, but I do not see the unit, oh well.

Two SoL sink Dromon.
kill 8 Dutch near Teo with 2 cannon and the rest cavs.

I see a 46 and 62gpt deal expires on the IBT.
Three lux are going to expire this set as well.

I steal SP from the Hebrews for 5k+. Ship builds auto switch to steamer/steamer frigates. 2 extra HP.
[9-0]

IBT
The exposed cavs got attacked and retreated, 2 anyway. One was not attacked. I though about trying to cover them or kill the muskets, but they were on mountains and that could cost more than I would save.

A number of places get starvation msgs on the mainland? Too fast to track, will look to chop some trees and get food.

Survey says we are numero uno, echibon in science.

1788AD (1):
Going to put in infra on mainland and not up the troop production right away. Need to get the ships upgraded as the opportunity arises. Will not be cheap.

Found three filler towns. A settler was under a cav.
3 cavs make kills and 1 dies on a Swiss Merc and we take Malinalco (3-1).
cav retreat from arqu on mountian, cav finished it (4-1).

cav kills a crusader look alike (5-1).
took 2 eSchin to take down a musketman on a mountain (6-2).
75mm barely kills the musketeer (7-2).

3 musket on the mountain kicked my butt. I went 3-5 on them and many retreats (10-7).

Clippers upgrade for free

Sink Dromon (11-7).
Switch Rio from a 117 turn steamer to a settler.

IBT
All the Roman units moved?
Boats beat on the stranded cavs and they were slaughter by a stack of 13 units (0-3) [11-10]

1789AD (2):
Tula unit left town and I capture it with no fight. 2 cavs to kill musket on mountain there (1-1).
Well I cannot recall a worse set, everyone is on the mountain or exposed.

Kill the unit that left and it had a supply unit (2-1).
[13-11]

IBT
lost more lux, would not take two for 1 or gpt. Going to get worse as 2 more go away in 4 turns and then 1 more a turn after that.

1790AD (3):
Trying to get up happy structures.
Combust in, I select Radio for the next one.

first cav retreats, no damage to musketeer, next kills clearn. Go figure (1-0).
cav* goes to the wire and dies at Tlax on an arque (1-1).
Cav kills one and next cav finishes the arque and we grab Tlax (3-1).

Last minute change as I switch to Explosives. It is a prereq for Combust.

I was lost in space. Some how I got the idea that Chem was Combust, just before I hit the enter key I saw the light. Now if I could just remember how to wage war.
[16-12]

1791AD (4):
No change in my fighting. I sent three straight Steam Frigates in a convoy of a SoL, Glass and Galleon. All three went to red and then won next three rounds to win (3-0). The convoy was going to the homeland, so had to have troops.

SF sunk the Dromon that was red last turn (4-0).
Found town.
Sink a frigate. (5-0).

Cav kills a sami look alike (6-0).
3 cavs kill, lb, musket and SM (9-0).
kill 4 dutch muskets (13-0).

Schn dies on musket (13-1).
Heavey gets one (14-1). These are a stack next to Malinalco.
cannon kill 1hp musket and gets leader. Rush a court (15-1).

cav* retreats.
cav kill musket, next cav dies (16-2).
cav kills musket cleanly (17-2).

Take a shot with lawyer on 1hp musket and barley win (18-2).
Sweet Yogi kill lb gets a leader and a monk (19-2).
rush another court.
[35-14]

IBT
LB attacks and retreats cav.
Inca drop of a bombarde.

1792AD (5):
Dial up Inca and they Declare.
We need the happy anyway. Some towns are using jokers.

Culture bomb Tlax as monk finally reached it.
cavs kill 3 arque, bombarde and LB and we capture town (5-0).
Aztec gone

Monk nears Tlate to bomb it.

Finally check and Inca are not on the continet with the Dutch, so a lot less to deal with. Boats will now be at risk with two nations at sea.
Found 3 more towns in mainland. I think I missed at least one town from prior turns.

Sink two Dutch boats (7-0).

Kill 4 dutch muskets near Malin (11-0).
Kill hidden unit (12-0).
kill cav (13-0).

2 heavy and a cav kill muskets and one retreats, cav goes elite (16-0).
Send 20 units off to Arnhem.

cav kills musket goes elite, cav retrats (17-0).
another cav kills musket (18-0).
another, this was * one (19-0).

I guess I should have used a cav as eHussar dies on a cav and a cav kills it (20-1).
cav kills last Dutch unit in the borders, but is exposed at 1hp. (21-1).
I won't cover with a cav, no sense losing more.

eHussar kills the Ican bombarde (22-1) [57-15]

Trade Imperialism to Hammi for Spices, 18gpt and 40 gold.
That should ease happy issue, till we drop the next trade.
No other lux available.

Couple of great runs pick up my spirits after that 11-10 start. I had already gathered many of the Steam Frigates and I am moving the steamers around from port to port to reduce their exposure.

I am not so concerned about the few scouting boats we still have out, if they die oh well. I am now getting most of the workers to the core on the mainland to try to get the better cities max shields and food, if needed.

A number of shortage and starvings have popped up. The problem is it is too late to find them, if they have lost pop. I did not see, but two towns in CAII showing food issues?
 
It's good to be rid of the Aztecs. :goodjob:
 
I can't seem to stay out of trouble as Inca jumped in, so two fronts again. I wonder what got them going. We are not waek to them, I am sure. I guess it is just that we have many towns with no defenders.

Probably none of the AI towns are totally empty. BTW the survey shows France was only 4th best in science. I think Israel was second and Persia 3rd.
 
Reminder to self, do not leave small stacks along coast near Dutch borders. Just like armies in C3C, they come along and ping them with boats and then kill them.

Second reminder, start checking on cities that are making happy stuff to slip in some infantry. We need to have more over seas. We do not know when someone else will DOW and 1 or 2 per town is risky.

Third reminder, check on cities to see that they are on even food counts, otherwise we get starving.

Fourth we need more settlers. We still have a few places that can take a town on the mainland. No rush there as we have filled in the shadows of the mountains as good as we can. We can drop a few in the desert with trees.

I chopped a few settlers in tundra towns.

Fifth we need more workers over seas, soon we should drag a rail gang and ship them.

Sixth need to get a stack of SF's to bombarded the town we are going to attack to reduce losses and get units back in action quicker.

IBT:
Dutch want to talk.
Inca land 3 phants and a knight.

1793AD (6):
4 cavs kill the invaders (4-0).
culture bomb Tlate finally. No monks left.
Go around and flip all jokers and taxmen.
[61-15]

I am going to hit the lux slider as we lose 2 lux on the IBT. I would rather waste some gold than have bunch of towns lose production during a GA.

1794AD (7):
Start Combustion.

Great Rome does not show any lux for trade? I drop the lux to zero, so false alarm. Will lose 3 deals on iBT, includes furs. At that point we will have no imported lux.

Guns kill 2 and capture town. Sell stuff, abandon and found replacement. (2-0).
At least 3 boats in town that I pinged with SF. (5-0)

cav retreats from musket near Tzint, next cav dies, then lawyer kills it (3-1).
cav retreats from Arque at salt colony. Cav kills it and cuts the colony. Not sure, if they have a source or not.
(4-1) [65-16]

1795AD (8):
Zep misses.
75 kills musket (1-0).
cav kill musted and gets leader (2-0).

2 cavs retreat on musket.
cav dies (2-1)
cav kills cav (3-1).

cav kills 1hp musket and we raze Endin (4-1). 71 gold.
I could not remember, if we get slaves or not. Moved settler to spot for next turn.
Combat settle from now on, I will.
Rush supply center with leader.

Steamer Frigates sink 3 Incan boats (galleon, war galleons) (7-1).
stack of 7 or 8 SF sink 2 Dutch boats (9-1).
cav kills musket near Tlate (10-1). Clears the area of Dutch for now.
[75-17]

Trade Imperialism to Polandfor furs.

IBT:
Cav attacks stack and dies (1-0).
cav finds 75 and kills it, my bad. I thought it was out of reach (1-1) [76-18]
Many Incan boats show up of west coast.

1796AD (9):
sink 2 Dutch boats (2-0).
75 and cav kill muskets (4-0).
75 kills musket on neutral soil (5-0).

Sink 4 Incan boats near Xoc (9-0).
[85-18]

IBT:
some Incan ships bombard.

1797AD (10):
Not sure what causes the game to flip pop to tax, gov settings? I have been flipping them to sci.
Combust finishes on IBT.

Sink Dutch boat near Rotterdam (1-0).
sink Incan War Galleon on west coast (2-0).
Hippo starving from Inca sitting on coastal tiles.

Stack of about 40 near Rotterdam, did not attack the unit as one is without moves. You can attack and split the stack.
Settler parked by Xoc as it cannot reach the stack.
2 boats from the cover group healing in Xoc. 3 more coming around the corner to move to the west.

[87-19]

Slipped in a number of Heavy Coastal Batteries with so many boats out and about. Sent a few Zeps to the west. You may want to move the ones on the other landmass.
 
Looks good. :thumbsup: Plenty of unfamiliar units in play now, which is enjoyable.

I imagine we'll finish the Dutch off pretty quickly, since their six remaining cities are all in one place. The next player may even be able to start the Persian war. So we need to start assembling a task force to take the two Persian cities on the barren northern island, presumably by building or rushing ships in Spain. If we're tardy about this we'll give the main Persian cities extra turns in which to flip on us.

What's our next tech choice? Radio, since it's four turns now and will probably take more when our GA ends?

Since we're all new to this mod, I'll mention the obvious point that we can upgrade our hussars to Hotchkisses next turn, when we have Combustion.
 
Yes I would say Radio is good and try for the ITT. I switched off most of the Infantry to cavs at the end as they upgrade like you say.

We now have alot of units over there. The stack is about 40 and there are two more smaller stacks moving with workers. A few towns have extra units that I left, just in case.

All the big cities have all thier tiles railed and mines replaced trees. About the only issue is the Incan ships. We just have to get enough Zeps to run them off.
 
I was not sure about the Paddle Wheel units, if they were worth making or not. I also forgot to mention I build the Great Refinery in Osaka.
 
There are garrisons all over the map now, so taking them out before we attack the cities they protect becomes important. Hotchkisses and later three-movement units should be good for that. Or where enemy cities are within four tiles of each other, we can just neutralize the effect of enemy garrisons by building our own.

Barbslinger was right that steam engines become obsolete quickly--it happens with Radio. So we should change the steam-engine builds we still have going here and there.
 
Yes, let's go for radio.

By the way, hotchkisses are really great units due to their extra movement. With them, it is easy to take enemy cities fast as they can enter 2 tiles into enemy territory and still attack. Early tanks are great too as the workhorse of the war due to their added strength and blitz ability.

A good mix of both units is great for any war.

I agree too to attack Persia soon.
 
Just got back from a Golf vacation and read up on this. Solid progress gentlemen! It looks like going to Radio and upgrading units for next war. Should we get peace with Inca. The war happiness is nice but that constant pinging of ships is annoying.
Man, I'm not looking forward to going through our cities. That is one of the most tedious things in this game. I can play tomorrow.
Got it!
 
Should we get peace with Inca. The war happiness is nice but that constant pinging of ships is annoying.

Whatever you like, but it may be a while until they'll make peace on even terms, since we aren't doing much to hurt them.
 
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