Rat 41 CCM - AW a first attempt

One more item,

we do have a settler pair almost in place in the south. We do have 2 more settlers, one just popped in Rome and another nearby. Maybe we should leave them alone for overseas combat settling as they will take forever to reach the front before rails.
 
btw, I have a question.

Those rubber plantations, coal mine etc, do grant a trade route to the palace. If that's really the case, we shouldn't build them on our own continent, but wait for it to build overseas so we can enjoy a trade route which CCM usually doesn't give.

This can be quite crucial.
 
Great turns. :thumbsup:

That tech path sounds fine.

Yes, we should definitely hold any settlers we get now for tactical tricks overseas. Any cities they might found on our continent at this point would be of very marginal impact.

The complete mountain barrier we can now see dividing the Mongol lands helps to explain why contacts came so slowly.
 
Awesome progress, ThERat! :king:

I agree with your tech path.

Those rubber plantations, coal mine etc, do grant a trade route to the palace. If that's really the case, we shouldn't build them on our own continent, but wait for it to build overseas so we can enjoy a trade route which CCM usually doesn't give.

This can be quite crucial.

Agreed!
 
We will have a few places that need to get a settler to fill the coast or they could plant towns we will have to take. We probably can wait a bit to hold any settlers as we are not going overseas till we have a scores of boats.

Any small islands will already be filled and we could raze and replace once we get the ability to crank out settlers.
 
I thought Steam give double speed workers? So I would go Sci Meth, Compound Steam for rails. Then maybe Nat for Infantry. Industry will kill the windmills, so not sure we want to make more of them.
 
Steel will give the ability to hand build workers, which is crucial before even thinking of starting with RR.
We got so few workers so scattered that without steel, RR would make no sense.

agreed on windmills, now since we can build steam engines, windmills will be useless to build
 
Can anyone tell me what's the Arm's race? Post a picture of its Civilopedia-entry maybe? I'd be grateful if someone told me as I want to know why it's so bad that Germany has started it and why it's so important to get it. :)
 
Can anyone tell me what's the Arm's race? Post a picture of its Civilopedia-entry maybe? I'd be grateful if someone told me as I want to know why it's so bad that Germany has started it and why it's so important to get it. :)

2 free techs, I think....
 
Steel will give the ability to hand build workers, which is crucial before even thinking of starting with RR.
We got so few workers so scattered that without steel, RR would make no sense.

Makes sense, so move Steel ahead of Compound Steam. I think that Nat should come ahead a race to the Armored Car (linca?) as we need about 7 techs to get them and infantry will be very useful.
 
Can anyone tell me what's the Arm's race? Post a picture of its Civilopedia-entry maybe? I'd be grateful if someone told me as I want to know why it's so bad that Germany has started it and why it's so important to get it. :)

Hi Arexander, as posted above, the GW "Arms Race" gives 2 free techs. This is crucial for Rome/Italy as this civ is behind in the techtree and the Italian units in the Industrial Age are not the best ones. Below is a sampler of wondersplashes used in CCM. The Arms Race is the splash quite right in the fourth row:

Spoiler :
attachment.php
 
btw, I have a question.

Those rubber plantations, coal mine etc, do grant a trade route to the palace. If that's really the case, we shouldn't build them on our own continent, but wait for it to build overseas so we can enjoy a trade route which CCM usually doesn't give.

This can be quite crucial.

Yes, this is the way these SWs should be used. :yup:

Again great reports by all players! :)

And I have a question, too: What is a Zerk ??
 
Yes, this is the way these SWs should be used
Ok, so this is very important for all players, do NOT build the rubber plantation and coal mine yet as we need them for the other continent for a trade route. This will enable us to trade luxuries, which can be crucial.
 
Ok, so this is very important for all players, do NOT build the rubber plantation and coal mine yet as we need them for the other continent for a trade route. This will enable us to trade luxuries, which can be crucial.

Err...trade luxuries in an AW game? I don't think I get what you mean. :confused:
 
I didn't mean trade with others but between continents. This might be important to gather more luxuries and also missing resources in the new world.
 
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