Rat 41 CCM - AW a first attempt

There are few methods to get resource/lux to another landmass in CCM as harbors do not allow connections. These structures act as connections, so we want to have them for at least the largest landmass. Island will just take it tough.
 
Monarchy
40% Tax
40% Science
20% Luxury

41313 gold, +816 gpt

Steam Power in 2 turns.
Coal and Rubber are revealed with Steam Power.

City Builds
  1. Not with 109 cities, sorry.

City Build Recap
Battlefield Medicine [1, small wonder] (Rome)
Mosque [1] (makes one unhappy content, requires Islamic Community)
Synagogue [1] (makes one unhappy content, requires Hebrew Community)
Cavalry [41]
Temple [6] (makes one unhappy content)
Capitol [1, small wonder] (Thebes)
Town Clock [3] (increases shield production by 25%)
Ship of the Line (SOTL) [9]
Wealth [8]
Town Center [7] (decreases corruption/waste and increases luxury output by 50%)
University [1] (increases science output by 50%, requires Academy)
Hospital [2] (doubles a city's growth)
Library [3] (produces 50% more scientific research)
Academy [6] (produces 50% more scientific research)
Frigate [1]
MusketMan [5]
Bank [1] (increases tax revenue by an additional 50%, requires Marketplace)
Coastal Fortress [1] (auto bombards passing ships, auto produces Coastal Battery every 15 turns, obsolete with Explosives)
Royal Barracks [5] (same as C3C barracks, requires Monarchy government)
Christian Community [1] (needed to build Christian Community; requires 3 Temples)
Roman Symbol [1] (early and cheap Roman culture)
Theatre [1] (makes one unhappy content)
Clipper [2]
Aqueduct [1] (allows a city to grow past size 10)
Windmill [1] (Livorno) (increases shield production by 25%, obsolete with Industsrialization)


Luxuries
08 Furs are connected.
16 Incense are connected.
11 Spices are connected.

Resouces
04 Ivory are connected.
07 Saltpeter are connected.
08 Iron are connected.
11 Horses are connected.

Military
  • 002 Workers
  • 008 Archer (2.1.1, 20 shields)
  • 001 Arquebusier (2.4.1, 40 shields)
  • 006 Knights (4.2.2, 50 shields)
  • 263 Cavalry (8.3.2, 80 shields)
  • 001 Cannon (10 (8).1.2, 30 shields)
  • 003 Frigate (3.3.5, 50 shields)
  • 008 Legionary (3.2.1, 25 shields)
  • 002 Musketeers (4.5.1, 40 shields)
  • 004 Privateers (2.1.4, 30 shields)
  • 002 Medieval Infantry (3.3.1, 40 shields)
  • 162 Musketman (6.6.1, 50 shields)
  • 003 Marine Infantry (8.7.1, 50 shields)
  • 015 Ship of the Line (4.3.4, 80 shields)
  • 049 Hussar (6.3.2, 70 shields)
  • 002 Supply Shipments
  • 006 Lawyer (6.2.2, auto produced by the Supreme Court every 10 turns)
  • 000 Slave
  • 007 Enslaver (2.1.2, auto produced by Slavers Hut every 10 turns)
  • 002 Praetorians (3.3.1, auto produced by the Roman Senate every 6 turns)
  • 022 Southeuropean Workers
  • 001 Egyptian worker
  • 002 Southeuropean Settler
  • 002 Schneider (11.1.2, 30 shields)
  • 002 Heavy Artillery (14.1.2, auto produced by Artillery School every 8 turns)
  • 001 Famous Pirate (3.4.4, auto produced by The Jolly Roger every 20 turns)
    • 440 Allowed units
    • 572 Current units
    • 264 gpt unit support

Compared to eveyone else, we are Strong.

city Count
  • Rome (109)
  • Austria-Hungary (19)
  • Maya (16)
  • Persia (15)
  • Portugal (15)
  • Babylon/Iraq (13)
  • USA (13)
  • Japan (12)
  • Germany (10)
  • Mongol Khanates (5)
  • Scandanavia (5)
  • Aztecs (?)
  • Netherlands (?)

Plans
Livorno's Windmill build needs to change to something that won't be out of date in a few turns.

We have a small number of cities making Wealth. That was generally bad in C3C and it feels bad here, too. So I will change them.

Build no more cities on this continent; save the settlers for the new world. We need Atomic Theory to build settlers and it is a long way away.

Tech path Steam (2 turns to go and then we enter the next age), Scientific Methods, Steel (we can build workers!), Compound Steam Engine (railroads) and then aim at Combustion.

Battlefield Medicine is a prebuild for Arms Race, which can be built after we know Scientific Methods. It grants two free techs.

Help the Mongols take down Austria-Hungary.

Do not build Supply Centers for Rubber or Coal on this landmass.

The 'pedia entry for Workers states that Explosives are the tech needed before we can build them. Regardless of which tech, once we get the needed tech, how many workers do we need? It appears we suffer no population loss when a worker is built which would mean we need a handful of 1 or 2 turn worker pumps.
 
City Builds
  1. Not with 109 cities, sorry.

I can't say as I blame you! :lol:

  • 001 Famous Pirate (3.4.4, auto produced by The Jolly Roger every 20 turns)

Oooh, shiny. When did we get the Jolly Roger?

Plans
Livorno's Windmill build needs to change to something that won't be out of date in a few turns.

We have a small number of cities making Wealth. That was generally bad in C3C and it feels bad here, too. So I will change them.

Normally I'd agree with you -- those cities would be better off making Settlers, Workers, and Arty (or boats in coastal cities). Unfortunately, we don't have those things in CCM, and it'll take so long to build a rax and even one unit in those towns that we'll probably never actually use the unit! Can you think of anything else we could build in those cities?

Build no more cities on this continent; save the settlers for the new world. We need Atomic Theory to build settlers and it is a long way away.

Tech path Steam (2 turns to go and then we enter the next age), Scientific Methods, Steel (we can build workers!), Compound Steam Engine (railroads) and then aim at Combustion.

Battlefield Medicine is a prebuild for Arms Race, which can be built after we know Scientific Methods. It grants two free techs.

Help the Mongols take down Austria-Hungary.

Do not build Supply Centers for Rubber or Coal on this landmass.

The 'pedia entry for Workers states that Explosives are the tech needed before we can build them. Regardless of which tech, once we get the needed tech, how many workers do we need? It appears we suffer no population loss when a worker is built which would mean we need a handful of 1 or 2 turn worker pumps.

How many shields do these uber-workers cost?
 
Workers are available with steel, look at the tech entry, maybe the pedia hasn't been updated.

I agree with you to take off the wealth producers once we can make workers. We can simply rush them and make more important stuff in other cities. Workers are a mere 10 shields or 80gold, we got enough cash to partially rush them. They are also good for part rushes of other stuff.

6 workers are needed to RR a tile. I would say 120 workers to be able to RR 20 tiles a turn sounds great (would dent our income badly though).
As mentioned, rush workers where we got nothing really important going on. Or cities that make 10spt.

And don't forget to upgrade all slaves for free once we get steel.
 
How exactly do you upgrade a slave? A rax/castle, etc doesn't seem to do it.

EDIT: Sorry, never mind. We have AI slaves that upgrade and AI workers that don't. I get it.
 
Actually I do not agree that we NEED to take towns off of wealth. It is not always bad in C3C and it is not bad here either. I know two towns I put on wealth have no reason to build anything.

They cannot grow and are size 1 or 2. We surely do not need then to do anything right now. When we get the abilitiy we MAY want a worker from them, but I would not bother. We have 109 towns and can get workers elsewhere just fine.

I don't object to making something there, but really do you want to have even more towns to pop up with build request at this stage?

We can make a worker in scores of places, I would think in 1 turn and they do not drop populations, so strong places can be used. We are making a lot of units every turn, so slipping in a worker from time to time will not hurt the war.
 
We can make a worker in scores of places, I would think in 1 turn and they do not drop populations, so strong places can be used. We are making a lot of units every turn, so slipping in a worker from time to time will not hurt the war.

Considering that we're 5 times the size of the next-largest civ, I'd say we could go so far as making nothing but workers for an entire turnset and still maintain our security (we'd lose momentum in the wars, though).

Edit: We shouldn't go that far, of course, but we should easily be able to produce the Workers we need.
 
I don't think we should waste cities that make more than 20 shields for workers, since they are so cheap. Get those smaller producers and rush if you need
 
Certainly we are not going to make workers in the very strongest towns, I only meant we have scores of places to make them without rushing or starting them in size 1 or 2 towns. I would not spend a dime on rushing workers to save a turn.

We made it this far with what we have, we can wait an extra turn or 2 more for the workers.
It is not like we can afford to crank out 200 workers in a flash and it is not like we will get enough to rail the empire right away. All we need is to steadily make workers till we have as many as we can both use and afford.
 
We do get a free tech once we enter IA, don't forget that.
We do? How? I didn't.

Ehh?
At the start of 1803 (game saved at this point, no action taken) notice a black, five pointed star with a circle in the middle of it and inside that circle a small black dot. See this icon at several cities including Basra, Darkhan, Anjar, Patras and Medina. At first I thought it meant 'Royal Barracks here' but that is not the case since Anjar is now building them. Most of these cities are multi-religious, but so is Baghdad, which lacks this symbol. Does not indicate locations for Supply Centers, either. Reloaded the last 1802 save and the symbols are not present. Considered that it might indicate 'Unit Upgrade can be done here', (MusketMan -> Rifle) but too many places with barracks, MuksetMen and no symbol. Anjar lacks a barracks at all, yet has the symbol. Any ideas?
 
yeah, my bad, we do not get a free tech, that's true

The symbol you see is the representation of walls for cities in the IA. So don't get confused by this. It's a neat idea since the IA city graphics give no hint of walls.
 
Err...thanks, but that screenie doesn't show this symbol that CBob was talking about.

five pointed star with a circle in the middle of it and inside that circle a small black dot. First picture just when the city in conqured, unless that is notwhat you are talking about.
rat41780a.jpg
 
At the start of 1803 (game saved at this point, no action taken) notice a black, five pointed star with a circle in the middle of it and inside that circle a small black dot. See this icon at several cities including Basra, Darkhan, Anjar, Patras and Medina. Any ideas?

As explained by ThERat this is the symbol for fortified (or fortress) cities in era 3 and 4 of the game. They replace in the city graphics city-walls that are obsolete in the industrial and modern era.

The symbol is an old symbol in German maps for fortified or fortress cities and I scanned it from such an old map.

http://forums.civfanatics.com/showpost.php?p=9257269&postcount=659
 
Okay.

So when we captured Darkhan, the symbol was visible since the Mongols were in the IA. Later, as ThERat was taking his summary screenshots, the icon disappeared because we were not in the IA. Once we got into the IA, voilá!, it was back.

This would explain how the screenshots by ThERat show and then don't show that marker. And like Elephantium, I too scrolled up from the bottom and missed it, since I stopped on Post #358, the first post from the bottom to show Darkhan. Oops! :blush:
 
yes, thanks for the clarification.
 
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