Rat 41 CCM - AW a first attempt

I can swap, but won't get it till the morning, if nothing else is posted that is what I will do.
 
As for governments, besides that population loss we get from any change, we would have to rebuild all barracks to be able to have regular units again.

Doesn't really seem too enticing. The culture issue is another thing, only worker productivity and units support seem to be a plus.


Additionally in fascism barracks give one happiness to the city they are built in. These people love their military and their parades. Also in every city with fascism the "National Work Service" can been built, giving additional 50 % production bonus to that city. The science rate cap in fascism government is the highest for any government that doesn´t suffer from warweariness.

On the other side, fascism is xenophobic, meaning you can only have a cultural growth and a working radius of two fields around your city, if the inhabitants inside the city belonging to your civ are hitting the 50% border. Also "cultural bombing" as you name the use of monks and great artists, is not possible before reaching that 50% limit.
 
that sounds indeed interesting.

We do not have to decide right away, but what does the team think of such a government. Unit support surely is much higher. The only negative issue I see is the culture. No more culture bombs,
 
The only negative issue I see is the culture.

...but this is a massive one. Conquered cities in CCM loose all their culture and their citizens can only be used to work in the small circle of 1 tile around the center until the city reaches the first cultural growth barrier of ten culture points in the city. The hook is, that the city only starts to amass cultural points if the 50 % population barrier of citizens belonging to that civ is surpassed in that city. Civs with this government should have a strong core-land (over 50 % population of that civ in each city) and a big ring around it with weaker cities that cannot grow in production by working on additional tiles.
 
Got it. We can make settlers with AT and that should ease our support issues as we can squeeze in towns. The culture bomb is useful, but how many artist are we getting anyway? Once we clear our continent and set downon a new landmass we could look around to dump some MP's.

Gaining additional lux and not having to sweat marauders will mean MP are not so important. Add in that cities will get large enough to have specialist. So we will have options to go in any direction or even stay as we are I would guess.

BTW for the subscribers we are paying 686gpt for support. The most useful item could be allowing tech above 70%. Right now that would do us no good as we could not afford it.
 
Yes we have money, I was just saying it as a point of interest for others that may raise an eyebrow of that number. It is not every day you are running now -744gpt for support.

We are only running -220gpt as we make enough to pay for most of the support. That is not an unusual number. BTW still on the first turn since the morning, about to finally end it. A mere 7 hours now.

True that includes all time like grabbing food or going to the bathroom and random interruptions. The first turn is alway a killer when you are a weeks between turns.
 
Not gaining culture means also no slow expansion of borders. That could actually hurt if we go for fascism.

We got so many cities with research buildings, I think we should be able to go for 4 turn research all the way.

By the way, we can get into positive gpt if we reduce tax to 10%. There are only a few cities that would need some happy buildings for that. I would do that.
 
I have no problem with unit support as we got enough cash generating means to counter that. We might want to delete units in cities where MP's are not really needed any longer.

However, don't forget that quite a few buildings are going to produce unhappiness. As long as we do not run out of cash (and I seriously do not see that coming at all), we can just keep them around.

As for fascism, I think that culture issue is so big, I personally rather stick with monarchy. 70% science is plenty enough as we need to run 10-20% lux anyway and need some cash too.

By the way, we should start to explore an ideal landing spot overseas to take on China. I would choose ideally a hill next to a mountain, so that our units can land there and then first ride out the waves of attackers that we certainly face. We will need plenty of defenders for that and since we have Battlefield Medicine by then (do we have it now?), we should be able to heal our units as long as we have enough of them.
 
Oh, and since it's 24th here already, I wish you guys a merry Christmas. :D
 
I don't see the culture issue being that significant. Ok, so immediate culture bombs in captured cities are out in the limited # of times we have them. So, we can raze the city and replace with a settler of ours and we're good to bomb away, yes? Then add to that the fact that to every city we have can be 25% more productive plus 200 workers now do the job of 300, and in my mind at least fascism is still a good choice.

And indeed Merry Christmas to all! :D
 
I have not given the gov much thought, but culture bombs we are getting few. If you mean artist. If you mean grow our own, then it is, but can be handle with combat settlers or starving.

I doubt it is critical which way we go, so pick one you want to investigate. Here comes an interum report as I am stopping for the night and willbe tied up first half of the day tomorrow.

Xmas junk as been decreed by she who must be obeyed. I order xas dinner and we have to go pick up the turkey and what every else. Painful trip to the mall and a movie. Then I get my pass to game time.
 
PRE:
I see a clipper out to sea? To me these are our galleon/transports and we do not want them at risk or scouting. Do we have an embarking point we want to send them to yet? Looks like about 70 workers are in the hopper and 200 on the scene. I know we could use 1000 to get all the tiles improved, but that is not going to happen.

The question right now is how many can we have? I find that 250 is about my tolerance level. I have dealt with about 400, but it is so very tedious that you start hating them. At 686 for support the 70 will get us above 750gpt and that is not counting the troops that we make.

So for sure I will not produce any after this round and I may stop about a score that are started, if they either have no shields or something else could be built. If the next guy wants to tackle additional workers, they can be made in a hurry, so help yourself.

I see Poland has dropped a town on us, so it will be nice to get rails to all 4 corners and then the circumference. I am going to try to group some of the boats on our coast as a solo boat is at greater risk.

Maybe I a crazy or lazy or both, but I do not see any reason to be working on towns like Ravenna. It is size 2 no growth and not going to get any, probably ever. It would need roads, water and lots of labor and we cannot spare it. If we could why do it anyway? I put it on starvation and lets get it to size 1 no growth and a scientist and let it alone. Who wants to spend time going over these types of towns?

Prey Nokor is the same. Kompong Svay is not much better.

Bangkok is a more incedious place to me as it is not growing at size 6 and has had a lot of money sunk into it I would guess. It has a Royal Barracks, Town Clock, Roman Symbol, Windmill, Kontor, 4 communities, Castle, Bank, Court, Market and Granary. Some of these probably were inherited and some are from a wonder, but for sure I would not build structures here. It makes 6 beakers.

Why not let it sit as it is and forget it? We will not need nor can we afford to have it make troops. I sold the castle as it is of no value here anyway. In addition to the beakers, it is making 8 gpt now.

Koh Ker similar, but is coastal so it can feed any that work water tiles. I flip the tree hugger to science and the next growth can do it again and forget the place after that, unless you want boats built there. Well that is not even a good use as it has only 2 shields.

Aden I would have the worker stay here and cut some trees and improve some tiles.

Najran I am not sure what is optimal here. If it were just me, I would put this one to sleep as well. It can be improved, but when will we get around to it? What will it pay back for the time and effort? Would it be more than what we get from just flipping one citizen to a specialist and forgetting the place? For now I put it to sleep, someone with more ambition can get it going later when we have workers to send there. It will then need structures, which means cash or an eternity. We only have a max of about 200 more turns.

Fustat is another size 2 not growing, but could. Flip it to starve. This is a good place to come back after AT and abandon it and put up two or three towns in its place and let them sleep.

Not going not go through too many more and won't bother listing them. I am just trying to find a dozen places to turn off workers builds to keep the count down some. Any small town not growing or has few improved tiles is a canidate to to put to sleep and reduce our work.

The better ones, those with mainly trees can be resurrected when we have workers to send to them. In the mean time they can pay for the support.

Since we are on 4 turn research I am making them taxmen. I wanted to see what the impact was so far and I could be not be sure. I think we were at -220gpt and now
-142gpt. I checked CAII and it shows +452 and now +491? I guess it is having issues with CCM.

Army at Groningen has a large number of units with only half their moves, so I will wait for the IBT to do anything. Looks like from Whalespooting back the only spot that could have a town outside our borders is where Poland located. I reallly hate that and wil try to get a road to them to smack them.

IBT:
I think 4 cavs types were killed. It took so long to deal with all the build popups that I forget what and where things occurred. I know a boat attacked our privateer and we won and got a slave boat. I know Amsterdam was attacked twice and we split. I know a cav retreated and was later killed. I know a cav won and went elite and was later killed. These were solo units out in the open, pretty much certain death.

(1) 1817AD:
75 kills Austrian rifle/musket not sure (1-0).
2 e/cavs kill Port-knights (3-0).
e/caV kills AH-arq (4-0).
e/cav kills AH-knight (5-0).
2 e/cavs kill AH-knight (7-0).

cav kills AH-LB (8-0).
cav kills Persian cav (9-0).

In some places we are making a RR on a hill instead of flat tile adjacent? Is it to get the extra shield rather than the extra food? It takes longer, so I will try to avoid hills and mountains where I can. Dang it is already after 3PM.

All the new workers jumps us to -225gpt. I am going to use one of the settler to plant a town in the plains past Whalespotting. That is an area that could be filled.

I think I have found all the sleeping troops scattered about and put them back on the move.

e/cav kills Dutch pike (10-0). Note no count for elites as we have a leader.
e/cav rallies to kill Persian musket (11-0).
e/cav kill his friend an Arq (12-0).
Put up walls in Dalanzadgad and Groningen.

e/cav kills AH-musket (13-0).
e/cav kills Persian cav (14-0).
e/cav kills Port knight (15-0).
e/cav kills Persian musket (16-0).

cav barely kills 2hp Persian cav (17-0).
cav kills arq in Utrecht (18-0).
cav dies trying to repeat that feat (18-1).
cav does repeat and we capture Utrecht (19-1). One slave in town.

e/cav retreats from Persian musket.
e/cav kills it (20-1).
cav kills Port bombarde (21-1).
cav kills Port knight (22-1).
Note I am going ahead and attacking, even though it will expose some units to attack on the IBT. Just trying to keep the from attacking the towns. They do not have rifles yet.

cav kills Port LB (23-1).
cav kills Hussar (24-1).

IBT:
Not that bad as 3 damaged cavs went down taking 1 with them. A cav died in Amsrerdam as the rifle has not arrived yet. 3 other cavs attacks actually won and one went elite (4-4) [28-5].

(2) 1818AD:
Trying to get the Clippers gathered, but I have no idea where we want to launch from. I think we should start that plan for who and get the boats we need. We have at least 30 boats not counting clippers. I would say we have little need to make a lot more except maybe for the escorts. Even those we should look to bring 6 to 8 where the transports will be located.

Ind Core rushed
cav kills Port knight (1-0).
e/cav kills AH-arq (2-0).
e/cav kills AH-LB (3-0).
2 cav kill pikes and grab Haarlem (5-0).
e/cav kills 2hp Port musket (6-0).
e/cav retreats from damaged Persian musket.
cav kills it (7-0).
cav kills damaged Persian cav (8-0).

cav kills Port Hussar (9-0).
e/cav kills Persian musket (10-0).
{4} [38-5]

IBT:
Mongols drop off 3 units with a settler in the plains. I am sending the settler forward now. I was going to wait to get up aroad, but I do not want wait on the town to expand or try to fight off endless landing parties.

One knight died attacking a cav (1-0) {4} [39-5].

(3) 1819AD:

Explosives in 4 and I was able to lower research. I guess it is cheaper.
cav kills Mongol FL of the landing party (1-0). I railled up to them.
cav kills keshik (2-0).
cav kills keshik and grabs the settler, but finds a slave (3-0).

found Siena .

e/cav kills Port hussar (4-0).
e/cav kills Persian arq (5-0).

I realized AH knight pair heading toward Hovd are on our roads. Afraid they would cut them, so I attacked them. e/cav killed first one and gets a leader (6-0). cav gets the other (7-0). Cav kills Mayan cav in the fort on a mountain, sweet (8-0).

IBT:
America finished Wall St.
Japan lands 3 sami and a warrior monk. I guess that is monk to us. They land at Alexandria and we have workers there. I saw a SoL get in a ZoC shot.
{6} [47-5]

(4) 1820AD:
rushed Battlefield .
Privateer sink the galleon that land the Jap troops (1-0).
Another priv sinks and incoming Jap galleon (2-0). I expected it to lose as it was down a HP. SoL covers.

Enslaver runs into a worker next to the Hague and we get 2 slaves. I disband them as they are surely doomed and now so is the slaver.

cav kills the monk (3-0).
2 rifles each retreat a sami.
Hussar kills one of them (4-0).
Rifle from Cario get the other (5-0).
Cav from Memphis kills last sami and goes elite (6-0).

e/cav kills Dutch pike (7-0).
3 e/cav from Haarlem kill 3 Port muskets (10-0).
e/cav dies on Port pike (10-1).
e/lawyer finishes it (11-1).
75 kills musket and goes elite (12-1).
{11} [59-6]

IBT:
They got the exposed enslaver and a cav from the stack set to hit a town I cannot see the name (0-2).
{11} [59-8]

(5) 1821AD:
Still making many structures as we can take a slow down in units right now and may as well get in some banks and markets. I have avoided the Great Refinery with its -2 happy. Most place do not need extra shields for cavs right now. We could slip in a happy building ahead of the Refinery as an offset.

A number of locations see landings arrive, but not hit the shores yet. Started a couple of Zeps and one is out. I used the leader for BM as it is useful with no armies.

Sunk 3 Mongol war galleons, the galleon I could not attack, but it had drop the setlter as was leaving (3-0).
cav kills Persian cav (4-0).
cav kills one and goes elite (5-0).
e/cav kills musket in Eindhoven (6-0).
cav retreats from one.
cav kills musket and we take town (7-0).

lawyer gets AH bombarde and an Artist (8-0).
cav kills Persian pike (9-0).
cav kills Persian hussar (10-0).

e/cav dies on Port hussar (10-1).
e/cav gets him (11-1).
2 e/cavs kill 2 Port musket (13-1).
got a coastal battery shot in.

{15} [72-9]
 
Maybe some feedback on where I should route the clippers to and how many to build, if any this set. I know there was talk about China, but it is moot as we have no fleet.
 
In some places we are making a RR on a hill instead of flat tile adjacent? Is it to get the extra shield rather than the extra food? It takes longer, so I will try to avoid hills and mountains where I can. Dang it is already after 3PM.
You're wrong here, in CCM all roads are laid at the same speed, so RR hills and mountains indeed does make sense.

As for a fleet staging point, that's not easy to say. I guess we should develop a fleet where we are closest to the other continent.
 
Really, I could have sworn that the stack on a mountain when moved to flat land finished the rail and had several workers left to move to the next tile. I see, if i can check on that today.

Edit: yup you are correct.
 
BTW the screens were intended to let everyone see the progress on the rail system. There are a few place not shown where a small band of workers were too far away to join.

I should be done in a couple hours on back and on turn 8. Turns are not too bad now that I have a grasp on the workers.
 
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