Rat 41 CCM - AW a first attempt

Turnset34 1851 AD

Monarchy
60% Tax
30% Science
10% Luxury

59934 gold, +2713 gpt

Communism in 4 turns.

Communism lets us change government to Communist and, if Communist, build the SW Five Year Plan in our capital.
Leads to Blitzkrieg Tactics.


Victory Conditions
  • Domination
    • % of world area: 49
    • % of world population: 52
  • Conquest
    • Rivals still alive: 14
  • Turns
    • 330 of 500.


City Builds
  1. Not with 190 cities, sorry.

City Build Recap
Early Tank [14]
Ironclad [12]
Basilica [1]
1900 Infantry [21]
Theater [3]
Wat [10]
Town Center [5]
Steamer [11]
Zeppelin [2]
University [8]
Commercial Dock [3]
Light Cruiser [5]
Lancia [7]
Wealth [43]
Library [5]
Academy [5]
Light Industry [2]
Mosque [2]
Electric Power [2]
Synagogue [1]
Worker [7]
Royal Barracks [1]
Railyard [5]
Nieuport XVII [2]
Market [6]
Christian Community [1]
Bank [3]
Harbor [1]
Walls [1] (Shantung)
Town Clock [1]

City Improvments Explained (Both for me and lurkers)
Basilica, Wat, Mosque and Synagogue each make one unhappy person content. Before any of these can be built in a city, that city needs the proper religious community (Christian, Buddhist, Islamic and Hebrew, respectively). A city may contain several religious communities. Each one of these can be followed with another religious building (Cathedral, Stupa, Great Mosque and Great Synagogue) that make two unhappy people content. For the Hindu religion, only a Mandir can be built. I don't think we currently have any Hindu communitites in our cities since we are not building any Mandirs. I don't see a second tier Hindu building.

Theatres make one unhappy person content.

Town Center decreases corruption/waste in a city AND boost luxury output by 50%.

Academy, Library and University are all science boosters. Academies are avialble with Writing (First Age), Libraries with Printing Press (Second Age) and University with the tech University (also Second Age). An Academy is needed to build a University.

Light Industry increases shield production by 50%, Electric Power increases it by 25% and so does Railyard and Town Clock. Light Industry has a -1 happiness; the others are happiness neutral.

Market increases tax revenue by 50%, a Bank increases tax revenue by an additional 50%, but I am not sure if these are cumulative (I don't think so). A Market is required to build a Bank. A Market does not affect luxuries or happiness.

A Commerical Dock gives an extra commerce in every water tile already productes one commerce. A Harbor is needed to build this improvement.

A Harbor in CCM acts like a Harbor in C3C; veteran naval units, heal naval units quickly, upgrade them, allows trade across water and more food per sea tile.

Royal Barracks are the only barracks available to a Monarchy government. They function the same in CCM as in C3C.

Walls protect against land bombardment and give better defense to units in the city.



Luxuries
16 Furs are connected.
19 Incense are connected.
15 Spices are connected.

Resouces
08 Ivory are connected.
05 Rubber are connected.
06 Oil are connected.
05 Coal are connected.
17 Saltpeter are connected.
19 Iron are connected.
17 Horses are connected.

Military
  • 212 Workers
  • 055 Rifleman (7.7.1, 60 shields)
  • 046 Cavalry (8.3.2, 80 shields)
  • 002 Frigate (3.3.5, 50 shields)
  • 001 Privateers (2.1.4, 30 shields)
  • 014 Musketman (6.6.1, 50 shields)
  • 008 Marine Infantry (8.7.1, 50 shields)
  • 003 Ship of the Line (4.3.4, 80 shields)
  • 059 Steamer (0.3.6, transports 5, 40 shields)
  • 023 Ironclad (7.7.5, 100 shields)
  • 025 Zeppelin (0.1.10, 80 shields)
  • 008 Lawyer (6.2.2, auto produced by the Supreme Court every 10 turns)
  • 000 Great Artist (0.1.2, enslaved by a Lawyer)
  • 007 Nieuport (2.1.8, 100 shields)
  • 002 Enslaver (2.1.2, auto produced by Slavers Hut every 10 turns)
  • 236 Lancia (9.5.3, 110 shields)
  • 043 Early Tank (12.5.2, 130 shields)
  • 002 Flamethrowers (14.5.1, 50 shields)
  • 024 Southeuropean Workers
  • 002 Egyptian worker
  • 002 Southeuropean Settler
  • 002 Partisan (8.8.1, upgraded from auto-producued Apprentice unit)
  • 004 Schneider (11.1.2, 30 shields)
  • 006 Heavy Artillery (14.1.2, auto-produced by Artillery School every 8 turns)
  • 015 Coastal Battery (5.2.1, auto-produced by Coastal Fortress every 15 turns)
  • 020 Heavy Coastal Battery (6.3.1, auto-produced by Heavy Coastal Battery every 15 turns)
  • 253 1900 Infantry (8.8.1, 80 shields)
  • 002 Caproni Ca.3 (0.2.8, 120 shields)
  • 001 Famous Pirate (3.4.4, auto produced by The Jolly Roger every 20 turns)
    • 0764 Allowed units
    • 1090 Current units
    • 0652 gpt unit support

Compared to everyone we are Strong.

city Count
  • Rome (190)
  • Poland (26)
  • USA (20)
  • Maya (18)
  • Inca (17)
  • Aztecs (16)
  • Babylon/Iraq (16)
  • Canada (16)
  • China (16)
  • Germany (16)
  • Britian (5)
  • Japan (3)
  • Mongol Khanates (1)
  • Nubia(?)

Plans
Next tech is Torpedos, Radio or Atomic Theory. Atomic Theory lets us build Motorized Settlers, which sounds very good. Torpedo leads to Submarines which in turn leads to Great war Experience. GWE is needed for Mass Production, as is Radio. Atomic Theory, with the ability it gives to build our own settlers, seems to be the next best tech, then Radio, followed by Torpedo.

We have 28 airfields in the tundra area around Kompong. Neither Shauntung nor Xinjian have an airport. Xinjian will need to stop rebelling before we can build one there. Shauntung can build one after Walls complete this IBT.

For my turns I will set a contiental rally point outside Rome. Most of our cities are connected by rail, or soon will be. Early Tanks and Lancias need to be transported across the ocean to Shauntang but 1900 Infantry can be airlifted (I think).

For now we will ignore the British and Nubian islands.

It does not look like we are ship-chaining units.


China
In China, we have two Southeuropean Settlers, one Settler and one settler look alike named Ruler. Both Great Artists are in Shauntung, along with the settlers. These could be used as Combat Settlers or to replaced razed Chinese cities. I'm not sure which. And with only four of them I don't want to misuse them.

Both of our captured cities have access to 5 Coal and 17 Saltpeter, the same as Rome. Okay, Shauntung sets on Saltpeter and Xinjian sits on Coal. The access is correct, but the number of sources is not. We need Iron to make rails in China. At the moment no Iron is visible.

However, Oil and Rubber are visible. Rubber is required to build Chinese Riflemen, so denying that resource to China seems like a priority. Both the Rubber, 1E-1NE of Tsingtao, and the Oil, 1E-1SE of Anyang, are within Zeppelin range.

Chinese Rifleman have the same stats as our 1900 Infantry, 8.8.1.

Anyang sits on Dyes. We have no luxuries available overseas. If we can disconnect China's Oil and Rubber with our Zeppelins, then Anyang would seem to be next city to acquire. It would rather easy to isolate this city from the rest of China by pillaging the Oil tile and the 2 tiles SE of the Oil tile.

None of the visible Chinese units are mechanized. The only fast units are 3 Hussars 1N-1NE of Shauntung. Everything else are foot soldiers.

Only Chinese forces are visible. Babylon is nearby, but all we see are Arab workers.

In Turin, I do not see the option to build National Coal Mine, National Oilfield or National Rubberplantage. These have not been built overseas. I thought we wanted to build those Small Wonders overseas to establish trade routes or some such.
 
Xinjian sits on coal? That's excellent and the next MGl should rush the coal plant (or whatever it is called) to get a trade route with our main continent.

As for communism, do not revolt s long as we can comfortably make 4 turn research.
 
Maybe in Turin you can't see that option for a chop reason. None of those small wonders have been built so far as you rightly point out, we need them overseas.
 
Maybe in Turin you can't see that option for a chop reason. None of those small wonders have been built so far as you rightly point out, we need them overseas.
I picked Turin since it was close to Rome, otherwise it was a sort of random choice.

However, now that I think about it, those kind of buildings have to be built near the resource itself. National Oil would need to built in a city that has Oil within the city radius.

I did not check to see what could be built overseas, just what had been built. Brain freeze. :sad:
 
City Improvments Explained (Both for me and lurkers)
Basilica, Wat, Mosque and Synagogue each make one unhappy person content. Before any of these can be built in a city, that city needs the proper religious community (Christian, Buddhist, Islamic and Hebrew, respectively). A city may contain several religious communities. Each one of these can be followed with another religious building (Cathedral, Stupa, Great Mosque and Great Synagogue) that make two unhappy people content. For the Hindu religion, only a Mandir can be built. I don't think we currently have any Hindu communitites in our cities since we are not building any Mandirs. I don't see a second tier Hindu building.

AFAIK Mandirs are India-only, unless you capture the right Wonders from them.

Also, keep in mind: With the Wonders we have, the Wat and the Synagogue each make two unhappy people content, and the Great Mosque makes four unhappy people content.

Plans
Next tech is Torpedos, Radio or Atomic Theory. Atomic Theory lets us build Motorized Settlers, which sounds very good. Torpedo leads to Submarines which in turn leads to Great war Experience. GWE is needed for Mass Production, as is Radio. Atomic Theory, with the ability it gives to build our own settlers, seems to be the next best tech, then Radio, followed by Torpedo.

Don't research Radio! Radio obsoletes Steam Engines, which will cut production in many of our cities by 25%.

The tech path should be Atomic Theory, Torpedo, {any other techs leading to Great War Experience}, GWE, Radio, Mass Production.

I pondered this extensively during my turnset -- Radio really doesn't give us anything nice, and it obsoletes a nice shield-booster, so I think it makes the best sense to research it at the last possible minute.
 
CommandoBob, thank you very much for your great summary and the explanation of some CCM buildings to the lurkers. :):clap: I will give here some additional informations. :)

For the Hindu religion, only a Mandir can be built. I don't think we currently have any Hindu communitites in our cities since we are not building any Mandirs. I don't see a second tier Hindu building.

Yes, there is no second tier building for the Hindu religion. The reason is, that this religion in the starting settings is exclusive only to India and it has the "Religious Crossover Wonder" Angkor Wat giving an easy additional access to Buddhism and the religious buildings connected with that religion.

Light Industry increases shield production by 50%, Electric Power increases it by 25% and so does Railyard and Town Clock. Light Industry has a -1 happiness; the others are happiness neutral.


All "direct" industrial buildings in CCM provide additional unhappiness to the cities where they are located, symbolizing factors of environmental pollution (for instance "Heavy Industry" provides 3 additional points of unhappiness to a city, the SW "Industrial Core Center" gives additional 2 points of unhappiness). CCM got rid of normal C3C environmental pollution and the -in my eyes- annoying procedure of directing masses of workers to clean up that pollution on the map. So strong industrial or modern communities in CCM need the access to different worldreligions for a civ, to please different parts of the society in that civ that otherwise would be surpressed (and of course other buildings that provide happiness).


A Harbor in CCM acts like a Harbor in C3C; veteran naval units, heal naval units quickly, upgrade them, allows trade across water and more food per sea tile.

Yes, this is correct, but nevertheless harbours in CCM work somewhat different than in normal C3C. :) In CCM seatrade is only allowed over coastal waters. There are no techs in CCM that enable seatrade for sea and ocean tiles. The reason is to speed up the gameturns in CCM for the big maps with 31 civs that I want to play. :)

To counterbalance this, there are trading connections in CCM between the capitals (the trade that you know in standard C3C as airtrade from airports) and additional SWs that need strategic resources in the cityradius and also provide an "airtrade" connection to the palace. If you want to railroad an island or a continent other than the continent that holds your palace, in CCM you either need on that island or continent a trading route from a palace of a civ that lives in peace with your civ or one of the SWs that give you a trading connection to your palace to provide your workers with resources that are otherwise not available to your civ on that island or continent.

Royal Barracks are the only barracks available to a Monarchy government. They function the same in CCM as in C3C.

In earlier eras in CCM castles are available to a Monarchy government that work the same as barracks and additionally provide a city with a better defense -but they are expensive and go obsolete during gameplay.
 
Maybe in Turin you can't see that option for a chop reason. None of those small wonders have been built so far as you rightly point out, we need them overseas.
Turin does not have Coal within its city radius, so I picked a bad city to use.

However,

National Oilfield has been built in Modena.

National Coal Mine has been built in Namp'o.

National Rubberplantage has not been built.

Resource Counting
According to the game we have 5 sources of Coal connected to Rome. We have four sources connected on the mainland (near Hanoi, in the mountains SW of Udong and NW of Genoa, near Bursa and Namp'o sits on coal) and one overseas (Xinjian).

If I understand the CCM game mechanics, this number is wrong. Rome should show 4 connected Coal and Xinjian only one.

Unless the National Coal Mine connects to the capital AND every city with Coal in its city radius.

In a test game, I abandoned Namp'o since the National Coal Mine cannot be sold. Rome now had four connected Coal and so did Xinjian. Remember, Namp'o sits on coal, and when it was abandoned the old city site was outside our cultural borders.

I expected Rome to show 3 Coal and Xinjian only 1.

Even if I missed a Coal connection earlier, Xinjian's count of 4 Coal was still wrong.

Shauntung, our other overseas city, has a harbor. When it is sold, Xinjian still shows four connected Coal and 17 Saltpeter. No other resources show up in the city screen. None showed up when the harbor exisited, either.

I went to a C3C game and did a similar test; sold harbors overseas and declared war to make sure that those cities were isolated. In that game the resource counts changed on that turn.

Both cities have Islamic, Buddhist and Hebrew Communities. We control the Great Wonders of Jewish Worldreligion and Worldreligion Buddhism, but Bablyon has Worldreligion Islam.

Both cities also had Royal Barracks. Selling those did not affect the resouce counts. I didn't expect it to, but it was the only other building that both shared.

It would appear that the world religions are messing up our resource counts overseas.

In the test game, I made peace with everyone except Nubia (their envoy refused to meet with us). Now Xinjian and Shauntung have the same resource count as Rome. And the Coal count is now back up to 5 instead of 4 (and Namp'o is still just rubble).

Is this critical? No, not in this game; it is only confusing. We are not trading anything. In this became a Space game at this point, it could be an issue. We might try to trade a resource that is not connected to our capital.
 
well, someone must have accidentally built those National Wonders.

Airports will do the trick though and connect any overseas continent to our home continent.

We only need a MGL to build that prohibitively expensive stuff.
 
Don't we really only need to connect to one other continent? Any small islands can just have their tiles covered with workers/units and pretty much be left alone. With any connection to the continent, we can connect to all the towns on that land can we not?
 
BTW, sorry if I seemed overly aggressive on the Radio issue. It just seemed like a no-brainer from what I saw during my turnset.
I did not realize that Radio killed Steam Engines. I will avoid that tech as much as possible.
 
well, even if 'video kills the radio star', we will get the heavy industry 2 techs later. And there are more boosts waiting.

I have a city that produces 200 shields a turn from those boosts. Quite nice for wonders such as hoover which cost a whopping 800 shields.

We should make sure to be prepared for all that before the techs come in. Not that it matters a lot anyway.

And I am with vmxa, we don't need to connect small Islands to our main continent. I would not bother much with them anyway.
 
Been busy, but haven't forgotten the game. Playing now.
 
I need to finish off turn 5 and do my hand-off notes. That will be done this evening/tonight.
 
since NP is still away til 7th January, I suggest a swap with him, M60ATTS, are you available after CBob?
 
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