CommandoBob
AbstractArt
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
City Builds
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
Compared to everyone we are Strong.
city Count
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.
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
- 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.