Rat 41 CCM - AW a first attempt

Got home just a hour ago.

Let this be the handoff. I'm not sure that I will have time to play tomorrow evening after church. Let's just keep this game moving along.
 
325 (0): Lux rate to 30%, worker stack outside Milan double-covered, all according to my own advice. ;)

Genoa Roman fort --> horseman.


300 (1): A Viking spearman outside Venice gives us some trouble, redlining a chariot, but a slaver then carries it off into bondage (1-0).

We form our iron colony on Lonely Mountain.

I don't care to attack Korean spearmen in unroaded forest, so we just await developments around Florence.

We repel the attack of a Korean warrior at Florence (2-0). We've underbuilt spearmen a bit and we only have one to absorb attacks there.

Rome and Venice temple --> Christian Community.

Two more Great Wonders are built where we'll get the benefit, with the Vikings completing the Great Lighthouse and the Carthaginians Hammurabi. The Statue falls to the unknown Greeks, which is also good.


275 (2): We again need two attacks to accomplish the defunction of a Viking spearman around Venice, when a chariot redlines (3-0).

Rome's temple doesn't yet let us cut the lux rate to 20%.

We scythe down three Korean units, two spearmen and an archer, next to Florence (6-0).

Rome CC --> theatre, Milan CC --> Legionary, Naples CC --> Legionary, Florence Roman fort --> CC. It's irritating to keep deferring the production of one-turn Legions in Rome, but I think the long-term financial play is definitely to build a theatre (allowing us to cut lux to 20%) and a marketplace there first, as CB has suggested. The two builds together will take another five turns.


250 (3): We expunge a Korean spearman and a Korean archer around Florence (8-0). Our archers' stealth attack--a CCM feature--proves useful.

Another Korean warrior falls at the gates of Florence (9-0).

Venice CC --> Roman fort, Genoa CC --> spearman.


225 (4): Our exploring warrior in the north discovers a Siamese border.

We don't attack on the Florence front, hoping the Koreans will move into more vulnerable positions.

Rome theatre --> marketplace, lux down to 20%.

Milan and Naples produce our first Legionaries.


200 (5): Genoa will be stuck at twelve shields for a while, which is irksome when Legionaries cost twenty-five. An elegant short-rushing trick using catapult ships would be available...except that we're still in despotism. :mad:

The Senate gives us our first Praetorian.

Florence CC --> Legionary.


175 (6): We complete our road linking Florence to the Korean mountains, and I decide it's worth some losses to deprive the Koreans of their iron colony. We lose one chariot and another redlines, but we strike down the occupying spearman and dissolve the colony (10-1).

Closer to Florence our chariots do wheelies on two Korean spearmen which have finally moved onto clear ground (12-1).

Milan apprentice --> worker.

A Korean elephant attacks our stack on the former Korean iron colony, and we become the villains of a documentary on poaching (13-1). Our spearman promotes to elite.

The Carthaginians make a well-conceived landing, by AI standards, of an elephant and two bowmen on the tile two NE of Milan. The rivers in the area will make our response difficult.

The Great Library brings us Republic, so we can build ancient cavalry. Unfortunately we can't quite get Rome to 40 spt.

The Siege Workship produces our first catapult in Rome.


150 (7): Our Legionaries get off to a brilliant start, when one dismembers the Carthaginian elephant with five blows (14-1). I intended this only as a softening-up attack, so that we'd lose an easily replaced unit rather than an autoproduced one.

We account for both Carthaginian bowmen with slavers, but take no slaves (16-1).

We send a slaver to investigate Cheju, the Korean city on our side of the mountains. It's at size two, so we set up an immediate attack.

The Carthaginian landing disrupted Milan's MM, so ancient cav is the efficient build there now and we switch to that.

Our flying column approaching Cheju isn't properly covered, but we get away with it and even gain a slave when the Koreans attack out of the town with an archer (17-1).

Rome marketplace --> one-turn Legionaries.


125 (8): We storm Cheju, held by three spearmen. We gain two foreign workers and a slave; they're different in this mod, of course, but both work at half-speed. We lose a chariot (20-2). We loot 33 gold from this minor town, so the Koreans must be fairly rich, but that's what we expect in CCM.

Cheju has a Roman Symbol from the moment we occupy it, so I assume this is an undocumented feature of the Senate.

We upgrade a horseman to ancient cav for 60 gold. I wouldn't do this en masse, but we only have the one.

We break the attack of an invisible unit on Milan (21-2).


100 (9): We get ivory hooked up outside Cheju, but it'll be six turns before the tile is within our borders. Then we'll have the option of building two-turn war elephants in Rome. I decided against burning a slave for a colony to save that modest amount of time.

The Vikings show up with Berserkers--just 4-2-1 in CCM, but still, we'll have to pay more attention to our southeastern flank now.

A supply shipment reaches Rome.

The Praetorian now holding the mountain iron against the Korean redlines and retreats an attacking catapult, but the latter has enough movement to get to safety, so the same thing will happen again soon.

The Poles, unknown to us, build the Oracle. It gives two free techs in this mod.


75 (10): Rome training chariot --> chariot.

Five slaver victories this round, one defensive, generated three slaves.

Six elite victories this round didn't produce a Great Leader.
 
We have to attack with big stacks in this armiless mod, so the next turnset will probably be another buildup round as far as our war with Korea is concerned. After that we'll be ready to take the offensive.

We only saw one autoproduced Korean unit this round--a catapult, at the very end. So either the Koreans have used up their chariots and slavers elsewhere or they aren't taking us very seriously.

It's important to note that the mountain-iron tile we're holding against the Koreans, although roaded, costs all a unit's movement to enter or leave. I assume this is because there used to be a colony there, and I'd appreciate Civinator's input on whether this is a feature or a bug. :lol: When we've advanced a little on that front we'll want to road a different mountain for quicker movement.

We have plenty of strength on and around Lonely Mountain to deal with the Viking Berserk/spear stack, when they commit themselves.

We should complete the road between Lonely Mountain and our ivory next turn, for more tactical flexibility.

The five slaves we have stacked between Rome and Genoa are efficient for building roads, so they should stick to that, and let native workers move in to build mines later. This is especially true during our GA when mining BG is redundant.

Our exploring warrior in the north has been proceeding cautiously to stay alive, but he's established the location of one Siamese city and is now pushing north along the coastal hills.

I have Rome set for slow population growth since its reaching size twelve would require us to raise the lux rate, but we can have a much larger food surplus there while still producing a Legionary a turn if that's what we want.

Venice needs constant MM to get a bit of population growth while producing a Legionary every three turns. Right now it's at zero food, but this is not necessary all the time.

I'd suggest that our next city should go five tiles NW of Florence, which is to say basically SW of Rome. Presumably this will give us contact with the orange civ, but they mustn't have a way through the mountains or we'd have met them already.
 
The south now:

Rat41-75BC.jpg
 
Progress sounds excellent :goodjob: great kill ratio too for CCM standards

It's good that we used the GA to boost our infrastructure in Rome. Remember once we get monarchy and revolt, we will suffer some population loss.

Monarchy will let us use 3 MP's as well for added happiness in Rome of needed.

If we have enough units, it would be great to advance across the Korean mountains. I guess they do not dare to attack a 5hp defensive unit and stack all their units beyond the mountains. I think we will get into some bloodbath once we take the city beyond those Alps.

ThERat
CommandoBob
Northern Pike
M60A3TTS- up now
Elephantium
vmxa
 
For those who are new to CCM, revolts are bloody and short. 2 turn anarchy but we get 1 population loss upon revolting.

I would wait of course until the GA is over to revolt. Once being a monarchy, our tech rate can be at 70% maximum.
 
Remember once we get monarchy and revolt, we will suffer some population loss.

Yes, so perhaps we should get some granaries built during our GA. The argument against that is that the Siamese have the Pyramids, so in the long run building our own granaries will be redundant. But at the moment it looks as though we'll be revolting to monarchy before we conquer Indochina.
 
Granaries are a good idea. The pyramids now provide an additional settler every 30 turns and no free granaries.
 
A very good idea then. :eek: I thought I should re-load the game and check what the Pyramids do in CCM before posting that comment, but I got lazy.
 
Anyone remember at what point we pick up a unit that can bombard, without attacking? The old cats will be sorely missed without armies me thinks. I just thought of the AI's loveof those catapult ships and how many they would make.
 
25BC- Lose an archer and AC, kill the 2 Viking zerks and spear.

Babylon completes Islam

1AD- The Spanish have been destroyed!

25AD- Carthage has 3 WE ready to attack Cheju next turn.

Get our butts whipped at Cheju. Lost AC, legionnaire, archer and enslaver. Carthage war elephants have blitz?

China finishes Silkroad

50AD- Killed an enslaver with one and the enslaver became enslaved.

Another war elephant blitzes us for 2 dead. I don’t know why it was decided to give a cumbersome animal blitz, I suppose since the Indian UU has it.

75AD- Kill 3 Asian spearmen and an AC. Lose 2 legionaires and Seoul falls. And we bag 4 Korean workers. Then I raze the city.

100AD- lose 2 more units at Cheju. War elephant kills a chariot near there. Koreans killed a legionnaire and Indo-Chinese bowman kills another legion by the rubble of Seoul. And I’m done, having caused enough damage to our endeavor.

Please put me on indefinite skip and I'll continue to see how things progress. No offense to Civinator, but this game at present does nothing for me to the extent that I feel like learning a new set of rules in order to play at a halfway decent level. :(
 

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Yeah rough run. Things could be even worse, if we had a couple more nations near us and no mountains to slow things down. My fear was with no bombardment and no armies, kill ratios and replacements would be a big problem.

The Prets are auto built, so we can't mass produce our best units.
 
M60, sorry it didn't work out for you. This is a superb mod, but playing it AW isn't going to be to everyone's taste. We may all feel the way you do by 1000 AD. :lol:

We may be having trouble around Cheju for a while, so we should build walls there.

Our clan has been moving without upgrading to a settler, just as Vmxa predicted would happen to someone ;), so it'll have to backtrack to Florence to upgrade. Then it should found a city five tiles northwest of Florence. It looks as though M60 was interested in two new game tiles SW of Florence, but a city founded to take those in would have too many mountain and overlap tiles for CCM.

Now that we're operating on both sides of the Korean mountain barrier, we can't put up with the mysterious movement problem on the mountain-iron tile. We need to road the mountain SE of the iron and use that route.

Anyone remember at what point we pick up a unit that can bombard, without attacking? The old cats will be sorely missed without armies me thinks. I just thought of the AI's loveof those catapult ships and how many they would make.

Artillery, apparently. The Civilopedia entry on artillery is confusing and incomplete, but it's clear we won't have traditional pure-bombardment units for a long time.
 
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