Rat 41 CCM - AW a first attempt

I favor Conquest, too, but it is close, 51% vs. 49%.

Without settlers and Armies, the game up to this point has been very different from the last Greebley AW game in C3C.

I want to see if :spear: still applies in CCM.

Despite the lack of combat settlers and unattackable Armies, I've really enjoyed this game.
 
One issue I find usually with CCM is that once the human has workers, railroads and those fast lancias/hotchkiss etc + early tanks, the AI cannot compete anymore.

Right now I am playing a sid difficulty game and the same thing happens as well. The AI starts to crumble around this time as they can't tech trade, start to war each other etc.

Other than that, I find CCM highly enjoyable + it does play very different from the settler frenzy C3C games.
 
one more thing, just for the fun of it, I would like to won by conquest. Domination seems too easy to me at this point.
 
One issue I find usually with CCM is that once the human has workers, railroads and those fast lancias/hotchkiss etc + early tanks, the AI cannot compete anymore.

It is the worker that the player can build freely. You built hundreds of workers in a few turns - the AI didn´t. So it´s to consider to remove free buildable workers, give the civs an extra building autoproducing workers in the industrial age, let the worker housings produce workers until the end of the game and to remove garrisons, which is a big "worker killer" for the AI.

This is one of the reasons why I´m saying CCM is still in the phase of betatesting. :)
 
The AI had no reason to make hundreds of workes as it had a fraction of the towns we had. It could have stood to make 50 to 100, depending on the empire. The problem as I see it is they are not well versed in expanding, once the land is filled. Not a CCM issue.

Yes a few of the top dogs took land from others, like the Mongols did. But, they were already bogged down, when we found them.

You could slow humans down, as well as impact the AI, by making workers and settler cost pop and maint for the workers. If you manage to do too much, then there is no reason to play.

Map like this would be brutal, if you did not know you would eventually get those workers and make some headway. If instead you had to slowly pound out roads and rails and take forever to take down the AI, it would be hard to press on.

In C3C you get the armies to speed the end in massive games, here you need the workers in mass and no tech trading late in the game. If you do not have both, you wolud fall behind and really have a job or have to drop to a lower level.
 
In fact I played as Maya in my last few AW games and their ability to enslave is great for this sort of game.

I don't think disallowing the human to build workers would be fun as it is just more tedious. Make it cost population or something of that sort. I wouldn't even allow settlers to be hand built at all as the map should be filled by that time anyway.
 
Even if we couldn't build workers, would just raze cities to get them. And I agree with the expressed sentiments. Armies and settlers have been nerfed, with trading restricted. Take away too much and you risk making the game not fun.
 
I am surprised that the enslave was not removed from JT's as you can make as many JT's as you want.
 
It's not only JT, Maya have others like sword equivalent with the same sort of ability. It does even out their shortage of a early religion though. Plus, getting a GA with Maya is very difficult as they have no civ specific wonder that would start that GA.
 
I've played labour-intensive endgames before, but this is in a class by itself. We have 1810 units, and most of them have to be moved every turn. So I'll probably take the full week, which would mean my posting on Saturday evening, if that's all right.

Anyway, everything is going smoothly. The Chinese and the Mongols are gone, and the Babylonians would be, except that they have a settler somewhere so we can't take their last city. I'm doing the tedious work of building up a really large railing force on the active continent, so after this round we should be able to win very quickly in terms of turns, if not man-hours.

The several AI-on-AI eliminations in this game raise a question: what would happen if the last city of a civ with a settler were taken by another AI civ? A fatal crash we couldn’t work around?
 
I think that is what would happen. I seem to recall that it was already reported by someone. Take whatever time you need.
 
1865 (0): We rush units on our home continent, and barracks on the active continent. On the latter, we might as well rush every turn in every city now; even the double-price penalty hardly matters.

We're bombarded a bit by Zeppelins and WWI bombers--superb animations. :goodjob:

We repel the attack of a Polish 1900 inf in the mountains outside Nippur (1-0).

We complete supply centre (dyes) in Shanghai, but if this is supposed to give us a trade route between the two continents, it doesn't.


1866 (1): We apparently shoot down an enemy interceptor as we bombard Beijing with Capronis (2-0).

We take Beijing, held by six riflemen and a Hotchkiss, at the cost of one early tank (9-1). We steal 17423 gold and gain control of Buddhistic Art. We also get our first Great Leader of the round.

We clear away Canton's garrison (in the special CCM sense), held by a rifleman (10-1).

We storm Canton, held by five riflemen and a Hotchkiss, for the loss of two Lancias (16-3). We claim 18513 gold and gain control of Silk Road.

We dispose of an American early tank landed on the British island (17-3).

We clear away Chengdu's garrison, held by a rifleman, but lose a Jabroni to an interceptor (18-4).

We seize Chengdu, held by three riflemen, at the cost of a Lancia. We destroy an interceptor on the ground and gain 20055 gold (22-5).

The Germans have just taken Ningpo, which will simplify the task of eliminating the Chinese.

Our Zeppelins go 3-2 against enemy interceptors in a dogfight outside Macao (25-7). The actual bombing runs don't accomplish much, though.

We crush a Babylonian stack of four on the approach to Macao (29-7).

We capture Macao, held by two riflemen and two Hotchkisses (33-7). We gain 15042 gold.

We wreck a Chinese Hotchkiss on the approach to Hangchow, though we can't reach that town this turn (34-7).

We grind down a stack of nine Babylonian riflemen outside Kirkuk, losing an early tank (43-8).

We liquidate a Mayan 1900 inf in the same area (44-8).

We remove Ellipi's garrison, held by a rifleman, and unhorse a Polish Winged Hussar en route (46-8).

We take Ellipi, held by three riflemen, though it costs us three Lancias (49-11).

We account for five assorted enemies, mostly Polish, around Ellipi (54-11).

We pick off four Bab units behind our lines, and one Inca (59-11).

We devastate an Inca stack of nine near Mississauga, losing a Lancia (68-12).

We overrun another four miscellaneous units on our approach to Charlottetown and Calgary (72-12).

Submarines due this IT, but we can't cut the science rate (which in any case is only at 30%).

The Americans eliminate the Mongols, a little before we would have reached their last city. We have eleven surviving enemies now.

We go 4-3 against various cav/hussar attacks on our spearheads (76-15). With their defense factor of eight, 1900 inf don’t cover stacks as effectively as ordinary inf in straight civ.

Submarines --> Great War Experience, due in four turns at 40% research.

We build 120 workers, which sounds extreme, but they’ll only let us rail another ten tiles per turn on the active continent. We need hundreds more workers there to advance as quickly as we could.


1867 (2): We trample a Mayan Villista on the approach to Calgary (77-15).

We remove Calgary’s garrison, held by an arq (78-15).

We storm Calgary, held by four muskemen. We lose a Lancia (82-16).

We seize Charlottetown, held by four musketmen. We lose a Lancia (86-17).

We culture-bomb Calgary.

We remove Montreal’s garrison, held by an arq (87-17).

We use a motorized settler to found the tactical town of Lucca, bringing us within tank range of Montreal and Edmonton.

We remove Edmonton’s garrison, held by an arq (88-17).

We capture the Canadian capital of Montreal, held only by five musketmen, losing an early tank (93-18). We gain two supply shipments and long-obsolete Stonehenge.

We take Edmonton, held by three musketmen, for the loss of an early tank (96-19).

We found the tactical town of Bergamo, bringing us closer to Toronto.

We storm Toronto, held by three musketmen, at the loss of an ET (99-20).

We seize Vancouver, held by two arqs. We lose a Lancia (101-21).

We shatter a Mayan stack of seventeen, including seven Javelin Throwers, near Charlottetown. We lose a Lancia (118-22).

We culture-bomb Montreal.

We found the TT of Brindisi, bringing us closer to Ottawa.

We dispose of Ottawa’s garrison, held by a musketman, but it costs us a Lancia (119-23).

We capture Ottawa, held by five assorted units. We lose two Lancias and capture two workers (124-25).

We take Winnipeg, held by a musketman and a musketeer (126-25).

We have the combat units on the active continent to take another four of five cities, but not the workers.

We sink an American frigate off the British island (127-25).

We sink an Inca steam frigate off Mandalgovi (128-25).

Outside cities on the active continent we smite fifty-seven enemies, the majority Mayan, while losing two Lancias (185-27). We also destroy a Chinese settler. We gain our second and third Great Leaders of the round, and two Great Artists.

We more than double our airlift capacity by building airfields on our home continent.

German AV7’s show up in the counterattacks on our spearheads—another tremendous graphic. We go 3-4 overall (188-31).

Canton flips, in its unavoidable turn of disorder after coming out of resistance. We lose only four units.

We build another 139 workers.


1868 (3): We storm Regina, held by two arqs (190-31), and gain our fourth Great Leader of the round.

We clear away Victoria’s garrison, held by an arq (191-31).

We culture-bomb Regina.

We seize (Canadian) Victoria, held by two musketmen and a cav (194-31).

We capture Thunder Bay, held by two musketmen (196-31). The four remaining Canadian cities seem to be in another direction, so we may not get to them for a while. The Incas are the natural next target of our southern offensive.

We re-take Canton from its garrison of four riflemen, losing a Lancia (200-32). We collect 16850 gold, so the flip wasn’t all bad.

We take Inca Chittagong, held by two 1900 inf, a musketman, and a cav (204-32).

We remove Andahuaylas’s garrison, held by a musketman (205-32).

We storm Andahuaylas, held by two musketmen and a late pikeman. We lose a Lancia (208-33).

Turning for a moment to the Babylonian front, we found the tactical town of Bari, giving us access to Lagash. The motorized settlers are very powerful in this role.

We seize Lagash, held by two 1900 inf. We lose an ET (210-34).

We culture-bomb Bari.

We remove Assur’s garrison, held by a rifleman (211-34).

We capture Assur, held by four 1900 inf. We lose two Lancias (215-36).

We get the first supply shipment captured on the active continent back to Rome—though with a nest egg of 234K, we hardly need the cash. :D

We culture-bomb Canton.

We found the tactical town of Taranto, bringing us closer to Hangchow (though we still can’t attack it this turn as it’s buried in jungle).

We culture-bomb Victoria.

We carve up three enemy units, two American and one German, landed on the British island (218-36).

Off the British island we sink an American steamer carrying a Ruler, but lose an ironclad (220-37).

I get about a hundred workers airlifted to the active continent while I’m on the phone with my mom. :lol:

Outside cities on the active continent we strike down thirty-two enemies, losing a Lancia (252-38).

We go 1-3 against minor counterattacks (253-41).

We build another 143 workers.


1869 (4): We take Hangchow, held by three riflemen and an armoured car, and eliminate the “Glorious Chinese”. We destroy a fighter on the ground, lose two early tanks, and claim loot worth 28028 gold (258-43). No Chinese units that we can see come off the map, but I suspect there were other air units in Hangchow.

We dispose of Nineveh’s garrison, held by a rifleman (259-43).

We storm Nineveh, held by four riflemen. We sink at least one ship in harbour, and gain a Great Leader (264-43).

We clear away Babylon’s garrison, held by a rifleman (265-43).

We seize the Babylonian capital of Babylon, held by six riflemen, for the loss of a Lancia (271-44). We gain control of World Religion Islam.

We remove Eridu’s garrison, held by a rifleman (272-44).

We capture Eridu, held by three riflemen (275-44).

We use a partisan’s special movement ability to dispose of Akkad’s garrison, held by a late pikeman, and even get a new partisan from the unit’s slaving power (276-44).

We take Akkad, held by three riflemen. We lose two early tanks and sink at least one ship in port (280-46).

We culture-bomb Akkad.

We storm Shuruppak, held by two riflemen (282-46).

We seize Uruk, held by three riflemen. We lose three early tanks, since here it was impossible to neutralize the garrison, but gain a Great Leader (285-49).

We capture Kish, held by three riflemen (288-49).

We should be able to take the two remaining Babylonian cities this turn, but we’ll have to approach them indirectly, due to a mountain range.

We found the tactical town of Lecce, giving us access to Polish Nantes.

We take Nantes, held by two 1900 inf, two cav, and an artillery unit. There follows the greatest zeppelin disaster since the Hindenburg, when we burn thirteen on the ground (306-49).

We found the tactical town of Brescia, giving us access to Sippar.

We storm Sippar, held by two riflemen (308-49).

We seize Mosul, the final Babylonian city, held by three 1900 inf…but the Babs have a settler somewhere, so I have to re-load, and we’ll have to leave Mosul alone for now.

We culture-bomb Thunder Bay, as a way of getting past a mountain range in the east.

We found the tactical town of Anzio, giving us access to the Inca hill towns of Atico and Nasca.

We seize Atico, held by a musketman and a late pikeman (310-49).

We capture Nasca, held by two late pikemen (312-49).

We take and auto-raze hill-bound Chuito, held by a Villista and a musketman (314-49). We attack with partisans, the only units that can reach the town, and end up with two more than we started with, due to their slaving function. :cool:

We sink two American vessels off the British island, and brew up the early tank they landed (317-49).

It looks as though the Indians, like the Nubians, are on their own island, which will make the conquest victory a little more work.

Outside cities on the active continent we disembowel seventy-nine foes, losing five early tanks, a flamethrower, and a Lancia (396-56). We gain three Great Leaders and a Great Artist, and capture an Inca settler.

This was a frustrating round in terms of eliminating enemy civs, but we took thirty-three enemy cities, out of 162 at the beginning of the round. Our airlift capacity is now over a hundred units a turn, too.

Four partisan victories this round yielded three new partisans (called Rulers for some reason).

Fifteen lawyer victories this round generated five Great Artists.

126 elite victories this round produced eleven Great Leaders.
 
We should win very quickly now—it’s just a question of coping with our own vast number of units. We can attack our enemies in any order we like, but I’d concentrate on the Incas next turn. Air recon seems to show that twelve of their thirteen cities are contiguous, with one outlier in the east behind Cempoala and Surrey. We should be able to reach the outlier by appropriate use of combat railing and a motorized settler, and if necessary a culture bomb, so we may be able to eliminate them in a one-turn blitzkrieg. We recently destroyed one of their settlers, reducing the odds that they have one now.

We have a large strike force on the active continent; it’s just necessary to look into all the cities for the early tanks and Lancias, since they’re suppressing resistance.

We’re at 59% of the world’s land area, so soon we’ll have to start abandoning cities to avoid the domination win.

I’ll repeat that we can’t take Mosul until we’ve destroyed the Babylonians’ settler or settlers.

We have a substantial force of steamers and escorts, now off Salzburg, heading south to Haifa, whence we can launch our invasion of the Nubian island. We’re also rushing a steamer every turn in Haifa.

The law firm of Sue, Grabbit, and Runne is located in Mississauga--that is to say, look there for all our lawyers.

Our only Great Artist is in Shantung.

We’re allowing some enemy attacks, so we may lose a few units in the interturn, but nothing of consequence.

The next player can do much more rushing on our home continent before hitting Enter, if that’s what he wants. I held back on this on my last turn, since some people are happy to deal with two hundred new units a turn and some aren’t. ;)
 
In the north:

Rat41-1869ADii.jpg


Rat41-1869ADiii.jpg


To the south:

Rat41-1869ADiv.jpg


Rat41-1869ADv.jpg


Central:

Rat41-1869ADi.jpg
 
Wow! A whole lot of action. Looks like it was both fun and exhausting!
 
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