Rat 41 CCM - AW a first attempt

The Siamese are effectively finished. We just have to take Vientiane, though that may be a little tricky, and reach the town whose borders we can see in the far northern tundra. We’ll have to hope they don’t have a settler on a boat, since it’s hard properly to develop a conquered city until its civ is eliminated.

We have units positioned to attack Vientiane next turn, but possibly not enough, given that it’s a hill town. At a minimum, I’d wait one turn until all our units there are on the right side of the river and the additional musketman and cannon have come up; and if you want to wait until you’ve added some further units, that would be fine too.

There are two Siamese FL in the hills east of Rangoon. I’d rather let them come off the map when we eliminate the Siamese than lose units attacking them. Any roads they cut can be repaired by the nearby roading stack.

We’ve located Mongol Sparta, but it’s a size-thirteen hill city held by musketmen, and to attack it with the hussar-based force we have nearby in Byzantion would probably be a disaster. We’ll have to wait until we can get our main cannon stack, now in Piraeus, to that area. The next player can decide whether he wants to approach Sparta from the north, meaning we’d take another Mongol city first, or from the west through Byzantion. If the latter, he may want to get our cannon moving in that direction before hitting Enter.

It’s an open question now whether the Mongol core is to the east, beyond Sparta, or to the north, behind the Arabs. The east seems more likely, and we should probably plan on the basis of that assumption.

We may lose a weak unit in our roading stack beyond Nykoping this IT to the stealth attack of a bombarde. But apart from that special case, the AI seems to find that stack too strong to attack, so we can continue to road forward aggressively, approaching the Arab city in the fog.

Overall, our enemies are sending very little at us, and we can afford to advance in several directions at once.

We have a Great Artist in Patras, though he shouldn’t be used there, and one in Novgorod.

Our Leader is in Mandalay, and should rush a university in Angkor next turn. We’re starving Angkor down, but it should still be around size fourteen when we eliminate the Siamese.

Our only lawyer is north of Yakutsk, and should stay in that area, since he’s getting a steady stream of safe attacks against defense-one units.

We have two broken roads to deal with on the Mongol front, and only one roading stack. The stack, now south of Piraeus, can connect Patmos up next turn, and then double back to complete our road to Byzantion.

Our worker stack west of Krasnoyarsk can be covered by the nearby elite arq next turn.

Once we discover Naval Guns next turn, we should get Jolly Roger built quickly in a coastal town. It’s only a hundred shields.

We’re probably nine turns away from Colonialism, with which we’ll be eligible to build East India Company. The Civilopedia doesn’t say that EIC has to be built in a coastal city, so I hope we’ll be able to build it in Rome, since it would be a long job anywhere else. If this is what we’re going to do, we lack serious pre-builds, but we could still gain two turns by pre-building with a wat and using The Big Picture.
 
A beginning:

Rat41-1736ADi.jpg


Rat41-1736ADii.jpg


An ending:

Rat41-1736ADiv.jpg


Rat41-1736ADiii.jpg


A hard road:

Rat41-1736ADv.jpg
 
Arabia may have been scouting or at war. There must be a decent amount of land SW of the old Greek lands as we do not see the Mongols core. If there is or was a Dutch land here, it would be off out of our sight as well.

So how much more land is there left to be found on this continent? Anyone have a list fo the now dead nations?
 
Amazing progress. great strategic play :goodjob:

Let's hope Carthage doesn't found another city on a remote Island. And I do hope we can eliminate Indochina with those 2 cities.

ThERat-
CommandoBob -
Northern Pike - just played
M60A3TTS- up
Elephantium
vmxa
 
It’s an open question now whether the Mongol core is to the east, beyond Sparta, or to the north, behind the Arabs. The east seems more likely, and we should probably plan on the basis of that assumption.

I am dubious they are east as there are three known nations in that direction already.
We see water over there as well. Suggests we have land in a horseshoe shape of some dimensions.
 
We now hold the land of five other civs--Korea, Russia, Turkey, Carthage, and Siam--although the last two haven't quite been eliminated. The French, Greeks, and Persians have been wiped out without our involvement, the Greeks on our continent. So there are twenty-four rival civs left in the game.

I am dubious they are east as there are three known nations in that direction already.
We see water over there as well. Suggests we have land in a horseshoe shape of some dimensions.

I think we're saying the same thing--that the Mongols probably aren't up with the Arabs, Egyptians, and Vikings, but off to the side on a southeastern peninsula. We're just putting different constructions on "east".
 
Our continent sure turns out to be far bigger than we thought.

We still have some time to go til rails, so transporting our units to the front will be a MM issue for quite some time. Nice to see also that with all the cities we took, out finances are clearly in the green.
 
As regards moving units to the front, we're getting the benefit of our central position. The transit time isn't too bad yet.
 
The Mongols have lost Utrecht in the last couple of turns, since they definitely had it during my round but don't have it now. They're also two short on their count of native cities. So they must be involved in fierce fighting at the other end of their empire, whether with the Dutch alone or with multiple enemies.
 
I noticed they did not have Utrecht, but figured I was missing something. That they lost it makes sense and further reinforces the idea that more land yet is to the "left" past the desert town of Byzantion in my mind.

I just cannot see the Vikes or Cleo giving Mongols much trouble with the bleeding they have gotten from US and each other. That suggest the Dutch are at least decent to be able to take a town back and maybe more than one.

Well the Enslaver will give us somemore info soon.
 
There was a special post by Northern Pike in page 12 of this thread in post 225:

By this point in our usual games we'd be sure of victory, and actually being uncertain of our prospects adds excitement.

At that time it was about the year 1100 A.D. Now the game has progressed to the year 1736 A.D. and the thread is on page 24, but I think you players are still far away from being sure of victory. There are still 24 rivals left in the game and there is a good chance, that there are some strong ones among them. One of the targets of CCM is, to have an interesting gameplay even in the later phases of the game and I think CCM really made it "beyond the sword".

Your reports are exciting and a very good reading. :)

We’re probably nine turns away from Colonialism, with which we’ll be eligible to build East India Company. The Civilopedia doesn’t say that EIC has to be built in a coastal city, so I hope we’ll be able to build it in Rome, since it would be a long job anywhere else.

Unfortunately for Italy that wonder is a coastal installation. Thank you very much for one more hint, what to improve in the civilopedia. :)

Much more important is to build the coastal fortresses as early as possible and in every coastal city where it is possible. So in normal Civ 3 this building has nearly no value, in CCM the coastal fortresses can be manned with autoproduced real immobile artillery, as you are used to it in standard Civ 3 (coastal batteries), firing across two fields against ships and landunits - and even more important - later these coastal batteries can be upgraded to very useful flightboats that can´t be produced normally.

Five victories this round by holy or unholy men (lawyers :D) yielded three monks/Great Artists.

:rotfl:

This a great joke with the same high level of quality as the "hotkiss" in the last CCM succession thread.
 
We are sure of a win, just not sure of the type. First we already have the highest score and they cannot invade and hurt us. Second we would turn our attention on anyone that was a threat. Third we are going to get much bigger and will add more, while for the most part the AI nations will stay the same size empire wise.
 
We are sure of a win, just not sure of the type. First we already have the highest score and they cannot invade and hurt us. Second we would turn our attention on anyone that was a threat. Third we are going to get much bigger and will add more, while for the most part the AI nations will stay the same size empire wise.

You can loose by a space victory of another civ. It seems Italy is only "good average" in the techs race. Normally in CCM games of that difficulty level, there are some civs that are researching in republic government since era 1. There are still 24 civs in the game, among them China, USA, India and Germany.
 
There is no way we can lose, period. I do not think that NP thought we could lose back on post 225. He just was saying it would be a lock in a normal C3C. I would be more than shocked, if any of them got past Apollo.

It does not matter to me, if they are in Republic or not. In a std game, they would all move to Feudalism or Communism, once we DOW and no peace is made. Remember two things for those nations we have not met.

1) not being under endless war so far
2) not losing towns

This will be very damaging to them. They may have had a war or two, but got peace after a time. Once they have to go to never endling troop building and losing uinits, it will start to take a toll as it does on us.

You no longer can build all those nice structures, your population starts to get upset and then you lose towns and your empire shrinks. Once we start on one of them, they will not last very many turns. It will go faster than it has so far.

If any are a threat to win, they will be targeted and at no time will they be able to land on our continent and do any real damage to us.

The only way the AI wins, is if it can overrun us very early, that is how AWDG games go up in smoke. They can bring enough civs and units to grind you down, unless you get leaders early and armies to repel and then go on the attack or fewer contacts.

I have never had the AI win an AW game below DG. They just cannot replace the losses fast enough to keep the pressure on. You weather the initial two waves and then they are gassed. Above AWE they can replace and they can still research with the 20% CF and the extra start units. AWDG with 30 nations is a real bear of a game on a large landmass.
 
I wonder, if the reason we are not seeing nations that are fairly close to us till we move in their direction is the lack of settlers? For a long time we did not know of Russia, then we did not know of Arabia, then Mongols and still have not seen the Dutch.

Edit per NP: to add Greeks to the list of nations we did not met, but were not far away for our front.

Maybe the lack of settlers to expand has got them to fight more and stay closer to home?
 
Yes, a very convincing speculation. The Greeks belong on your list, too, as a reasonably close civ we never did meet.
 
lurker's comment: still reading... this is providing more and different information about the mod than even the last game... interesting eh? :lol:
 
I can't speak to the interesting aspect, but the new items is due to being AW. This makes this drastically different. No more getting cheap lux and trading for techs for us. Makes you look at things a bit deeper. We just cruised in the straight up DG.
 
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