Rat45 CCM - Gideon's Band

Rat45-1826ADvi-Atico-SS7_zps769770a5.jpg
 
We abandon Atico and replace it with Karkor, then also found Sukkoth in the unclaimed area west of Karkor.

We demolish Juli’s garrison, held by the first Villista we’ve seen (491-74)

We capture and raze Juli, held by two inf, at the cost of a cav (493-75).

We found Bethmillo to claim some barren territory in the west.

We found Seirah and Aroer, also to claim tiles in distant spots.

In a final spate of skirmishing we gun down five Inca inf, one Inca cav, five Nubian knights, one Nubian AC, and one Nubian Jumbo. We lose one inf and capture two workers (506-76).

We upgrade twenty-four cav to Lancias, for 2160 gold. I’d expected to do more of this, but a great many of our cav are unasterisked elites.

We advanced from holding 28% of the world’s territory to 34% this round.

Six slaver victories this round provided four slaves,

Sixteen lawyer victories this round generated six Great Artists.

Three partisan victories this round yielded one partisan.

110 elite victories this round, two of them defensive, produced nine Great Leaders.
 
The overall strategic position presents no problems. The Incas don’t seem very strong apart from their city garrisons, or if they are their big stacks are engaged against the Carthaginians. When we finish with the Incas we can attack the Carthaginians, who have 63K in gold we can use for rushing. We can fit in the destruction of the primitive Nubians whenever we want, although it may take a few turns because a lot of their cities are behind blocking terrain. The other dominoes on our continent will fall quickly after that, except that we’re bound to peace with Portugal for another eleven turns.

As regards the minor problem of eliminating Arabia, we have a small task force including our only two marine inf heading for their one-tile-island of Tus. Thus if the units holding Tus are really weak, we might be able to seize the island by amphibious assault, then take El Mansoura on our continent. But if the amphibious assault looks unpromising, we can just take Tus in a peace treaty, replace it using the settler in the task force, and finish Arabia off in twenty turns.

We can raze the two Canadian cities on the island just off our homeland if we want, since we have a substantial transport fleet in Hebron. But I wouldn’t found new towns there, since they’d just push better cities down the corruption ladder.

We have several towns—Memphis, Qer Herraseth, Samaria, Gibeah, Elath, Dealey Plaza, and Delhi, at least—whose natural production in either one or two turns is 120-129 spt, so that short-rushing the production of 130-shield early tanks with workers is the right approach.

Jericho is in an intentional food shortage to reach 130 spt.

I’ve removed most of our infantry garrisoning rear-area towns for use at the front. For most of a CCM game we have to be extremely cautious about invisible units, of course. But there isn’t much risk when most of our cities are more than fifteen tiles from any border, and when landings of invisible units from the sea (very rare anyway, I believe) are shown during the interturn. The loss of a peripheral city or two now would be meaningless in win/lose terms anyway.

There are about fifteen Inca inf within our lines, because I don’t like to make bad attacks just to tidy up the position, but we’ve built a lot of fortresses and they can’t do much.

We have a lot of units in Cuzco to suppress resistance during the safe interturn, so you can look for most unit types there.

Notwithstanding that, we don’t really need to preserve Cuzco—it’s more a matter of style—so feel free to abandon it if that seems more convenient.

The Incas have two other Wonder cities we can keep, Ollantaytambo (Mesoamerican Christianization) and Tiwanaku (Hammurabi). Hammurabi at least would be well worth having.

We have about ten inf fortified in the former Arabian lands, especially around Moab, which can be sent to the front once they’ve healed.

Viking stacks in the Inca lands have to be worked around, since we aren’t at war with them.

We’ve left a few garrisons we aren’t trying to defend.

We don’t have any time invested in Screw Propeller yet, so we could choose Radio first. The only point of this would be to build the International Telephone Wonder, which we could easily do, for a commerce boost in one of our core cities. Other than the Radio possibility, we just beeline through the naval techs to Great War Experience now.
 
BTW, Civinator, we're getting a really strange bug, in which Royal Tournament shows up on the Wonder list supposedly in the last town we've founded, but still as a possession of the Incas:

Rat45-1826ADvii-WonderListBug_zps4d653605.jpg
 
WOW - the time to produce these detailed reports must take ages...
 
I’ve removed most of our infantry garrisoning rear-area towns for use at the front. For most of a CCM game we have to be extremely cautious about invisible units, of course. But there isn’t much risk when most of our cities are more than fifteen tiles from any border, and when landings of invisible units from the sea (very rare anyway, I believe) are shown during the inter-turn.
Since posting my previous message this quote has popped up in my head several times, and getting to me more each time.
Every turn set I've spent a lot of time trying to get one quality garrison in every city. I spend a ton of effort to build enough defenders. Even early on I was playing unit shuffle like crazy to upgrade everything.
The quote about losing stacks of infantry to wipe out AI stacks also got to me, as I was hoping to finally get the game back without cities stripped. Instead, they sound stripped worse than ever.
I'm thinking I am a bad match for the team. If Greebley, CommandoBob, and THeRat agree with Northern Pike and empty cities are the way to go, let me know and I will drop out .
This game is hard enough for me to manage the scope. The stripped cities are making this game extra stressful for me.
This game is NOT fun for me if this is how we are going to play. If this is wasteful, inefficient, etc doesn't matter. At this point the way I'm wired to play Civ can't be changed. I am burned out with this game for the amount of real life time I've spent trying to get one defender per city with all the crazy stuff in the game and it not being wanted.
 
Add on thought:
I really need the good defender per city to manage the scope of this game. It is overwhelming, and it is unplayable for me without the city defenders.
 
Nothing that I did means that you were wrong to put a defender in every city, or that it was a waste of time. It's just that keeping every town covered is vital in CCM...until near the end it isn't, because our empire is so large that nothing serious can happen, and we can respond to nasty surprises instantly by rail. When we play AW in the unmodded game with this team, we take it for granted that we'll have hundreds of empty cities by the end. I'm just extending the principle to CCM, which takes more judgement due to the invisible units, but I'm confident it won't hurt us.

I'd be sorry to lose a player of your quality from the team, but if this beast is too time-consuming and stressful when you play so many games simultaneously, I understand. It's been years since I played more than one SG at a time, and I know it makes a difference.
 
Preturn: Decided to wait on the island for now.

IBT: No losses

1827 AD: Raze Cori...china. It was off to the side so no point keeping it.
Bunch of units to heal and I upgrade some vet, elite* cav. The rest find a large Nubian forces that gives us 2 leaders. Get Electrical power plants.

Attack Vitcos and lose a tank. Decide to wait n this town.

Turns out there are a lot of Nubians toward the next Garrison near Tiwanaku. I end up killing them and don't reach the Garrison yet.

IBT: I removed units from Cuzco in case of a flip. However, I didn't but a defender back in so its taken. This isn't necessarily bad as it drops 5 sizes.

1828 AD:
We take out the garrison ner Tiwanaku and then attack the city losing a Tank and Cavalry. We get the Hammabari - I check and it is a very nice wonder. best for us is that it gives a courthouse and reduces corruption on our continent. However, it also gives +1 happiness.

There are 30-40 Nubian units nearby.

Oh, I investigate what Scandanavia is doing. They are are war with Italy and have no units on our continent, so the are sending units to the one Italian town on the other side of our civ near our capitol.

Capture Vitcos to build place a Settler and then Abandon. Unfortunately a Portugal town's radius is to close so I have to get another settler to put the town, Lazy Calm next to my desired spot.

Build Sugar Hiccup to get close to Machu Piccu, and Pink Orange Red to get close to Vilcas, Ollantaytampo

Machu Piccu is captured but lose units (3 I think). I abandon and build Carolyn's Fingers and Iceblink Luck.

Ollyantaytambo is captured with heavy losses. In fact the initial tanks leave the defender uninjured more often than not. In fact the Lancia at the end do much better. This is all despite the advantage of a Garrison.


Notes:
I only managed two turns but that was 9 hours. That was without really doing the workers correctly (when you scan the towns for those not working tiles to maximize worker usefulness) I don't think we should build more. A fewer number doing more useful things is better than huge numbers.

I read the post about defenders too late. I am fine with trying to keep a defender in each town, but that is definitely not the case now. I was thinking of drafting when playing because we have many towns at maximum population. However I didn't do any drafting on my turn. Note that I usually draft and then use the drafted units against weak opponents to get them to regular. Now would be a good time to do this because there are weak Nubian units. So many that I didn't attack them all. We can also go to war with Scandinavia as they have plenty of weak units we can easily get to.

I think 40 more infantry would be plenty, and 20-30 more would be fine. We have enough towns over 20 population now that we have plenty of drafting fodder to get 40 more (we then have to keep up the number of units as we add more towns).

Commando Bob is after me so he should be easily able to draft enough units and get them to regular for town defense. I usually consider conscript too weak (except sometimes for internal towns that won't be attacked). In this case we can easily get them to regular using the Vikings and Nubia.

If the next player doesn't want to populate the towns, I could do that. Not sure I have enough time for a full turn, but I could definitely in the preturn and next turn get enough for the towns. A bunch will free up anyway next turn. I was using some for attack with the large number of Nubian units around.

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The attachment says LK148 AD1828 AD?????
 
Boy, I can tell I was tired today. I was doing dumb things in game (fortunately minor) and now the post. I forgot which game it was and named it wrong. However, I believe its correct other than the name.

I did work hard to make sure the picture was right.

Oh I didn't check for deals on the last turn.
 
Greebley, am I up or are you still playing?
 
Good work settling the wastelands. :goodjob:

We can also go to war with Scandinavia as they have plenty of weak units we can easily get to.

Once we reduced the Vikings to one city on the other continent, I made peace with them so that we could ignore their units, so we don't have this option.

CB, going by Greebley's posts before my report, you're definitely up.
 
Ya, you are up.

I did work a good bit on settling in various places, but there is still more to do. I think we are one again wetland free so no diseases as well

It occurred to me that I don't remember moving the boats with 2 Marines that were mentioned. Were they still in Harbor? If so I may have accidentally fortified them.

I would use F3 to find our marines (and L to find Arabia). I was intending to do that but failed to follow through. Arabia also has a decent number of boats and I would have rushed some boats of our own to try to remove any settler if I had played more turns.

The boats that could take out the Canadian island near our capitol are also fortified - those on purpose as I didn't want to claim and then abandon the island.
 
Anticipating CB's strategy post:

Conquering the Incas' final four cities should be an easy first step. Nasca's garrison services Vilcas as well, so we should take Nasca from the east before attacking Vilcas.

The question then will be whether to attack Nubia or Carthage. The rational course would probably to devote a couple of turns to the Nubian campaign while we accumulate the early tanks needed to attack Carthage's 1900 inf with success. But if it seems more entertaining to crash into the Carthaginians without delay, we can make that work too.

We only have six fast settlers left, and not many about to complete. That could really reduce our operational flexibility next turn, so you'll probably want to change or rush some builds before hitting Enter.

We'll be taking the Carthaginians' 63K of gold soon, so we can rush freely--early tanks as well as settlers.

We're holding Arequipa, an Inca city without a Wonder we're obliged to abandon.

It occurred to me that I don't remember moving the boats with 2 Marines that were mentioned. Were they still in Harbor? If so I may have accidentally fortified them.

This is the task force intended to sail west to Tus, giving us more options for eliminating Arabia. The units are fortified not quite in port, but just a couple of tiles off the western coast of our continent. As you say, an F3 search for the marine inf would be the easiest way to locate the force. It can make a full move before CB hits Enter, and we'll only have lost one turn.
 
BTW, does anyone remember how we gained a native Great Artist--the one now called Coconut of Quendor? The usual mechanics don't allow this.
 
Monarchy
30% Tax
70% Science
00% Luxury

22112 gold, +87 gpt

Screw Propeller in 2 turns.


City Build Summary
  • Early Tank [29]
  • Aqueduct [10]
  • Motorized Settler [64]
  • Courthouse [9]
  • Town Center [45]
  • Hospital [5]
  • Town Clock [4]
  • Harbor [7]
  • 1900 Infantry [2]
  • Electric Power [4]
  • Light Industry [5]
  • Academy [3]
  • Railyard [2]
  • Lancia [3]
  • Market [2]
  • University [4]
  • Commercial Dock [1] (Corner Hill)
  • Library [1] (Qumran)
  • National Symbol [1] (How forward of you)

Resources
08 Ivory
07 Uranium
09 Rubber
04 Oil
13 Coal
10 Saltpeter
12 Iron
12 Horses

Luxuries
15 Wines
11 Furs
13 Incense
13 Silk
01 Gems (Spain, 15 turns)

Military
763 Worker
405 Worker (assorted Gentiles)
035 Cavalry
007 Frigate
002 War Galleons
001 Musketmen
002 Marine Infantry
009 Ship of the Line
002 Hussar
005 Zeppelin
006 Lawyer
001 Elvis
022 Elvis impersonators
002 Enslavers
051 Lancia
034 Early Tank
001 Flamethrower
010 Clippers
016 Southeuropean Workers
001 Partisan
000 Southeuropean Settler
000 Schneider75
004 Heavy Artillery
002 Coastal Battery
229 1900 Infantry
000 Venetian Galleass
006 Motorized Settlers
003 Famous Pirate
(Italics indicate Auto Produced units)


Current Units: 1188
Allowed Units: 0804
Support Costs: 0768 gpt

Turn 307 of 500

We are Weak compared to
  1. No one

We are Average compared to
  1. No one

We are Strong compared to
  1. Turkey (Democracy)
  2. Nubia (Despotism) War
  3. Inca (Communism) War
  4. Portugal (Monarchy)
  5. Italy/Rome (Moncarchy)
  6. Scandanavia (Monarchy)
  7. Arabia (Despotism) War
  8. Carthage (Fascism)
  9. Russia (Despotism)
  10. Korea (Despotism)
  11. Maya (Monarchy)
  12. Greece (Democracy)
  13. Babylon/Iraq (Monarchy)
  14. Spain (Monarchy)
  15. Germany (Monarchy)
  16. China (Monarchy) War
  17. USA (Monarchy) War
  18. France (Despotism)
  19. Persia (Communism)
  20. Aztecs (Monarchy)
  21. Canada (Despotism) War

City Counts
200 Israel (Rat 45 people)
019 Persia
018 China
017 Aztecs
017 Maya
017 Portugal
017 Turkey
016 France
016 Russia
015 Carthage
015 Germany
015 Korea
015 Spain
014 Greece
012 Italy/Rome
011 Babylon/Iraq
004 Inca
001 Scandanavia
??? Arabia
??? Canada
??? Nubia
??? USA

Plans
Marine Infantry are in Tus or Bust 1 and Tus or Bust 2, just off the coast of Bezek.

We need to scout out the Arab city of Tus and acquire it by one means or another before we raze El Mansoura.

We are at war with only 6 other nations. Nubia, Arabia and Inca are on our continent and touchabe while Canada is an off-shore nuisance and hides behind Carthage and Turkey. China and USA are in the New World telling lies about us to anyone who will listen. Their day will come.

We have 37% of the world's land and 32% of the world's population.

In general terms, we roll over the Incas and Nubians to bring us closer to the gold mine of Carthage. We have to be nice to Portugal for another nine turns.

Jericho's three taxmen need to become cops to get the city to 130 spt (1 turn Early Tanks).

Screw Propeller -> Radio -> Torpedo.

Wonder Cities on Our Continent
The Pyramids, Istanbul, Turkey
The Great Lighthouse, Lisbon, Portugal
Hanseatic League, Hippo Regius, Carthage
Worldreligion Islam, Istanbul, Turkey
Roman Senate, Milan, Italy
Blue Riband, Hadrumetum, Carthage

New World
Where to do we plan to invade over there? It is a bit early, but we do need to build up steamers and such and gather them together.
 
763 Worker
405 Worker (assorted Gentiles)

:lol:

Where to do we plan to invade over there? It is a bit early, but we do need to build up steamers and such and gather them together.

This is quite a tricky question. Of course we want to land where iron and coal are close together so that we can build railroads, or at least where there's some strategic resource allowing us to build our National Plantation/Mine/Whatever and get a trade route that way. But I don't see any landing spot on the other continent satisfying the iron-and-coal condition, and even the single resources near the coast aren't in locations we'd like on other grounds. I'd tentatively suggest that we sail from the southeastern peninsula of our continent and land at the uranium source outside Miami, but everyone should take a look.
 
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