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vancouver Oct 09, 2002, 01:52 PM I just tried playing a occ game (2 games) the first one was on chieften and won, the second was on warlord and lost. I found it hard to keep the peace. I got into a war with a civ on the other side of the world and I got a leader out of it with an archer (exploring) and got him home as well but when it came time to call for peace he wanted all my gold per turn and the lump sum that i had, so I said no. then he got 3 civs to go to war against me and lost in a masive attack with long bow man and samari
(what a b***h) Any ideas.:crazyeye:
Bamspeedy Oct 09, 2002, 03:38 PM Don't go to war in an OCC game. Unless you are a very skilled player (normally play monarch and above) and playing a small map and low difficulty level. Since you only have 1 city you are viewed as being very weak, so the AI will gang up on you. You must keep a low profile, but trade with the AI as often as possible. Look at the GOTM forum. There are several players who play the GOTM as an OCC challenge, so you can read about how several players tackled the same game while only using 1 city. The title of the threads may say 'Low scoring challenge', but some of the principles (keeping a low profile, building the science/culture wonders, trading etc.) should apply whether you want to win an OCC early or late.
The 'low score' is just a statement of rebellion vs. the way the scoring system works, that most of the time awards you points for not winning as soon as you can, but in an OCC, this is actually the opposite, so some players avoid winning early, so they can score even 'lower'.
Look for Sulla's posts, as there will be a link to his website where he goes into more detail of what he did to win.
Sullla Oct 09, 2002, 10:53 PM A link to my in-detail OCC game can be found here (http://www.kalikokottage.com/civ3/sullla/GOTM10.html). :king:
ADLOTS Oct 10, 2002, 03:04 AM In the recent GOTM I tried to do OCC and I was comming close. I anticipated that with getting a few more wonders I could do it in my capital.
Then the japanese declared war on the most powerful civ (the french) and I decided i didnt have enough citties, so I joined in. After we brutally won, I lost all the citties I captured to another civilization who declared war on my for no particular reason.
Well eventually peace was all sorted out and I was only behind in technology by 1 tech. Then 2 techs, then 3. Then France declared war on me, unfortunately, I was democracy. But I had nationalism, and a rail network that allowed to to get anywhere in my empire in less then one turn...
Then the french troops started comming, there were so many of them... i had been so busy generally improving my culture so that I wouldnt lose the few citties that I had, that I was low on military. Every turn I gained at least 5infantry. But it was no use... eventually, they destroyed so many of my citties that I had no chance in hell of recovering.
All because I went for OCC...
(THIS WAS GOTM 12 - REGENT)
TheNiceOne Oct 10, 2002, 03:14 AM ADLOTS, you seem to not know what OCC is, it is the One City Challenge, where you're only allowed to have one city. That includes the fact that you're not allowed to capture or accept culture flips.
My first OCC game was on regent. I admit to have restarted quite a few times before getting a good starting position, but then I had no problem getting the culture win. The most important rule is never to have war, you must give in to any AI demand.
SJ Frank Oct 10, 2002, 06:58 AM Well, sometimes just giving into AI demands is not enough, sometimes the AI still sneak-attacks. At least in each of my OCC games, I have been sneak attacked by the AI. So, an OCC war plan is still called for.
My experiences are as follows.
The most important AI to you is your neighbor. During peace time, you need to try to improve relations with him as much as possible. When a distant AI declears war on you, sign up your neighbor as you ally, and buy a ROP with him. This way, he will pick off those AI landing parties for you too. Buy the alliance with gpt if possible, this way if he back out, you get your money back.
It also helps that since your neighbor gets to expand into your territory, he is usually the most powerful civ in the world. So, you get more value out of any resources that you're trading to him; he can fight off aggressor for you without much problem; and he has the resources to buy more allies to fight on your side.
It's actually to your advantage to fight a little during the war, but only fight a defensive war, avoid losses at all cost. Unit loss is a major factor when it comes time to calculate the cost for peace. If you have a unit out in the middle of nowhere, disband him. Chances are he will be picked off by some fast unit.
Use a combination force to defend your capital. Artillery units are very important, so are offensive units. You goal is to fight a war with zero loss, and the only way to do that is with bombardment followed by attacks. Of course, you still need some defensive units just so that some freakish run of RNGs don't end your game.
All of that is assumming your closest neighbor is not attacking. If it's your closest neighbor turning on you, well, things get alot more interesting. You will have no hope of beating him by military, so signing up an ally against him is the first proriorty. Hopefully, there is an AI out there that can threaten one of him own cities on his home continent. The AI will pull troops out of your land to defend his own cities.
Artillery units are the key. You can spead your artillery fire, injurying each of his units to buy yourself some time. Or, when the situation cools down a bit, you can concentrate your fire on a few units to pick them off. Killing his units is important because it's the only way to get a decent peace deal from him.
As you can tell, all of this has happened to me before in my games. This is the last turn of one of my OCC games (if you hit enter, you'll win next turn).
http://www.civfanatics.net/uploads2/SJ-Frank-Emperor-OCC-win.zip
In this game, I'm at war! With my neighbor no less.
The Romans had sneak-attacked about 8-10 turns ago, almost as if they knew they were about to lose the game by culture. (It was also the second time in this game that they sneak-attacked me).
The first 2-3 turns of the war were hairy. The Romans sent about a dozen tanks and Mech Inf. into my territory. My artilleries fired, hit and injured some, but there were enough roman units attacking on the second turn to make it close. My infantry defenders were able to held, barely. By this time, I had dragged the other world power into war on my side. The Roman injured units left, never to be heard from again.
How close was it? Well, if you look at the defensive units in the city, only the infantries were build before the attack...
Gothmog Oct 10, 2002, 07:41 AM SJFrank: This is bit off topic but I was intrigued by your post.
"Unit loss is a major factor when it comes time to calculate the cost for peace."
This makes sense in my recent experience. I was playing honorable rules and was on good terms with the other 5 civs on my continent. Egypt was on a neighboring continent (one sea risk away) and after sucking up most of Rome about 1000 BC, they demanded Republic from me! I had just obtained it, it was still worth alot, so I declined and they delared war. Every couple of turns I would call them up, they always wanted a tech - nothing else would satisfy. They never sent any troops. Finally I got Feudalism, then they wanted that! Around the millenium I decided to risk sending a couple of Galleys with Pikers over for them to butt-heads with. One Galley survived the voyage and I put the two on a nice mountain range. My fortified pikers managed to slay maybe 6 or 7 swordsmen before death. The next turn Egypt made peace for 50 gp. I had wondered what them important factor was.
Do you know what other factors there are in the cost of Peace (or is there a thread somewhere)?
vancouver Oct 10, 2002, 02:22 PM Thanks guys, but with the culture flipping cities can you except them and on your very turn giv em to another civ?
Shall I also except any trade with another civ no matter how much they want (leaving no money in pgt)
SJ Frank Oct 11, 2002, 11:37 PM Gothmog: The only one that I'm sure about is the unit loss, because I actualy tested it.
On the turn that I expect to end a war, I went to the diplomacy screen to figure out the exact amount of gold it would cost (them, that is:) ) for peace, then I started pick off their units in the open. For each unit that I kill, I get a few more gold in the peace deal; for each unit that I loose, besides kicking myself, I loose a few gold in the deal.
I suppose all other conditions can be tested the same way. Besides the obvious, like capturing a city, the actions that I'm not sure about are the likes of pillaging, bombardment of units, cities, and terran, etc.
Vancouver:
My inclination is that you can not accept culture flips, even for half-a-turn. Playing an OCC is accepting a challenge. You are consciously trying to make it hard on yourself, so why try to circumvent the rules.
About trading:
Typically, you should be the one initiating the trade deals. If an AI dials in for a deal, you can say no him with no consequences. Trading away all of your gpt is risky, but in some situations it can pay off. It will depend on if you absolutely need that tech, or if you can broker it around to recover the cost.
civ_steve Oct 18, 2002, 07:31 PM In a pure OCC: build no settlers, disband any settlers received from huts, raze any captured cities, accept no culture flip cities, do not barter for AI cities.
Avoid war at all costs. Trade, trade, trade. Give the AI good deals. Establish embassies early (this supposedly makes them friendlier to you.) Get them to be Gracious to you; usually requires give-aways. Never sign a MPP; this is the quickest way to go to war. Build lots of Wonders, for a city cultural win. Even though they are Gracious to you, over time build a sizeable defense stack when able.
The OCC is a challenge, but it's also fast and fun!! :D
DaveMcW Oct 19, 2002, 10:18 PM Does anyone play OCC with cultural and diplomatic victory turned off, like civ2?
That would be a REAL challenge. ;)
col Oct 20, 2002, 05:37 AM Its still possible to win by spaceship on low difficulty levels.
Marx Oct 20, 2002, 06:14 AM Hmm I`m gonna try to start up a OCC-game this afternoon.
WildFire Oct 21, 2002, 01:25 PM Imagine playing an OCC with PTW against a couple other human opponents....that would be truly interesting
SirJethro Oct 21, 2002, 01:54 PM Originally posted by DaveMcW
Does anyone play OCC with cultural and diplomatic victory turned off, like civ2?
That would be a REAL challenge. ;)
That would be pretty brutal for a OCC. I'm going for a spaceship victory in a 3CC currently, and have a good shot (if I don't look likey to get it, cultural and diplo are practically in the bag).
I guess spaceship is possible with OCC, but seems very highly unlikely.
Anyone ever won a OCC (or 3CC since I'm interested in that right now) any other way than Cultural or Diplo? If so, what was the difficulty? I'm playing Regent.
civ_steve Oct 21, 2002, 09:14 PM City cultural is probably the easiest form of victory for a OCC. Diplomatic is quite possible, if you have good production and enter the Modern Era first, or nearly first. (So you have to have good production, and good science.)
Spaceship is a real challenge, but certainly not insurmountable. I played GOTMX (France) as a OCC. I was trying to win by Spaceship. Shortly after entering the Modern Era, I destroyed my Temple, Cathedral and Coliseum to reduce my cultural increase. I vigorously traded for Luxury items. Shortly after that I destroyed my Library, University and Research Lab, also. (Paris was a super-science city, of course.) I traded for or purchased any spaceship tech I was missing while researcing others. As I started researching the last missing tech, I rebuilt my science city improvements. I achieved a city cultural victory on the turn before I finished researching my last tech. Another 3 turns would have seen me complete the spaceship. If I did it over again, I wouldn't build the Sistine Chapel.
Some posts have talked about a conquest victory with OCC. The impression I get is that it's mostly early on combat, on a Pangaea type world. (I don't see how you can achieve an early conquest victory, with OCC and archipelago!) A modern era conquest victory as OCC would be quite spectacular.
Domination and society cultural are not possible.
Scyphax Nov 07, 2002, 08:52 AM I understand trade is key to a OCC game.
Currently I am playing my first OCC game with a city with a harbor.
Is it possible to win a OCC game with an inland city?
col Nov 07, 2002, 10:05 AM I've never won on an inland city. Too difficult to trade with everyone - and you cant get the nice early Colossus.
May be possible though.
Zcylen Nov 07, 2002, 11:38 AM well, I'he never tried this before and I think I'll try it this weekend but there's something really anoying me:
what about the strategical resources?
If I cant build more than one city I have to trade to get them right?
but the AI ask for too much.
even in my current game I control my whole continent but there's no rubber and the zulus have 3.
but guess what? shaka wants democracy, free artisty, world maps aaaaaaand 250 GPT!!!!
he really wants to be whipped, but a war in the other side of the ocean will be too expensive and I dont have a fleet.
I know I have to get those resources and I will since am #1
but in OCC I'll have only a city what should I do?
thanx 4 D help!
DaveMcW Nov 07, 2002, 11:58 AM Resource cost is based on the number of cities you have (since all your cities benefit from it). OCC gets resources dirt cheap.
civ_steve Nov 07, 2002, 07:22 PM Exactly! In my France OCC game I could usually get strategic resources for between 200 to 400 gold lump sum. I got luxuries for between 50 to 150 lump sum. The resource is not seen as benefitting you greatly because you only have 1 city; therefore the AI doesn't require as much.
It's important to establish trades early on, and keep trading, even if you don't need anything. Keep them Gracious to you (which requires you to be extra generous to them) and I believe they're more likely to give you good trade down the line. Trade, trade, trade.
satchel Nov 08, 2002, 08:22 AM I have yet to win at OCC (I've tried two or three times) but I like the idea, for a fast, fun game. I started one last night - Monarch, Standard, 8 civs - as the Indians. I picked them because I thought the commercial and religious traits would be helpful for OCC. I got a decent but not great starting location - good mixed terrain, some grassland and some hills, with a freshwater lake so I can grow, but there are also three squares of desert which will be a problem after I get sanitation, and there are no resources in sight! Happiness was a problem until I build a cathedral and the Sistine Chapel.
So, it's the middle ages and I think my OCC is going all right, but we shall see. Wonderwise, I have the Great Library and the Sistine Chapel but unfortunately I didn't get any of the others that have been available so far. I doubt I'll be able to wrangle a cultural victory without any other early wonders producing culture for me, so I'll have to try to build the UN.
Here's a question for you experienced OCC players: what do you do when there isn't anything to build - do you use wealth? I try to avoid using wealth in my regular games, but here it seems like it's better than building military units that cost support and that I won't use. And - what do you do about prebuilding? It's really challenging to get wonders when the best I can do is a four turn prebuild using courthouse or something.
DaveMcW Nov 08, 2002, 11:29 AM There's an interesting OCC strategy thread at apolyton.
http://apolyton.net/forums/showthread.php?s=&threadid=64724
civ_steve Nov 08, 2002, 09:37 PM Definitely pre-build for Wonders. Try to slow your production down to match your research rate, so you get the maximum shields transferred to the Wonder. A big treasury is really useful to buy that critical Tech necessary for the next desired Wonder. Also, if you have to buy a tech, a strategy is to decrease your Science Rate to 0% just before negotiating a price. This gives you maximum gpt capability and might get you the trade. Afterward, readjust the Science Rate back to where you can.
Early on, the Colossus is great, especially in conjuction with River or Lake. It makes you look like you have 2 cities and lasts well into the Industrial Age. Great Library is also great, because it allows you to build up that treasury. You really want the Science Wonders also, to build a Super Science City. Sistine Chapel can be passed over; I think Shakespeare's Theatre is more useful for a OCC. Most victories as OCC are city cultural, so any major culture producing wonder is good.
Tassadar Nov 09, 2002, 07:20 PM Originally posted by Gothmog
SJFrank: This is bit off topic but I was intrigued by your post.
"Unit loss is a major factor when it comes time to calculate the cost for peace."
Do you know what other factors there are in the cost of Peace (or is there a thread somewhere)?
Raze a few of their city, they will give their child for peace .
watorrey Nov 10, 2002, 04:56 AM Originally posted by Scyphax
I understand trade is key to a OCC game.
Currently I am playing my first OCC game with a city with a harbor.
Is it possible to win a OCC game with an inland city?
I just won my first attempt at a OCC game with an inland city.
Monarch, standard map and rules, Babs.
It turned out to be a big continent w/ 5 other civs on it so there was plenty of trading. After magnetism or navigation, you get to use the others harbors for trade overseas. I'm not sure what would happen if all the civs on my continent went to war w/ the other one at the same time.
I won in 1959 via culture. The rest of the continent was involved in many many wars that saw 2 civs destroyed. There were alot of things i learned from it and it was alot of fun.
tyroneslothrop Nov 14, 2002, 08:33 PM Does anyone know of anyone who has won an OCC game on Diety? Is it even theoretically possible?
DaveMcW Nov 15, 2002, 01:26 AM It's possible and has been done on a diety tiny pangea map. Larger map sizes would be very very tough, but it's not easy to prove something is "theoretically impossible".
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