Probably such topics were long time ago, so in this case excuse me for this thread. And for my English as well) But nowadays i don't see any discussion of such type for civ1.
At first, a couple of words, how i try to play OCC Emperor.
I distingiush two types of this game:
1) Pure one city game with launching Spaceship. If you get AI's city though culture flipping, than try to abandon it ASAP. E.g., put all specialists as taxmans, and then produce a settler and delete it.
2) It's not allowed to build with settler more than one city. But it's possible to conquer AI cities. So, there two types of game again:
2a) without diplomats and bribing
2b) with diplomats
I try to win according to case (1). So I need some good planning to get techleading.
One of the purposes of this thread to ask veterans of civ1 -
"What is the best tech ordering and build ordering in the early game (before 1 AD)?"
I tried about 30-50 times. I always have printed techtree and other stuff near my hands and eyes, but i don't understand which strategy gives most benefit.
Ok, we would like to win with some kind of average (standart) city placing. For example, one can find often fish (or two) in cities BFC. But gold or gems are quite rare. Oil or coal are rare also. Rivers are fine. So, let our city has 1 fish + 1 horse, or 2 fish, or 1 jems + 1 fish, that is a starting place that can be easily find by moving a settler about 10-15 turns. If we start with 2 settlers, then restart. If we find city form a hut, then restart (reload), ideally we want no huts, but some coins, or troops will help a little bit. We don't want to build Colossus since its like a gambling and we want a strong strategy. It's considerably easier to play with Colossus.
Wonders: We want a couple of important wonders, that we can build 100% (whether with prebuild or caravans). They are copernicus obs (never expires - civilopedia lies about expiring after automobiles, and gives x2 boost for total science, this is huge), newtons college (considerably boosts science, expires after nuclear fission, which is not necessary for our strategy and rather late), darwins voyage (just helps a little bit for one city civ), seti program (never expires and boosts science, but actually i didn't see big differ; probably it interacts with newtons college), united nations (we won't give any more techs or gold for stupid AI), cure for cancer (allows to grow city upto 28 pop, but i don't know yet whether it is with shakespeares theatre), appolo programm (for spaceship).
Our goal to have Railroad asap. Well, with gold and extra starting settler it's possible before 1AD (iirc).
Rules:
- Generated world is standard (normal water, normal whethear etc.)
- Difficulty Emperor
- Start with one settler, no cities from hut, we don't build more than one city, we don't conquer cities (if it's by accident then we abandon them)
- Some kind of usual start - city couldn't be placed near gold, near oil, near coal, near two horses, near two gems, near 3+ fishes, but it could be a lot of rivers or a lot of dotted grass
- We will win when our Spaceship will reach AphaCentaura first.
Necessary wonders (i think i'd rather retire if i did't build them):
-Copernicus Observatory
-Newtons College
Necessary wonders (they usually aprove investments):
-Shakespeares Theatre
-Darwins Voyage
-Cure for Concer
-United Nations
-Seti Programm (??)
-Apollo program
Ok, what openings seems reasanoble?
1) Fast REPUBLIC and WLTPD, that is APLHA, WRITING (library asap), CODE OF LAWS, LITERACY, CEREMONIAL BURING (or BRONZE WORKING before CODE OF LAWS for CURRENCY, we can't reseacrh REPUBLIC since it has group 1).
Actually, i still don't understand when the best to build settler. Republic alone isn't effective, so we need happines and lux (at least market). Otherwise, we will have population 8-9 and have to put lux slider upto 30-40, this isn't good. Moreover, we need aqueduct at some point.
Now i see two possibilities:
1a) we go for RELIGION through MYSTICISM and PHILOSOPHY, and later we go for CONSTRUCTION
1b) we go for CURRENCY and CONSTRUCTION immediately.
positive:we have early growth and therefore potentially a lot of raw commerce
negative:no caravans and therefore no trade routes, we may be late for copernicus obs
2) fast ASTRONOMY, copernicus obs. BRONZE WORKING (no CB or MAS could be first), CEREMONIAL BURING, MASONRY (begin prebuilding copernicus obs), MYSTICISM, MATH, ASTRONOMY. Now we go for REPUBLIC
3) fast MONARCHY (to be appear)
4) fast TRADE (to be appear)
I will add some summary for strategies later.
Any advices from veterans and experts will be very helpful.
Please don't to hesitate to comment and criticuise.
May be some links or your own strategies, espesially with tech and build orderings.
If it's interesting for somebody then i can explain some things and write strategies faster.
At first, a couple of words, how i try to play OCC Emperor.
I distingiush two types of this game:
1) Pure one city game with launching Spaceship. If you get AI's city though culture flipping, than try to abandon it ASAP. E.g., put all specialists as taxmans, and then produce a settler and delete it.
2) It's not allowed to build with settler more than one city. But it's possible to conquer AI cities. So, there two types of game again:
2a) without diplomats and bribing
2b) with diplomats
I try to win according to case (1). So I need some good planning to get techleading.
One of the purposes of this thread to ask veterans of civ1 -
"What is the best tech ordering and build ordering in the early game (before 1 AD)?"
I tried about 30-50 times. I always have printed techtree and other stuff near my hands and eyes, but i don't understand which strategy gives most benefit.
Ok, we would like to win with some kind of average (standart) city placing. For example, one can find often fish (or two) in cities BFC. But gold or gems are quite rare. Oil or coal are rare also. Rivers are fine. So, let our city has 1 fish + 1 horse, or 2 fish, or 1 jems + 1 fish, that is a starting place that can be easily find by moving a settler about 10-15 turns. If we start with 2 settlers, then restart. If we find city form a hut, then restart (reload), ideally we want no huts, but some coins, or troops will help a little bit. We don't want to build Colossus since its like a gambling and we want a strong strategy. It's considerably easier to play with Colossus.
Wonders: We want a couple of important wonders, that we can build 100% (whether with prebuild or caravans). They are copernicus obs (never expires - civilopedia lies about expiring after automobiles, and gives x2 boost for total science, this is huge), newtons college (considerably boosts science, expires after nuclear fission, which is not necessary for our strategy and rather late), darwins voyage (just helps a little bit for one city civ), seti program (never expires and boosts science, but actually i didn't see big differ; probably it interacts with newtons college), united nations (we won't give any more techs or gold for stupid AI), cure for cancer (allows to grow city upto 28 pop, but i don't know yet whether it is with shakespeares theatre), appolo programm (for spaceship).
Our goal to have Railroad asap. Well, with gold and extra starting settler it's possible before 1AD (iirc).
Rules:
- Generated world is standard (normal water, normal whethear etc.)
- Difficulty Emperor
- Start with one settler, no cities from hut, we don't build more than one city, we don't conquer cities (if it's by accident then we abandon them)
- Some kind of usual start - city couldn't be placed near gold, near oil, near coal, near two horses, near two gems, near 3+ fishes, but it could be a lot of rivers or a lot of dotted grass
- We will win when our Spaceship will reach AphaCentaura first.
Necessary wonders (i think i'd rather retire if i did't build them):
-Copernicus Observatory
-Newtons College
Necessary wonders (they usually aprove investments):
-Shakespeares Theatre
-Darwins Voyage
-Cure for Concer
-United Nations
-Seti Programm (??)
-Apollo program
Ok, what openings seems reasanoble?
1) Fast REPUBLIC and WLTPD, that is APLHA, WRITING (library asap), CODE OF LAWS, LITERACY, CEREMONIAL BURING (or BRONZE WORKING before CODE OF LAWS for CURRENCY, we can't reseacrh REPUBLIC since it has group 1).
Actually, i still don't understand when the best to build settler. Republic alone isn't effective, so we need happines and lux (at least market). Otherwise, we will have population 8-9 and have to put lux slider upto 30-40, this isn't good. Moreover, we need aqueduct at some point.
Now i see two possibilities:
1a) we go for RELIGION through MYSTICISM and PHILOSOPHY, and later we go for CONSTRUCTION
1b) we go for CURRENCY and CONSTRUCTION immediately.
positive:we have early growth and therefore potentially a lot of raw commerce
negative:no caravans and therefore no trade routes, we may be late for copernicus obs
2) fast ASTRONOMY, copernicus obs. BRONZE WORKING (no CB or MAS could be first), CEREMONIAL BURING, MASONRY (begin prebuilding copernicus obs), MYSTICISM, MATH, ASTRONOMY. Now we go for REPUBLIC
3) fast MONARCHY (to be appear)
4) fast TRADE (to be appear)
I will add some summary for strategies later.
Any advices from veterans and experts will be very helpful.
Please don't to hesitate to comment and criticuise.
May be some links or your own strategies, espesially with tech and build orderings.
If it's interesting for somebody then i can explain some things and write strategies faster.