EMO #2 - Louis XIV (OCC)

-Asterix-

Prince
Joined
Apr 25, 2010
Messages
325
Location
Finland
Louis XIV by the Lake of Two Rivers

There can be only one! ....city. And this time that city will be Paris (or something else if you choose to rename it).

Welcome to the 2nd edition of Even More OCC series. Here we play OCC games with varying options, one leader (and one city) at a time. Bullpen for the series is here and from there you can find previous games as well as the current one.

This time we deal with a "more normal" OCC space game and help French people to conquer the stars. Our leader, Louis XIV - The Sun King, should be pretty suitable for the job with his traits. Being IND is not exactly the same as being PHI but it's still probably the second best trait for OCC games. CRE, on the other hand, will give you cheap library but not much else. Uniques don't seem to be of much help this time.

I chose terra map to give basically pangaea type of game with a possible twist of AIs conquering the New World when they learn to build ships with proper sails. That said, there should be plenty of early contacts and diplomacy available for those who like it.

Our leader:

Name: Louis XIV
Civilization: French Empire
Traits: IND/CRE
Starting techs: Agriculture and The Wheel
Unique unit: Musketeer (Musketman with 2 movement points)
Unique building: Salon (Observatory that adds 1 free artist)

Game settings:

Difficulty: Prince
Victory conditions: Space preferred but all options are open (mainly for AIs).
Map type: Terra with everybody starting from the Old World.
Map size: Standard
Number of AIs: 9
Speed: Normal
Options: No huts or events.

Starting screenshot:

emo2start.jpg


PH start, food and hammers look good. Hopefully I wasn't too generous here...

Save file:

For BUFFY users: EMO #2 - Louis XIV
Or if you're having problems with BUFFY: EMO #2 - Louis XIV (no mods)

You can download BUFFY here if you don't already have it.

Reporting guidelines:

Finally, I'd like to give some guidelines for reporting about your games:

  • What were your first 3-4 builds and techs?
  • What early wonders did you build?
  • When did you get Academy/CS/Oxford/National Park/Apollo?

Remember that you can tell about your games any way you like, these are just things that usually interest other players. Please use spoiler tags when you post something spoilerish.

Up, up and away! :agree:
 
Space in 1912ad. Could do maybe 20 turns better on the second run as I forgot some major things here. :cringe:
Spoiler :

Starting techs: Pottery -> AH -> Writing -> Myst.
Starting builds: Worker -> Granary -> Warrior -> Library.

Interesting milestones:

Mids - 1320bc
CS (Oracled) - 975bc :sad:
Academy - 850bc
Great Library - 500bc
Oxford - 25ad
National Park - 1000ad
Apollo - 1760ad

Totally forgot chopping and Pacifism in this game. That's what you get for not playing in long time. At least some early chopping and relatively fast Philo would have given well over 10 turns easily. I'm also disappointed in my early game and Oracle + Academy dates as those should have come around much faster. Building Globe was also a mistake as I didn't remember that all those forest preserves would have easily taken care of happiness issues.

Only got DoWed once which made me change my tech order and build some units. After that I started to bribe Monty and Shaka everywhere which basically guaranteed peace for me.

Overall, a very lousy game from me.
 
Space 1868.

Spoiler :

First 3-4 techs? AH-Writing-Mining-Masonry
First builds: Worker-warrior-library-warrior

Academy: 2200 bc
Pyramids: 1840 bc
CS/oracle: 1240 bc
Great library: 750 bc
National epic: 625 bc
Oxford: 325 bc
National Park: 1000 ad
Apollo: 1660 ad

Got DOWed by Willem, Shaka and Joao, but didn't have any troubles with vastly superior units. Saved all bfc forests and rushed to national park & biology, then to superconductors which I got with liberalism. Mansa was a really good trading partner and I even got fission from him.
 
@Asterix

Spoiler :
Forest preserves are one thing, but GT can be a lifesaver once you have the UN trying to repeatedly force you into emancipation. I play a lot of OCC, and the alternatives aren't worth the security that the GT provides, IMO.
 
@admtanaka
Spoiler :
That sure works on maybe Emperor+ but on my game the UN wasn't even built when I got to space. Also didn't have any bad AP votes to defy. AIs turned to Emancipation by themselves but I guess it's not that bad as it's only Prince. Around 15 FPs with traded resources should be well enough here. :)
 
This was a beautiful start for OCC.

Spoiler :
Played very quickly and thoughtlessly, but with the easy start and prince difficulty, it didn't really matter. Built nearly every wonder, and certainly all the ones I wanted. With a tech lead and some help from the AP, it was pretty easy to keep the entire continent at war with each other:

civ4screenshot0030l.jpg


I Libbed Biology but could have gone quite a bit deeper. Cavs (or better) versus LBs would have been easily possible (again, this is Prince and a start that makes a romp). I took the lazy man's way and built the spaceship. My cap the turn I launched:

civ4screenshot0031d.jpg


In any event, this was a quick, fun map, even if it was a cakewalk at this difficulty.

 
I played this twice, experimenting with really getting better

Spoiler :

Hard on the farmer's gambit here: Mining > Masonry > Animal Husbandry > Writing

The idea here being to go Worker, Pyramids out of the gate, then switch to the Library once writing comes in, then lean hard on the beakers. A better approach to it would be to realize that Mining is a luxury (you've only got one clear hill, and with this much food maybe 1F/3P isn't all that much better than 0F/3P; in which case I should have opened Mysticism > Masonry.

The downside is that early research is slow, and that raises the risk on missing the CS sling shot. I ended up deciding to take the sure thing

2280 Pyramids
1480 Oracle -> CoL
825 Alphabet
50 Education

Choosing to try education, then doubling back for the Aesthetics tree - still managed to get the Great Library

1080 Lib -> Bio (train a second worker here)
1240 Medicine (a new idea for me; not sure how much I like it)
1300 Astronomy
1470 Steam
1650 Assembly Line
1720 Plastics
1775 Rocketry
1927 Win

National Epic, Oxford, Ironworks, National Park, and a late, but not too relevent Globe Theater.

20 GP farmed by the city; plus three pickups (Music, Physics, Fusion).

Willem was Hindu, Chuckie was Buddhist, so I tried to stay out, and switched to Free Religion as soon as I could.



Then I tried a different approach, which didn't improve the game at all...

Spoiler :

Tried going the other way around - AH > Writing > Mining (wrong! see above) > Masonry. The was to go Worker > Warrior > Barracks, but that exploded badly... (1) the initial warrior was bear food, so I didn't have any for busters out, and I got caught up in other infrastructure and noticed very late that the barracks wasn't finished.

2/3 barbarian warriors came through before I could get the iron connected, and pillaged me back to turn zero.

Also, for better or worse I decided to take a side in the religious war, thinking that my slow tech rate in attempt one might have been a combination of being too shy with techs plus not having Pacifism working for me. So I teamed up with Chuckie/Isabella/Shaka in the buddhist block.

Turned out that Shaka and Chuckie weren't getting along. Bummer.

In spite of the poor start, I felt like I was catching up as I came up on Steam Power; at this point, the whole game went to handbasket: Monty had a stack and no other targets, and I couldn't bribe my friends in to bail me out.

Pillage pillage pillage gives me enough time to sneak to railroad, and get machine gunners in place. Three great generals later, Monty is finally willing to pay for the privilege of leaving (Meanwhile, Joao and Toku also decided to send some stacks along).

Ultimately, I launched a 12 turn ship in 1933, and quit there rather than end turning the win. This time around, the UN was (just) built, and at least one other AI had managed to complete the Apollo program.
 
Played a game of my own. Realized on turn 120 that I forgot to swap to Bureaucracy... about 50 turns ago. :hammer2:. That was the end of that game; too frustrating.

(I was still in cooldown from the swap to Caste System the turn it became available, and never remembered to check back again a turn later).

Edit: Ok, it kept bugging me so I finally went back and finished that game. 1906 SS victory. A couple rough spots where I didn't properly adapt to it being a OCC game, plus the epic Bureaucracy fail... but overall I'm satisfied with how it turned out.

Spoiler :
AH -> Writing -> Mining -> Masonry; 2080 Academy, 1860 Pyramids, 1160 Civil Service, 250 BC Education, 840 AD Biology off Lib., 1670 Apollo. Pretty basic strategy (Pyramids, civil service slingshot, Lib. biology, spam national parks); an absurdly strong capital made it a relatively easy strategy too. I teched Industrialism a bit earlier than I would have preferred just to find out where Aluminum was (planning a quick war to cap someone so I could gift them up to Industrialism and demand it from them to speed up my SS production)... and found out that I'd settled on it. :lol:

Ended up sharing borders with Buddhist Charlemagne, Jewish Willem, and Hindu Montezuma (not to mention Christian Isabella waiting in the distance, and eventually an Islamic Ethiopia... absolutely crazy game religiously), plus my capital didn't draw any of their religions until the ADs. I just sat in no religion to Free Religion rather than risk a DoW; don't play OCC often so I'm not sure if this was the right choice or if I'd have been better just picking a side and sticking with it. Some minor bribery early and the game turned into a surprisingly balanced bloodbath amongst the AIs which slowed their general tech rate a lot. Willem went crazy late in the game by taking over the entire New World himself and filling it with cities, skyrocketing his GNP over 5000. Fortunately the tech rate had been so slow up to that point that Willem didn't discover Rocketry until after I'd already launched, and all the other AIs were still futzing about with rifles and cannons.
 
I decided to take if for another ride this morning, and got a few more lessons

Spoiler :

1) I eliminated a bit of micro pessimisation: In the past, I've played stupid games of researching Sci Method just short of completion, then Librarlism just short of completion, thus minimizing the turns of research without the primitive research bonuses. Kind of dumb, because that costs you about half a preserve per worker

2) Isabella declared war on Charlemagne at an opportune moment, so I dog piled in a turn later and scored *five* workers for my trouble. Kind of an eye opener for a builder, that one.

3) The more lifting of the AI you do, the more likely you are to need extra happy from somewhere to beat Emancipation. I'm not sure you need the Globe Theater, but for sure the small one to give you the extra happy each time you bump the slider.

Possibly related: I went very thin on Wonders - Pyramids, Oracle, Taj Mahal, Cristo Redentor; got me to thinking that maybe leaving wonders for the AI to harvest is another way to keep them close enough to be useful


 
I had some time so decided to goof around. Unfortunately the AI was too stupidly incompetent that it couldn't do anything this level, despite I DoWed on every AI from the start and kept the wars on for the rest of the game. At this point I can single handedly take over the rest of the world with just one of my units so I think it's time to quit as I've made a point.

P.S. Yes, I really did chose stupid promos like Cover, etc. just to say I promoted to everything possible despite not even having a single War-Trait bonus.

2n'd P.S.

Did you know that the AI sucks?

Spoiler :
oraclet.png

maxpromo.png
 
Space 1890

Spoiler :


Early tech path AH - writing - mining - masonry.

Took Medicine from Lib. Could have waited but with the forest preserves wanted to run enviromentalism.

Built the whole ship as the time it was taking to tech the later techs gave me plenty of time.

One little war at the end. Modern Armour against rifles seems a bit unfair. ;)

Thanks for hosting -Asterix- :goodjob:
 
Half way through a my first attempt now. Projecting about 1850 of so for space, assuming nothing goes bad with war (I am in one right now, and have a total of 3 troops. Since they are machine guns, and I am being attack with the likes of chariots, I assume this will be fine.)
 
Half way through a my first attempt now. Projecting about 1850 of so for space, assuming nothing goes bad with war (I am in one right now, and have a total of 3 troops. Since they are machine guns, and I am being attack with the likes of chariots, I assume this will be fine.)
On prince it's not really a problem to survive unless you mess your game really bad early. Problem is that if you have to divert tech path from planned you probably lose some turns from the finishing date. :)

Hopefully your game goes well as 1850 would be a very nice victory date. :goodjob:
 
I may have made a crucial error waiting until cavalry to go on my rampage. Zara has colonized the other small continent so he may never vassal. As it is, it seems more difficult to meet capitulation requirements with only one city (shared border probably?).
 
I may have made a crucial error waiting until cavalry to go on my rampage. Zara has colonized the other small continent so he may never vassal. As it is, it seems more difficult to meet capitulation requirements with only one city (shared border probably?).

AIs won't cap if they could instantly break the cap and go independent. You must bring them below either 50% of your pop or 50% of your land (or both) before they will cap. In a OCC, I would think this would mean reducing them to one city (maybe two cities once in a while, if your cap has particularly high pop or culture and those two cities are particularly pathetic).
 
@ben-jammin

Yes, it's quite hard to make AIs capitulate in OCC games. You could check the first game of the series as it's meant to be played to military victory. In that game I noticed that AIs were willing to capitulate only when they were down to one city (with the exception of last AI which had one just settled city more).

From some earlier games I recall that AIs won't actually go independent right away when they can. I think I capped some AIs in some of the earlier OCC games on the forum and they were still capped in the end even though they had settled bunch of cities back.
 
They must be incapable of breaking free to capitulate. They must become capable of breaking free and have low enough relations with you plus sufficient power relative to yours to subsequently break free.

I suspect that it's the same threshold as the one that determines whether they're willing to give in to a resource demand from you (VassalRefuseAttitudeThreshold in the leaderhead xml). But I'm not 100% sure about that, so... don't take it for granted.
 
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