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AG10 - OCC Conquest (Emperor)

Aggie

Deity
Joined
Jan 11, 2002
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6,278
Location
Amsterdam, Netherlands
After playing it on regent and monarch level it is time to try it on emperor. We don't HAVE to be at war constantly. The end result however should be a conquest victory for us.

The OCC variant in this SG means: at the end of the turn we may not have more than one city. During the turn we may have as many as we want. So we are allowed to demand cities for peace and then abandon them.

We will play a small map. Probably pangaea, but maybe archipelago when we choose to be the Vikings... After winning it on regent with the Zulu and on monarch with the Arabs I think that a lot of civs are good choices for emperor. I am leaning towards the Ottomans, Russians or Germans, because somehow I expect that this one will last longer than the monarch game, which ended just before Cavalry. These three have great UU's and are scientific. A good trait in an OCC imho. Personally I like the Germans very much, but maybe panzers may come a bit late. Other suggestions are very welcome. I'd like to see a good discussion about which tribe to choose and why.

GAME RULES
AI Aggression: normal
Opponents: 5 random AI's.
Rules: Standard, all standard single player victories enabled
Barbarians: No barbarians/sedentary
Level: Emperor
C3C 1.22

BANNED TACTICS
These are the exploits that I want to avoid in the game:

"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.

"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.

"RoP Rape": Using Right of Passage to move whole armies into attack position.

"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.

"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.

"Dogpiling": Adding multiple workers to cities to increase population beyond the food supply.

"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.

"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.

OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.

PLAYERS
4 players are already in the roster, 1 more is welcome. I'd say that you should be comfortable to play a tough deity variant.

(edit June 17th, 7.54 AM CET) :
ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
Greebley
homeyg
6thgentexan
Microbe

Roster is full

24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. (edit June 8th, 7.30 AM CET: ) First player can do 25 turns, after that 15 turns per player, 10 turns per player in war times.
 
I'm leaning towards the Russians. Extra defense will be helpful with our limited production and Expansion will be a better trait than Industrious for this game if you give us the sedentary barbs.
 
What map size are you thinking about?

Personally, the biggest problems that I have faced playing OCC at monarch and above is not militaristic defeat but cultural and domination defeat. So I look forward to playing this one.
 
Check in.

I like Ottoman's UU more than Russia. Zerks are cool too, and they don't require any resources to build.

I really don't know how to choose between Pangea or Archipelago. They probably require totally different stretegies.

Pangea means AI gets to each other fast and we can benefit from alliance and AI wars, which will slow the tech pace down. However, AI resettling would be much faster too, making the game difficult at a late stage.

Archipelago on the other hand makes it easy to take out AI one by one, but alliance is probably not gonna give us real meaning. It also means we probably won't be able to get to the last few AIs before late Middle Ages, making it more difficult.

In any case, I think we have to be on coastal and build Colossus for the extra commerce.
 
@betazed: This will be a small map again.

@Greebley and homeyg: Welcome! I figure that a team of 6 isn't too big for a game that will probably see the Industrial Age.

@6thGenTexan: The Russians don't have extra defense anymore, but can attack multiple times in a turn. I think that can be very useful as well. I agree that expansionist is a good trait for us. So I probably like expansionist/scientific most.

@microbe: I only want to try Archipelago with the Vikings. Then we obviously will start on the coast. I agree with the Colossus. We should be able to build it in most cases.

I count the following votes:
-1 x Germany (Aggie)
-1 x Russia (6thGenTexan)
-1 x Ottomans or Vikings (microbe)

Looking at it now I think that scientific/expansionist would be a great combo. Militaristic, Industrious, Religious, Agricultural sounds less appealing to me.
Seafaring only sounds nice when we play the Vikings on archipelago.

ROSTER (is full):
Aggie
6thgentexan
Microbe
betazed
Greebley
homeyg
 
Two questions, even though I am not in the game.

1) Are you not underestimating the power of commercial civs. Having the extra gold means you can keep that much more troops. It is very comforting to have during late Ancient, and early medieval.

2) Are you allowed to build settlers ? ( If you are, you need not go to such extreme lengths to get one or two armies. )
Grimjack
 
Grimjack said:
Two questions, even though I am not in the game.

1) Are you not underestimating the power of commercial civs. Having the extra gold means you can keep that much more troops. It is very comforting to have during late Ancient, and early medieval.

2) Are you allowed to build settlers ? ( If you are, you need not go to such extreme lengths to get one or two armies. )
Grimjack

Grimjack, thanks for the comments.

1) Commercial is very powerful indeed. I should have mentioned that as well. But I had trouble to find a nice civ with a great UU and other strong trait. But thinking about it a bit more gives me the Iroquois (plus agri), Hittites (plus expansionist).

2) Hmmm... A good one. Somehow I don't like the idea of founding a 2nd city. So I want to ban that. Only capturing and demanding is allowed. Settlers popped from the hut may be joined to the one city.
 
I assume if we get a town from a hut we simply abandon it right away?

I agree that we shouldn't be able to build settlers. I much prefer we either we play a pure OCC and never have armies or we have to capture/demand 3 cities to get one. The latter is enough challenge to make an army seem worthwhile.

I am slightly inclined toward a strict OCC to see if we can do it, but certainly like the other way as well.

Remember though that capturing and abandoning a city will transfer all the AI unhappiness from whipping and drafting to our city so we shouldn't do it when we don't have a strong reason to.

[Edit: For some reason, I don't feel like playing the Vikings. I would much prefer a Pangea. Edit2: I will go with Germany as my vote ]
 
That makes the vote:
-2 x Germany (Aggie, Greebley)
-1 x Russia (6thGenTexan)
-1 x Ottomans or Vikings (microbe)

I'm waiting for homeyg and betazed to vote as well. After that I will start up the game. I'm not looking for a majority vote, but do like to know if someone has objections against one of the 4 civs above. At this moment it looks like either Germany, Russia or the Ottomans.

We should abandon the hut right away indeed. I do like the idea of a pure OCC, but I'm afraid that this will make things very difficult. Therefore I go for the light variant. You are right about the unhapiness issues!
 
I too vote Germany (although I am slightly worried about the late UU).
 
I would vote for either the Vikings or the Ottomans.
 
OCC's are always fun to play...and quite fast too! I will enjoy watching this game unfold. Too bad I wasn't watching the threads early yesterday! :)
 
We can always move a few spaces to be coastal, right?
 
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