AG4 - OCC Conquest (regent)

1) No. If it happens, it happens, if it doesn't, it doesn't. I think it is easy to get carried away with a non-despotic GA, I don;t think it will be a game-breaker.

2) Just deal with them best as we can. Ancient cavalry are good but they're not impossible to defeat, it's effectively a free Gallic every 5 turns, difficult but not impossible.

3) Colonies can be used to get some resources but if the resource is very far away then defending the colony and the road becomes very difficult. We'll just have to deal with it best as we can, thus a resourceless UU would be a big help.

I'm happy with any civ, Zulu preferred but any taken.
 
Aggie, have you decided on map size yet? I think 80% pangaea is the obvious mass, but do we want to play small or standard?
 
Cool :). I'm ready to rock :hammer: AFAIK an OCC conquest has never been done, so this could be quite an interesting challenge!
 
Originally posted by Aggie

1. Do we want to avoid a despot GA?
2. What to do vs a civ with Zeus?
3. What if we don't have horses?

1) Not bothered, quite like the sound of a despot GA, nice for early building and getting your Impis out quick.

2) Make friends with them, then sneak a large army up to their Zeus city and burn it to the ground, as soon as we can after they build the Zeus.

3) Build lots of Impis instead.

Zulu sounds fine for me! I love expansionists and on a regent game we should be killing the AI for tech by about 1000BC ;)

Melifluous
 
OK, Zulu it is!

Regarding the expansionist trait and other OCC stuff:

-We are not allowed to have more than one city at the end of the turn
-Free cities have to be abandonned immediately
-Free settler may be used to let our city grow
-We are allowed to get cities for peace, but those have to be abandonned before the end of turn (could be an important tactic?)
-We are allowed to form an army with a leader if we have three cities from peace talks (that have to be burned to the ground at the end of the turn). This is subject to discussion. Maybe this is stretching it too far?
 
Our start :D

AG4-4000BC1.jpg


Very nice start! I assume that I settle SE of the cattle and go for Mysticism at max? Hoping for other techs to be popped?
 
looks good to me :D. Either alphabet or myst at max would be good ideas :)
 
Nice starting location :) Too bad we can't build some more cities here...

Myst and the line towards monarchy? The philo road may have the bigger trading value, but i agree we need monarchy at all, and it also has good trading value.
Lets hold together on our hands and pray for iron and horses near this position :)
 
The start looks nice enough. Settler goes NE to the sea.

Turn 1 (3950 BC) Zimbabwe founded, starts with another scout. Worker start irrigating the cattle. Ceremonial Burial at max (in 10). Scout sees goody hut.

Turn 2 (3900 BC) The hut gives us Bronze Working :goodjob:

Turn 3 (3850 BC) Zzzz

Turn 4 (3800 BC) A second goody hut gives us a settler!

Turn 5 (3750 BC) Irrigation finished. Worker starts road.

IT: Scout->impi.

Turn 6 (3700 BC) We meet the Sumerians to our South West. They have an empty city there :eek: They are also behind in tech.

Turn 7 (3650 BC) Zzzz

Turn 8 (3600 BC) Worker starts roading wines on the hill. Scout in the east sees dark blue borders.

Turn 9 (3550 BC) Scout pops Masonry.

IT: Ceremonial Burial comes in. Next is Mysticism (in 12).

Turn 10 (3500 BC) We meet Germany to our east, who are three techs behind.

Turn 11 (3450 BC) Settler is joined and our city is size 4 now. Luxury tax to 20%. Hut pops The Wheel. We have horses just outside the borders :D

IT: Impi->The Colossus. Impi used as MP for now.

Turn 12 (3400 BC) Hut pops map. Lux to 10%.

Turn 13 (3350 BC) We are size 5, so lux back to 20%.

Turn 14 (3300 BC) Another settler popped!

Turn 15 (3250 BC) Road completed. Two new goody huts spotted.

Turn 16 (3200 BC) Settler joined, we are size 7. Lux to 30%. We pop Alphabet and Horseback Riding [party]

Turn 17 (3150 BC) Zzzz

Turn 18 (3100 BC) We meet the Ottomans, who are backward :rolleyes:

Turn 19, 20 (3050, 3000 BC) Zzzz

IT: We discover Mysticism and next up us Writing at max (20 turns).

Wealthiest nations list:
-Koreans
-Zulu
-Germans
-Ottomans
-French
-Sumerians

Turn 21 (2950 BC) Writing at 70% brings it in 20 turns.

Turn 22, 23, 24 (2900, 2850, 2800 BC) :sleep:

Turn 25 (2800 BC) Two new goody huts in sight. Who would have expected that!

Anyway, we are size 8 already and have Colosseum in 16, Writing in 15. Next up seems to be barracks and then impi/horses.

2750 AD save
 
OCC Conquest has been done before. One you might consider reading is

http://forums.civfanatics.com/showthread.php?s=&threadid=66265

It was also done on regeant, but with AW as part of the deal.

I recommend as much early fighting as possible. GOOD LUCK! Fun game, IMO.

BTW, I've beaten OCC AW on Monarch on a small map, too. But it was touch-and-go.

Arathorn
 
whoops :o:blush:

Had completely forgotten about that one. I remember intending to take a turn but never got round to it.

Anyway, well played Aggie, and talk about hut luck! :D The start is also excellent, we can get the horses with the next expansion and form a colony with a short road to the spices once we get some slave labour.

Horses and impi. :devil2: Can't wait to get stuck in.
 
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