KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
Well what I can see from the 3 economic virtue trees that is Uniquely useful for Wide v. OCC
Bolded seem really useful
PROSPERITY
Tier1
Wide: all useful (starter less so)
OCC: Starter, worker, faster worker (fast outpost+Settler Useless on OCC)
Tier2
Wide: +Health, +Staring Pop, +Tiles (more local than foreign trade routes*, and your explorers can probably refill easily)
OCC: +Health, +Tiles,+Explorer, Foreign Trade routes* (+Starting pop is Useless, your explorers won't easily make it back to refill)
*Not sure on this, stations might be better for OCC, and an overabundance of trade routes in wide might need foreign trade routes (stations are limited to 1 per civ)
Tier3
Wide: -Unhealth, +Resource Health, +Production,
OCC: -Unhealth, +Resource Health, +Specialists,
Not sure about Terrascape
Depth 1= OCC
Depth 2= Wide
Depth 3 = OCC
KNOWLEDGE
Tier 1
Wide: none particularly useful (culture/pop might help expansion)
OCC: Culture/pop, Science/pop, Culture/health? (later on you might have more health than you can grow into)
Tier 2
Wide: -City tech cost, - city virtue cost, energy for culture? (lots of buildings cost lots of energy?)
OCC: Health per pop (-city cost is Useless for OCC) health per pop is poor conversion rate..but they will have a lot of pop..and that earns combining bonuses with -25% unhealthy
Tier3
Wide: Nothing Particularly useful
OCC: +culture from Wonders (you will probably have a lot of them, and that flat bonus helps your virtues more
Depth...non particularly good for OCC/Wide
INDUSTRY
Tier 1
Wide: +building, +rome bonus, +resource energy (wonders and energy from capital are meh)
OCC: +Building, +wonders, Energy from Capital (+rome bonus is Useless for OCC)
Tier 2
Wide: +Trade Health, +Internal trade routes (only 1 trade route/station/civ.. so that won't be as useful..partially depends on any limit to # of foreign trade routes)
OCC: +Station Trade Energy (internal trade routes strictly useless on OCC, and stations are probably better than foreign trade)
Tier 3
Wide: +health/building (you will have a lot of buildings)
OCC: +hammers/pop, +health/buildings (you will have a lot of pop and your one city will have many buildings)
Synergy
None particularly useful
Wide bonuses
Tier 1
10 Virtues: OCC
Tier 3
10 Virtues: Wide
The rest seem about the same for both
Bolded seem really useful
PROSPERITY
Tier1
Wide: all useful (starter less so)
OCC: Starter, worker, faster worker (fast outpost+Settler Useless on OCC)
Tier2
Wide: +Health, +Staring Pop, +Tiles (more local than foreign trade routes*, and your explorers can probably refill easily)
OCC: +Health, +Tiles,+Explorer, Foreign Trade routes* (+Starting pop is Useless, your explorers won't easily make it back to refill)
*Not sure on this, stations might be better for OCC, and an overabundance of trade routes in wide might need foreign trade routes (stations are limited to 1 per civ)
Tier3
Wide: -Unhealth, +Resource Health, +Production,
OCC: -Unhealth, +Resource Health, +Specialists,
Not sure about Terrascape
Depth 1= OCC
Depth 2= Wide
Depth 3 = OCC
KNOWLEDGE
Tier 1
Wide: none particularly useful (culture/pop might help expansion)
OCC: Culture/pop, Science/pop, Culture/health? (later on you might have more health than you can grow into)
Tier 2
Wide: -City tech cost, - city virtue cost, energy for culture? (lots of buildings cost lots of energy?)
OCC: Health per pop (-city cost is Useless for OCC) health per pop is poor conversion rate..but they will have a lot of pop..and that earns combining bonuses with -25% unhealthy
Tier3
Wide: Nothing Particularly useful
OCC: +culture from Wonders (you will probably have a lot of them, and that flat bonus helps your virtues more
Depth...non particularly good for OCC/Wide
INDUSTRY
Tier 1
Wide: +building, +rome bonus, +resource energy (wonders and energy from capital are meh)
OCC: +Building, +wonders, Energy from Capital (+rome bonus is Useless for OCC)
Tier 2
Wide: +Trade Health, +Internal trade routes (only 1 trade route/station/civ.. so that won't be as useful..partially depends on any limit to # of foreign trade routes)
OCC: +Station Trade Energy (internal trade routes strictly useless on OCC, and stations are probably better than foreign trade)
Tier 3
Wide: +health/building (you will have a lot of buildings)
OCC: +hammers/pop, +health/buildings (you will have a lot of pop and your one city will have many buildings)
Synergy
None particularly useful
Wide bonuses
Tier 1
10 Virtues: OCC
Tier 3
10 Virtues: Wide
The rest seem about the same for both