No ICS & OCC tougher in civ3

In looking at the Cultural Advosor Screen http://www.civ3.com/images/screenshots/cultural2.jpg I see that while the individual city cultural ratings are 22,20,12,35,17 and 10; the total culture value of the civilization is 4846. This leads me to believe that by continuing to increase your inner cities cultural value they will help to influence the borders of all cities expanding by increasing the total cultural value. Also there are probably other things besides buildings that have an effect on your civilizations cultural value.

Anyway with the size of the total cultural value being 38 times the total of all the cities cultural value combined I think this is going to play a bigger role in your outer cities expanding borders than what what those cities do themselves.

And, as always you can never reduce these stratagies to such simple calculations, and now it seems that they will be more complaex than ever.

I can't wait!!
king2.gif


------------------
<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/Hi_angry.jpg" border=0>If you cross the border, you better have your green card!<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/SKULL.gif" border=0>
 
The "Culture Value" is the amout of culture gathered PER TURN. NOT the total amount gathered. See the right column. You can see that the Palace is worth 263 points! So I think the "Total Cuture Value" is the amout of culture all your cities have gathered in Total.

Just a thought.
 
What I have caught, it sounds like Wonders become even MORE important. It sounds like the Wonders are a major plus to Culture. Do I go back to my Chieftan days, and try and build every wonder?

I think some of the city strategies are still valid. Put a city at a choke off point. Get one early city at the Ocean and explore. However, forget your capital pumping out 3 settles in a row. The new workers going to be a real balancing act.

Does add another question. You use to get an extra "settler" if you position was bad. I always used #2 for a early NONE unit to build the road net for trade. I wonder what the balance will be now?
 
Re: culture

From the official Civ III site:

"Each city produces a number of culture points (cp) per turn, depending on the wonders and city improvements you've built. These culture points are added to your total culture value, which represents the sum of all your cultural influence since the beginning of history."

Culture points are generated by each city, but the culture value is for your civilization as a whole, and is the sum of all the culture points you have generated since the start of the game.
 
OCC is "One City Challenge" where you only have one city the entire game.

Another thread on culture out there, very interesting stuff on it. And Egypt will be a good civ to play, remember that!
 
Ok ICS will be a litle harder to do, but at least the expansionist civs could be played with ICS. Why? They will gain some nice settlers and cities out of the huts
tongue.gif


The other have to wait for growing their cities to size 4, then building a settler - citysize is 2 and can support settlers with food - i suppose 1 civ3settler needs food like 2 civ2settlers. After that you have to wait for citysize 4 to build the next settler. While waiting for growth you can build some nice things like temples or libraries
spinsmile.gif


Overall ICS is harder to do but it is possible and will take more time.
 
Groggen,

Here is some more info for you on OCC.
First here are the unoffical guidelines from Apolyton (The Paulicy)

The OCC Strategy Guide

From Civilization Fanatics' Forums here is a game that has everything you need to
give it a try from Smash. Smash even has a timeline included for you to compare too.

OCC Saved Game

Enjoy

------------------
TTFNFm & MTFBWY moof

" Only two things are infinite, the universe and human stupidity,

and I'm not sure about the former. " - Albert Einstein
 
THANX moof!
lol.gif

I'll sure have to look into that as soon as I get a chance!
 
Ikendter (sp) asked:
Does add another question. You use to get an extra "settler" if you position was bad. I always used #2 for a early NONE unit to build the road net for trade. I wonder what the balance will be now?

I think I have the answer to that one. Civ III introduces "workers" who cost one pop to produce (rather than two for settlers) and do all of the dirty terrain improvement work.
biggrin.gif
If you are lucky enough to start with two settlers, there will no longer be any value to keeping the unsupported second one around - all he's good for is building a second city!
 
My point is, will they still balance the game with an extra Settler?

If not, how?
 
Originally posted by lkendter:
My point is, will they still balance the game with an extra Settler?

If not, how?

I didn't realise that the extra settler was a balancing thing. In my experience it has seemed to be random (though someone said that he always seemed to get them when playing a White civ).

 
by Groggen (from Uppsala!), posted August 31, 2001 10:22 AM
Hmm... I was just wondering, what is OCC?


Hi Groggen,

As others have said, OCC is "One City Challenge", which is a way of playing a Civ II game. In a nutshell, you are allowed only one city... never, ever (even with a hut) can you have more than one city (you must replay a hut entry, if an Advanced Tribe results). The objective is to land a SS as fast as possible. Score is not important.


BTW, I have friends and relatives in Uppsala, and usually spend about 3 months a year there <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>. I was there last summer and fall, beginning just after last summer's huge rainfalls. And the summer before, it was so dry. I have not visited yet this year, though. <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>

EDIT: Typo


[This message has been edited by starlifter (edited September 06, 2001).]
 
The "extra" settler was not 100% right, but if you notice the following tend to get 2 settlers
small island
garbage terrain (in lots of plains, etc)
Another civ close by

If you are in all grass, you almost always get 1 settler.
 
I've just found out that if you can get a city with a radius of 6 squares
crazyeyes.gif
eek.gif
, you win the game . This is probably the route most OCC players will take , or else they'll try for a diplomatic , ecomomic , or AC victory .
 
We hardly consider ourselves even novice at OCC, but what experience we
do have leads us to believe that a size six territory with only one city
would be nearly impossible. We cannot imagine SS will not continue
to be the only way to win an OCC game, even in Civ III.
We think the details of what will become the new paulicy reguarding the
colonies and outlieing resources for OCC in Civ III will be very interesting.

Hopefully Smash will weigh in on this topic.

O Omnipotent Oracle of Occ offer opinion, Please.

------------------
TTFNFm & MTFBWY moof

" Only two things are infinite, the universe and human stupidity,

and I'm not sure about the former. " - Albert Einstein

[This message has been edited by moof (edited September 09, 2001).]
 
Supernaut, confirming/completing the answer given by Ikendter, CIV II used extra settlers to compensate for bad starting positioning, AND in higher levels (emperor and deity) also to balance the extra power the AI has (cheating) over the human player.

In deity, you always begin with 2 settlers, in emperor not always, but with a big probability.
 
Back
Top Bottom