OCC Civ1

peterval

Chieftain
Joined
Mar 9, 2001
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55
Location
Bath,England
OCC in Civ1, ie one city making a spaceship, I find a bit of a mystery. I see Cliff has done it by 1100AD and Carniflex says he has achieved 1080AD. Neither say what level they were using, but I suspect it was high. This is a pretty amazing achievement. Before actually trying it I thought I would take a look at the theory. Maybe some expert would say if I am way off beam.
First problem. Should we keep ourselves to ourselves, or should we arrange to have neighbours? With other civs we can swap techs early and trade later. But the devils always want to park on some of my real estate and we can't afford a war. So let's try going it alone.
Second. Rightly or wrongly I strive for a cavalry unit belonging to None before building a city. The payback under a representative govt of being able to open goody huts and chase barbarian chiefs is priceless. In OCC can we afford the time?
As a ball park figure I would think about 50 techs are necessary. The less we go into AD research the better. In the first place it is very expensive, and second with only one city we can produce at best only one spaceship part per turn. So with only 50 turns every 1000 years we shall be in trouble if we fall below an average of one scientific advance per 3 turns. Even the 11th advance will cost 120 bulbs so already in the early stages we need 40 bulbs per turn.
Suppose we spend time under despotism irrigating and mining, move the Settler back into the city and go to Republic. Let's take a look at an early city. We are going to need a barracks and a fortified phalanx, or pirates and barbarians will have us for breakfast. A temple is a must have. That gives us a comfortable 5 squares to work. Probably the best we can do for a city square is grassland with resource providing 3 food and 2 arrows. A fish square will provide 3 food and 3 arrows. We only need 4 more food because the plan is to grow with We love the Ruler days, so ideally we can work 4 ocean squares providing 4 food and 12 arrows. So with favourable assumptions we have got 17 arrows. Even with a library, and assuming costs can be covered, we have 25 bulbs. We are behind already. A gem or gold square might improve matters but now we have a problem with food. If we get Astronomy and build Copernicus we have 50 bulbs but how do we afford it? Incidentally if we sell the palace will the spaceship fly? I have never checked. It is pretty clear we need early expansion so let's look at some expansion possibilities.
A marketplace is essential if we are collecting tax to maintain several buildings. A cathedral will bring us up to 9 workable squares. A colosseum will make it 12 squares. A library is essential to have any hope. A university even without Wonders is worthwhile once arrows get up to about 30. It looks as if we must build barracks, temple, library, marketplace, cathedral, colosseum, university, Copernicus. That little lot will cost about 1000 shields. If we cram it into 3000 years, 150 turns, that is a ball park average of over 6 shields a turn. I am feeling weak already.
By the 41st advance, a tech is costing 480 bulbs (it will rise very steeply if we get into AD), so we are looking for a minimum of 160 bulbs a turn. We can work 12 squares now. Can we average 3 arrows per square? Very difficult, but maybe we are allowed to build railways in the sea squares to bring them up to 4 arrows. The library and university will double output to say 70 bulbs. Copernicus will double it to 140 but he will be dead soon. Can we afford not to employ Isaac Newton?
Please, I need a fish square, a coal mine and a goldmine (it happens) or I am going into the garden shed to read a book. Maybe I am missing something. In Civ2 it is possible to make a fortune by giving away your techs and asking for money. This tactic is pretty essential to OCC in Civ2. Are there any tricks like that in Civ1 I wonder?
:confused:
 
I have never won an OCC game anywhere near 1000AD, so I suppose it isn't really my place to comment. but I will anyway. I can just see a few things to comment on:

One, it's possible to buy some of those city improvements rather than wait for shields. (Three barbarian leaders equal one cathedral?) If you are reducing science to increase income there is a tradeoff - but IF you can solve the 'arrows problem' you can work around a shield shortage.

Two, don't forget about diplomats and caravans. You can't afford to go exploring the whole world. But the price of 1 sail + 3 caravans will be paid back by the extra caravan arrows in about 20 turns, then show a net profit for the rest of the game. You may also be able to steal a couple early techs with diplomats, but this isn't as helpful -- since there is no city improvement small enough for cheap rush-builds of diplomats, and you should be the most technically advanced civ for the whole second half of the game anyway.

Three, if you have a marketplace and bank, it may be more profitable to turn on luxuries instead of building a city improvement. Example: a city at size 9, 20 arrows, have marketplace+bank+library+university. Set to 2.8.0 you get 8 coins + 32 lightbulbs. Set to 2.7.1 and you get 4 diamonds = 2 happy citizens = ability to grow to 11 without unrest. At size 11 you should have at least 24 arrows = 5 diamonds + 10 coins + 34 lightbulbs. When I have a "post-adequect we love the president day" I might inflate the city size all the way up to 15 or 16, then back off the luxuries so that I have equal numbers of happy and angry citizens. If you have time later to make more of them happy, even better - but you can get some additional benefit immediately.

You omitted the aqueduct from your list of essential city improvements, incidentally.
 
I've played quite a few OCC games and my tactic would be to enter republic ASAP.
Before 1AD science goes faster than after, so you want to generate lots of bulbs to get a tech per turn. To do this you need to grow really fast by "we love the ... day". When you're size 20 or bigger before 1AD techs are coming at you like crazy! :)

City improvements I usually build:
Temple, marketplace, library.
Cathedral, bank, university
Aquaduct.

Plus all science wonders and Bach's cathedral.

I like getting barbarian leaders and I also don't put tax as low as possible. By doing this I still get money to rush improvements, when people are unhappy: pouf! a cathedral! when science isn't going as fast as I like: pouf! a university.

What level do you guys play on?
Chieftain is my favourite. ;) Admit it! It's fun to only have one city, launch the spaceship and then continue playing and crush all the other civs. :lol:
One level higher is still fun too. The next level isn't fun anymore, enemy civs are really starting to come after you then... :(
 
You made some valuable points Siegmund. The luxuries point is particularly significant. I suppose it is something I have used in normal games without actually working out what was going on. Another way of looking at it perhaps is this.
Suppose we are working 12 squares and we want to work 13. We will need 2 diamonds to keep the lid on. With a market-bank that will need 1 arrow but we shall recoup at least 2.
Suddenly the clouds are lifting.
(Addict I think maybe you are right. Hide in our small chieftain cave and grow lean and hard while the others grow fat and prosperous. Then…pounce!):)
 
I think I posted a short strategy guide for Civ1 OCC here somewhere but I can't find it now.

Here are some general ideas though:

City site is important. It is good to have several trade specials in the city radius and the most specials you can have is four. The other squares should be mostly grassland or you will lack food. Some ocean squares are OK also.

Get to Republic early and stay in Repbulic for the rest of the game.

To start with two settlers is a big advantage and so are free techs, especially those techs that lead to Republic.

After Republic you probably want a temple and then it is time to build three caravans and establish trade routes. It is good to have a civ with three cities nearby that you can trade with. Give them techs if they demand, war should be avoided.

What you want next is to celebrate your city up to maximum size and that is 23 on Emperor level. My record game was played on Emperor and I'm sure that Carniflex played on Emperor as well. You need several city improvements for this, market, bank, aqueduct, cathedral and colosseum. I prefer to build the market and bank first and then play a few turns with maximum taxes and rush buy the other city improvements.

A library should be built as early as possible to help discover the techs needed for the other improvements.

A university should also be built and Copernicus, Newton and Colossus, and later SETI program. Build these wonders with caravans rather then building the actual wonders. It is cheaper to rush build caravans. Colossus is the least important of these wonders.

When your city is 20+ and you have all the stuff I mentioned you should be getting techs every 2 turns or so.

Try to discover as many techs as possible in the BC's since science cost is doubled in AD.

Adjust your science rate so that you don't waste lightbulbs. Use the extra taxes to rush buy caravans. Build nothing but caravans and a few diplomats which will be used to stop the AI from walking on the squares that you are working. Bribe and disband any unit that entered your territory before you were able to post diplomats between you and the AI. Give in to AI demands. Always. You can't afford a war.

Barbarians are not a problem when you only have one city. They can never take your last city unless it is undefended so a caravan there will do. It is good to have a two move unit that can track down the leaders. A NON cavalry is very good as you mentioned. It is worth wayting a few turns to get it. It is also worth spending some time looking for the perfect spot to found the city rather than building it where you start.
 
Thanks Cliff. More useful tips. But there is one fundamental aspect I have not yet conquered. I had a go recently at King level. Things seemed to be on course but I gave up soon into AD. Why? Because of a neighbour from hell.
I nearly gave up in the beginning because almost immediately a goody hut gave me a city with just one special, a goldmine, not even a fish square. But I thought dammit, at least I have a None settler, and I need the practice. I irrigated and mined and then started to expand. I was pleasantly surprised to find science coming pretty fast, partly because of the Colossus which I had not considered in my theoretical calculations above. (Incidentally I had also forgotten that sea squares easily produce 4 arrows - 2 normal plus one for Republic plus one for Colossus). So I am slightly surprised that you think Colossus is not important.
I wasn't too worried when a Russian horseman suddenly appeared demanding money. But he turned out to be just the beginning. Technology demands I could have maybe handled, but money was more difficult. Maybe I could have dealt with the problem by fighting but it wouldn't have been OCC anymore. You can't destroy captured cities in Civ1.
When I checked after the game I discovered that while I had been looking inwards the Russians had infested the continent with about 20 cities. I think this was an AI con because I scoured the continent at first looking for huts and there wasn't a soul about. But 3000 years later it was a Russian continent and the Russians were nowhere else in the world. Where did they come from? Also the AI was employing a cheat that I have become used to over the years. One city producing 4 shields a turn was supporting 16 units. On a number of previous occasions I have sneaked a diplomat in and bought a city and then watched in amazement while one unit after another was disbanded. It takes a long time. I suppose Sid knew what he was doing when he made the AI cheat like that but it can be a bit irritating.
Anyway this is the problem I have to learn to deal with. Neighbours.
 
A goldmine is good to have!

The neighbors, well, keep your treasury low by rush building stuff. If there is no structure to build, build caravans. If you have less than 50 gold they will ask for techs instead. And since you will disocver techs faster than the ai you will always have something to give. It will take 10 turns or something like that until the same civ asks a second time and by then you should have discovered something new.

Copernicus doubles your science which is something that the Colossus doesn't and it never expires either (the manual has it wrong). You want to have SETI program built when you go into the AD's and to get it you must discover electricity first and cancel the Colossus. The Colossus only lasts a short time period (built after Copernicus and voided with electricity) so that's why I think it's the least important of the science wonders.

Try to get Newton + Copernicus + University + Library well before 1AD and max science and you are on your way.
 
Originally posted by cliff
The Colossus only lasts a short time period (built after Copernicus and voided with electricity) so that's why I think it's the least important of the science wonders.

Why do you say you build it after Copernicus? You discover bronze working quite early.
 
Yes Bronze Working is discovered early but when your city is small the Colossus doesn't contribute much. A library will increase science more than the Colossus so it should be built first. The Library is also cheaper to build.

You should compare the different things you can build and what their benefits are. Three trade routes will probably increase your trade more than the Colossus and it is also cheaper to set them up. A University is cheaper, a temple lets your city grow and so does market, cathedral, aqueduct etc.

Copernicus is more expensive than the Colossus but it doubles science which the Colossus will never do.

Also, the AI is likely to build the Colossus relatively early (2000BC-3000BC) so maybe you won't be able to build it before the AI at all. Copernicus on the other hand is unlikely that you will lose to the AI.
 
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