Minou
King
- Joined
- Apr 19, 2013
- Messages
- 845
One City Challenge
Lately I have been having a ton of fun with One City Challenge and felt like writing up my thoughts with two example games since I wanted to share the fun and have not seen much on the topic lately on CivFanatics.
What is One City Challenge?
The basic rule is that you can only found one city - no building or using captured Settlers to found more cities, and no keeping captured cities. I am not sure if some people avoid capturing cities altogether. My personal rule is that they can be captured but must be razed immediately (e.g. no upgrading units in the territory before pressing the "raze" button).
The Benefits of OCC
I find four things specifically delightful about One City Challenge. First, it is just plain fun to build a giant city with 30+ pop, 10 districts with all the buildings and massive production/science/culture. Second, you can carefully plan every build and move, whereas I personally tend to lose focus late in normal games when there are dozens of cities to manage. Third, OCC games take a lot longer than normal games (at least for Science Victory) which shifts the optimal strategy away from endless chopping towards improving land, and allows things that normally don't matter, like Level 2 or 3 Alliances or the later Era Great People and Dedications to come into play. Finally, the game is actually a challenge. In regular games it seems to me you can only really lose by being rushed very early on Deity, otherwise a win is a forgone conclusion.
The Drawbacks of OCC
Perhaps the biggest drawback is OCC makes the game much more luck-based. For example missing strategic resources may ruin your game plan, since you are likely to be lacking several of them in your cities borders. The same goes for start location - if you don't have a coast tile for Kilwa for example you can't just found another city to unlock that wonder.
War or Peace?
OCC can be played violently or peacefully. Both are fun, but are very different games. In war games, pillaging is huge and you will probably spent most of the game at war. Norway is the best Civ for OCC war games, because the pillaging bonus is incredible and with smart warring will bring in more science/culture than your actual city! Other great Science Civs suffer way more in OCC, for example Korea is great in normal games, but cheap Seowons aren’t that helpful when you can only build one.
Peaceful OCC results in slower victories, but can take less actual time since you won’t be moving all those military units around to pillage. My house rules are that you cannot declare war on an AI or City State, burn their cities, or pillage. If attacked though it is acceptable to kill invading units. I also consider it OK to burn free cities if an AI city planted nearby revolts and starts spewing units.
China is by far my favorite Civ for peaceful OCC. Their ability to build early Wonders with charges is invaluable as it gives you a great shot at crucial ones like Temple of Artemis and Oracle. I usually don't have much space for Great Wall segments, but the first one can be a great source of quick Era Score for a Classical Golden Age (same goes for Crouching Tiger and Medieval Golden Age). The 10% bonus for tech/civic boosts is also really nice and can easily save a few thousand science/culture over the course of the game.
Maps
Personally, I feel it is OK to roll maps before committing to a OCC game. I know this is frowned upon in standard games, but if I am going to sit down for a 300 turn game with just the 36 tiles in my capital’s borders, I don't want to torment myself with 25 flat grassland tiles and no luxuries.
There are some major differences between a great OCC map and a great standard map. Here are some things to look for in an OCC map:
1. River - besides the obvious fresh water, a river is needed for Ruhr (which may be very strong in long games).
2. Food and/or a Camp resource. A Camp allows Temple of Artemis, one of the best Wonders in OCC. This really helps growth, and if you can’t get ToA then a few high food tiles are a must. It can be extremely difficult to grow if all your tiles are 2 or less food.
3. At least one Coastal tile - for Kilwa, another must-have wonder.
4. Few ocean tiles. Generally ocean tiles are weak, so in general I want as few as possible (two can be OK as this allows for a Harbor and Colossus). Of course in Norway games things are different and settling on the coast is pretty much mandatory.
5. Two or more luxuries: these can often be game-saving when gifted to keep a close-by AI from rushing you early, and later of course provide happiness and/or gold. Settling directly on plantation resources often makes sense.
6. Hills: as many as possible. Long term production in key. Forests and to a lesser extend rainforests are OK for lumber mills too, though they lag in production and don’t benefit from Ruhr.
7. Volcanoes and flood plains: In a game that extends for ~300 turns these tiles can become quite productive over time. Obviously you don't want to build districts on them until you can get a Dam up to avoid district damage. I usually use enriched flood plain tiles for a farm triangle, and place Wonders on excess Flood Plains since they can't be destroyed by floods.
Note: Mountains are a mixed bag in OCC. Normally a start near 8 mountains would be be great but with only 36 workable tiles too many mountains can make it really hard to fit all your districts/wonders and still grow to 25 pop. An ideal situation is when the mountains are in the 4th ring so you can still use them for adjacency without taking away tiles.
Note: Fourth + fifth ring terrain will come into play eventually. In a long game with the capital also generating a ton of culture, you will easily expand borders beyond the workable third ring. You can acquire additional resources outside the third ring by natural borders expansion though you can't buy those tiles, so fourth ring resources are a small bonus. You can also improve tiles in the fourth ring even though you can't work them, which allows you to get benefits from things like Monasteries or Wind Farms or adjacency bonuses from extra farms next to your third ring farms.
Lately I have been having a ton of fun with One City Challenge and felt like writing up my thoughts with two example games since I wanted to share the fun and have not seen much on the topic lately on CivFanatics.
What is One City Challenge?
The basic rule is that you can only found one city - no building or using captured Settlers to found more cities, and no keeping captured cities. I am not sure if some people avoid capturing cities altogether. My personal rule is that they can be captured but must be razed immediately (e.g. no upgrading units in the territory before pressing the "raze" button).
The Benefits of OCC
I find four things specifically delightful about One City Challenge. First, it is just plain fun to build a giant city with 30+ pop, 10 districts with all the buildings and massive production/science/culture. Second, you can carefully plan every build and move, whereas I personally tend to lose focus late in normal games when there are dozens of cities to manage. Third, OCC games take a lot longer than normal games (at least for Science Victory) which shifts the optimal strategy away from endless chopping towards improving land, and allows things that normally don't matter, like Level 2 or 3 Alliances or the later Era Great People and Dedications to come into play. Finally, the game is actually a challenge. In regular games it seems to me you can only really lose by being rushed very early on Deity, otherwise a win is a forgone conclusion.
The Drawbacks of OCC
Perhaps the biggest drawback is OCC makes the game much more luck-based. For example missing strategic resources may ruin your game plan, since you are likely to be lacking several of them in your cities borders. The same goes for start location - if you don't have a coast tile for Kilwa for example you can't just found another city to unlock that wonder.
War or Peace?
OCC can be played violently or peacefully. Both are fun, but are very different games. In war games, pillaging is huge and you will probably spent most of the game at war. Norway is the best Civ for OCC war games, because the pillaging bonus is incredible and with smart warring will bring in more science/culture than your actual city! Other great Science Civs suffer way more in OCC, for example Korea is great in normal games, but cheap Seowons aren’t that helpful when you can only build one.
Peaceful OCC results in slower victories, but can take less actual time since you won’t be moving all those military units around to pillage. My house rules are that you cannot declare war on an AI or City State, burn their cities, or pillage. If attacked though it is acceptable to kill invading units. I also consider it OK to burn free cities if an AI city planted nearby revolts and starts spewing units.
China is by far my favorite Civ for peaceful OCC. Their ability to build early Wonders with charges is invaluable as it gives you a great shot at crucial ones like Temple of Artemis and Oracle. I usually don't have much space for Great Wall segments, but the first one can be a great source of quick Era Score for a Classical Golden Age (same goes for Crouching Tiger and Medieval Golden Age). The 10% bonus for tech/civic boosts is also really nice and can easily save a few thousand science/culture over the course of the game.
Maps
Personally, I feel it is OK to roll maps before committing to a OCC game. I know this is frowned upon in standard games, but if I am going to sit down for a 300 turn game with just the 36 tiles in my capital’s borders, I don't want to torment myself with 25 flat grassland tiles and no luxuries.
There are some major differences between a great OCC map and a great standard map. Here are some things to look for in an OCC map:
1. River - besides the obvious fresh water, a river is needed for Ruhr (which may be very strong in long games).
2. Food and/or a Camp resource. A Camp allows Temple of Artemis, one of the best Wonders in OCC. This really helps growth, and if you can’t get ToA then a few high food tiles are a must. It can be extremely difficult to grow if all your tiles are 2 or less food.
3. At least one Coastal tile - for Kilwa, another must-have wonder.
4. Few ocean tiles. Generally ocean tiles are weak, so in general I want as few as possible (two can be OK as this allows for a Harbor and Colossus). Of course in Norway games things are different and settling on the coast is pretty much mandatory.
5. Two or more luxuries: these can often be game-saving when gifted to keep a close-by AI from rushing you early, and later of course provide happiness and/or gold. Settling directly on plantation resources often makes sense.
6. Hills: as many as possible. Long term production in key. Forests and to a lesser extend rainforests are OK for lumber mills too, though they lag in production and don’t benefit from Ruhr.
7. Volcanoes and flood plains: In a game that extends for ~300 turns these tiles can become quite productive over time. Obviously you don't want to build districts on them until you can get a Dam up to avoid district damage. I usually use enriched flood plain tiles for a farm triangle, and place Wonders on excess Flood Plains since they can't be destroyed by floods.
Note: Mountains are a mixed bag in OCC. Normally a start near 8 mountains would be be great but with only 36 workable tiles too many mountains can make it really hard to fit all your districts/wonders and still grow to 25 pop. An ideal situation is when the mountains are in the 4th ring so you can still use them for adjacency without taking away tiles.
Note: Fourth + fifth ring terrain will come into play eventually. In a long game with the capital also generating a ton of culture, you will easily expand borders beyond the workable third ring. You can acquire additional resources outside the third ring by natural borders expansion though you can't buy those tiles, so fourth ring resources are a small bonus. You can also improve tiles in the fourth ring even though you can't work them, which allows you to get benefits from things like Monasteries or Wind Farms or adjacency bonuses from extra farms next to your third ring farms.