OCC-Spaceship
Playing One City Challenge, your ultimate goal is to get that
spaceship built and launched in the least possible time. With
only One City you can only build one part per turn, so you have
to figure on at least 20 to 24 turns from the completion of
Apollo to pressing the Launch button. Mistakes, lack of resources,
or poor preparations can make that take considerably longer. This
thread should give you the basic issues and calculations you need
to decide how you will do this and what resource "thresholds" you
need to shoot for in preparation.
First of all, which spaceship? The most basic ship has 15
Structures and one each of Propulsion Component, Fuel Component,
Habitation, Life Support and Power Modules. The shorthand for
this configuration is 15-1-1-1-1-1. The issues with this ship are
that it takes 36 years to arrive and has a 79% "success" rate,
which is really just the percentage of victory points (out of 100
per Hab Module). Adding just one Propulsion and one Fuel drops
the travel time to 21 years and ups the "success" rate to 94% (a
15-2-2-1-1-1). Adding a third set of Components drops the travel
time to 15.7 years and maxes the "success" rate at 100% (a 15-3-3-
1-1-1). Further increases in spaceship parts take more turns to
build than they save in flight time.
So the issues to consider are the amount of flight time you feel
comfortable with compared to the extra turns you sacrifice to
shorten that time. If you are before 1500AD each "turn" is
clocking 20 years, and before 1750AD they are still clocking 10
years each. But as soon as the first player launches their ship,
game turns shift to one year per turn. So waiting the extra 4
turns, whether that be 80 years, 40 years, or 4 years, greatly
shortens the amount of time the other civs have to try to kill
your city or launch a faster ship. Thus I would argue that the
15-3-3-1-1-1 is the wisest ship to shoot for. But if you are
hoping for the earliest arrival date, are still in the years
before 1750AD and feel you can handle the other civs for 36 years,
forget the extra Components and launch the first time the green
button shows up.
Secondly, what can you do ahead of time to build your ship as
quickly as possible? To build one part each turn you will need
two things: the techs and the production. If you have built
Apollo you have the ability to start on Structures right away,
but you still need to research Plastics, Superconductor and Fusion
(and probably one off-tech in there too) before you can build the
bigger parts and launch. So if you cannot steal or trade for
those techs you need to preserve a research rate of 6 turns per
tech (no sense in getting Fusion way before you are ready to
launch, giving others the opportunity to steal it from you).
Production is the remaining consideration now, on which the rest
of this post will focus. The first thing to know is that there
is a way you can pre-build your spaceship: stockpile 51 caravans
or freights (not counting those for Apollo!) and get your city up
to at least 30 free shields per turn. Start an unbuilt Wonder
each turn, add one freight for Structures, three for Components
or six for Modules, then switch to the part and let the city
production finish it. If your city is producing 80 shields per
turn you will need only 27 freights.
Achieving this goal requires getting your city up to either 25 or
50 shields per turn as early as possible in order to pump out a
food caravan or freight every turn or two. This really needs to
begin well before you get Factories, possibly with an early
KingRichards. If gold is flowing in, consider using Partial
RushBuying to set up enough shields for the city production to
finish one each turn.
The opposite end of the extreme is to consider using gold to
RushBuy each part without using any freights or disbanding units.
Here are the "magic numbers" for gold required at three different
city production levels:
-City producing 30 shields: 12,360g
...15x(160g(Temp=40sh)+120g(SAM/Pal=100sh))
...+6x(160g+560g(Sol/Manuf=320sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
-City producing 50 shields: 10,200g
...15x(160g+40g(Gran/Hbr=60sh))
...+6x(160g+400g(Hydro=240sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
-City producing 80 shields: 6,240g
...(no gold for Structures)
...6x(160g+240g(Airp/Nuc=160sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
If you have two dozen units that you have collected through huts
or bribing Barbs this could save the first part of each RB: the
160g for RushBuying a Temple (the cheapest whole unit you can
buy from scratch in the end game). Be careful not to leave your
city defenseless in the process, and realize that the above
calculations are based on having 40 shields in a city improvement.
Disbanding a Legion to get started gives you 20 shields, and it
only costs you 40g to get the other 20.
Note also that the above calculations depend on using particular
improvements for Partial RushBuying to certain shield amounts,
then switching to the spaceship part (accepting the loss of 50%)
and letting the city production finish the part. If you do not
have the one listed available look around for one of the same or
slightly higher price, or consider selling off something to use
for RushBuying. Also, at least one 300 shield Wonder needs to be
unfinished, or you will have to RB the whole Module. Often the
Oracle or Eiffel is unbuilt, but if it has been a long game they
may be gone too.
It is not necessary to have all of the gold ahead of time, unless
you need your city to focus all its trade effort on researching
the undiscovered techs. Usually a decent SSC is researching one
tech every two turns around SpaceFlight, so shifting it down to
one every six turns should free up some trade to divert to taxes.
Juggle your Tax/Sci/Lux sliders to see how much gold you can get
per turn and multiply that by 24 turns, then subtract from the
above numbers to calculate when you can start building.
To get your city up to 80 shields production, you need to examine
your terrain and find ways to make at least 32 shields before
adding in the effects of Factory, Power Plant and Manufacturing
Plant. For Ocean tiles add an Offshore Platform, and Grass or
Plains tiles can be upgraded to Forest in only a few turns (don't
forget to RR the flatland before mining to get an extra shield!).
Try to minimize the food losses by converting Plains before Grass.
Getting to 50 shields is a good target around the time you get
Factories, as that allows putting out one Freight every turn you
do not have a higher priority unit or improvement to make. NEVER
let your city work on ANYTHING for more than two turns - use your
gold judiciously to RushBuy improvements on the second turn after
starting so you can switch back to building food freights.
Another option to consider is stockpiling one freight as a
"starter" for each spaceship part, adding RushBuying gold and
city production. Those numbers look like this:
-City producing 30 shields: 5,400g + 24 freights
...6x(160g+240g(Airp/Nuc=160sh)) + 3x1000g(Fr+GW/Ora/Sun)
-City producing 50 shields: 4,880g + 24 freights
...6x(160g+160g(Cath/Sew=120sh) + 3x1000g(Fr+GW/Ora/Sun)
-City producing 80 shields: 3,360g + 12 freights
...6x(160g+40g(Gran/Pol=60sh)) + 3x(160g+560g(Sol/Man=320sh))
These are the main options, which you can juggle around based
on number of available caravans, freights or unneeded units. Don't
forget to examine your improvements list for ones you can sell off
for extra gold, assuming their job is done or not critical at the
moment. Your goal should be to launch that ship with as little
gold or units left as possible, except for immediate defense
needs. Realize that often the AI civs will become more hostile
right after your launch, so keep your production up and switch
all trade to taxes for RushBuying defensive units. If you can
keep the peace during flight you get extra points toward your
final score, but don't give away Fusion till you are sure it is
too late for even the fastest ship (around 5 years) to beat you
to AC. When in doubt, attack first to keep them from getting
too close - remember you only have One City to lose!
Playing One City Challenge, your ultimate goal is to get that
spaceship built and launched in the least possible time. With
only One City you can only build one part per turn, so you have
to figure on at least 20 to 24 turns from the completion of
Apollo to pressing the Launch button. Mistakes, lack of resources,
or poor preparations can make that take considerably longer. This
thread should give you the basic issues and calculations you need
to decide how you will do this and what resource "thresholds" you
need to shoot for in preparation.
First of all, which spaceship? The most basic ship has 15
Structures and one each of Propulsion Component, Fuel Component,
Habitation, Life Support and Power Modules. The shorthand for
this configuration is 15-1-1-1-1-1. The issues with this ship are
that it takes 36 years to arrive and has a 79% "success" rate,
which is really just the percentage of victory points (out of 100
per Hab Module). Adding just one Propulsion and one Fuel drops
the travel time to 21 years and ups the "success" rate to 94% (a
15-2-2-1-1-1). Adding a third set of Components drops the travel
time to 15.7 years and maxes the "success" rate at 100% (a 15-3-3-
1-1-1). Further increases in spaceship parts take more turns to
build than they save in flight time.
So the issues to consider are the amount of flight time you feel
comfortable with compared to the extra turns you sacrifice to
shorten that time. If you are before 1500AD each "turn" is
clocking 20 years, and before 1750AD they are still clocking 10
years each. But as soon as the first player launches their ship,
game turns shift to one year per turn. So waiting the extra 4
turns, whether that be 80 years, 40 years, or 4 years, greatly
shortens the amount of time the other civs have to try to kill
your city or launch a faster ship. Thus I would argue that the
15-3-3-1-1-1 is the wisest ship to shoot for. But if you are
hoping for the earliest arrival date, are still in the years
before 1750AD and feel you can handle the other civs for 36 years,
forget the extra Components and launch the first time the green
button shows up.
Secondly, what can you do ahead of time to build your ship as
quickly as possible? To build one part each turn you will need
two things: the techs and the production. If you have built
Apollo you have the ability to start on Structures right away,
but you still need to research Plastics, Superconductor and Fusion
(and probably one off-tech in there too) before you can build the
bigger parts and launch. So if you cannot steal or trade for
those techs you need to preserve a research rate of 6 turns per
tech (no sense in getting Fusion way before you are ready to
launch, giving others the opportunity to steal it from you).
Production is the remaining consideration now, on which the rest
of this post will focus. The first thing to know is that there
is a way you can pre-build your spaceship: stockpile 51 caravans
or freights (not counting those for Apollo!) and get your city up
to at least 30 free shields per turn. Start an unbuilt Wonder
each turn, add one freight for Structures, three for Components
or six for Modules, then switch to the part and let the city
production finish it. If your city is producing 80 shields per
turn you will need only 27 freights.
Achieving this goal requires getting your city up to either 25 or
50 shields per turn as early as possible in order to pump out a
food caravan or freight every turn or two. This really needs to
begin well before you get Factories, possibly with an early
KingRichards. If gold is flowing in, consider using Partial
RushBuying to set up enough shields for the city production to
finish one each turn.
The opposite end of the extreme is to consider using gold to
RushBuy each part without using any freights or disbanding units.
Here are the "magic numbers" for gold required at three different
city production levels:
-City producing 30 shields: 12,360g
...15x(160g(Temp=40sh)+120g(SAM/Pal=100sh))
...+6x(160g+560g(Sol/Manuf=320sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
-City producing 50 shields: 10,200g
...15x(160g+40g(Gran/Hbr=60sh))
...+6x(160g+400g(Hydro=240sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
-City producing 80 shields: 6,240g
...(no gold for Structures)
...6x(160g+240g(Airp/Nuc=160sh))
...+3x(160g+1120g(GW/Ora/Sun=300sh))
If you have two dozen units that you have collected through huts
or bribing Barbs this could save the first part of each RB: the
160g for RushBuying a Temple (the cheapest whole unit you can
buy from scratch in the end game). Be careful not to leave your
city defenseless in the process, and realize that the above
calculations are based on having 40 shields in a city improvement.
Disbanding a Legion to get started gives you 20 shields, and it
only costs you 40g to get the other 20.
Note also that the above calculations depend on using particular
improvements for Partial RushBuying to certain shield amounts,
then switching to the spaceship part (accepting the loss of 50%)
and letting the city production finish the part. If you do not
have the one listed available look around for one of the same or
slightly higher price, or consider selling off something to use
for RushBuying. Also, at least one 300 shield Wonder needs to be
unfinished, or you will have to RB the whole Module. Often the
Oracle or Eiffel is unbuilt, but if it has been a long game they
may be gone too.
It is not necessary to have all of the gold ahead of time, unless
you need your city to focus all its trade effort on researching
the undiscovered techs. Usually a decent SSC is researching one
tech every two turns around SpaceFlight, so shifting it down to
one every six turns should free up some trade to divert to taxes.
Juggle your Tax/Sci/Lux sliders to see how much gold you can get
per turn and multiply that by 24 turns, then subtract from the
above numbers to calculate when you can start building.
To get your city up to 80 shields production, you need to examine
your terrain and find ways to make at least 32 shields before
adding in the effects of Factory, Power Plant and Manufacturing
Plant. For Ocean tiles add an Offshore Platform, and Grass or
Plains tiles can be upgraded to Forest in only a few turns (don't
forget to RR the flatland before mining to get an extra shield!).
Try to minimize the food losses by converting Plains before Grass.
Getting to 50 shields is a good target around the time you get
Factories, as that allows putting out one Freight every turn you
do not have a higher priority unit or improvement to make. NEVER
let your city work on ANYTHING for more than two turns - use your
gold judiciously to RushBuy improvements on the second turn after
starting so you can switch back to building food freights.
Another option to consider is stockpiling one freight as a
"starter" for each spaceship part, adding RushBuying gold and
city production. Those numbers look like this:
-City producing 30 shields: 5,400g + 24 freights
...6x(160g+240g(Airp/Nuc=160sh)) + 3x1000g(Fr+GW/Ora/Sun)
-City producing 50 shields: 4,880g + 24 freights
...6x(160g+160g(Cath/Sew=120sh) + 3x1000g(Fr+GW/Ora/Sun)
-City producing 80 shields: 3,360g + 12 freights
...6x(160g+40g(Gran/Pol=60sh)) + 3x(160g+560g(Sol/Man=320sh))
These are the main options, which you can juggle around based
on number of available caravans, freights or unneeded units. Don't
forget to examine your improvements list for ones you can sell off
for extra gold, assuming their job is done or not critical at the
moment. Your goal should be to launch that ship with as little
gold or units left as possible, except for immediate defense
needs. Realize that often the AI civs will become more hostile
right after your launch, so keep your production up and switch
all trade to taxes for RushBuying defensive units. If you can
keep the peace during flight you get extra points toward your
final score, but don't give away Fusion till you are sure it is
too late for even the fastest ship (around 5 years) to beat you
to AC. When in doubt, attack first to keep them from getting
too close - remember you only have One City to lose!