occ

vancouver

Chieftain
Joined
Oct 6, 2002
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85
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Vancouver
I just tried playing a occ game (2 games) the first one was on chieften and won, the second was on warlord and lost. I found it hard to keep the peace. I got into a war with a civ on the other side of the world and I got a leader out of it with an archer (exploring) and got him home as well but when it came time to call for peace he wanted all my gold per turn and the lump sum that i had, so I said no. then he got 3 civs to go to war against me and lost in a masive attack with long bow man and samari
(what a b***h) Any ideas.:crazyeye:
 
Don't go to war in an OCC game. Unless you are a very skilled player (normally play monarch and above) and playing a small map and low difficulty level. Since you only have 1 city you are viewed as being very weak, so the AI will gang up on you. You must keep a low profile, but trade with the AI as often as possible. Look at the GOTM forum. There are several players who play the GOTM as an OCC challenge, so you can read about how several players tackled the same game while only using 1 city. The title of the threads may say 'Low scoring challenge', but some of the principles (keeping a low profile, building the science/culture wonders, trading etc.) should apply whether you want to win an OCC early or late.

The 'low score' is just a statement of rebellion vs. the way the scoring system works, that most of the time awards you points for not winning as soon as you can, but in an OCC, this is actually the opposite, so some players avoid winning early, so they can score even 'lower'.

Look for Sulla's posts, as there will be a link to his website where he goes into more detail of what he did to win.
 
In the recent GOTM I tried to do OCC and I was comming close. I anticipated that with getting a few more wonders I could do it in my capital.

Then the japanese declared war on the most powerful civ (the french) and I decided i didnt have enough citties, so I joined in. After we brutally won, I lost all the citties I captured to another civilization who declared war on my for no particular reason.

Well eventually peace was all sorted out and I was only behind in technology by 1 tech. Then 2 techs, then 3. Then France declared war on me, unfortunately, I was democracy. But I had nationalism, and a rail network that allowed to to get anywhere in my empire in less then one turn...

Then the french troops started comming, there were so many of them... i had been so busy generally improving my culture so that I wouldnt lose the few citties that I had, that I was low on military. Every turn I gained at least 5infantry. But it was no use... eventually, they destroyed so many of my citties that I had no chance in hell of recovering.

All because I went for OCC...

(THIS WAS GOTM 12 - REGENT)
 
ADLOTS, you seem to not know what OCC is, it is the One City Challenge, where you're only allowed to have one city. That includes the fact that you're not allowed to capture or accept culture flips.

My first OCC game was on regent. I admit to have restarted quite a few times before getting a good starting position, but then I had no problem getting the culture win. The most important rule is never to have war, you must give in to any AI demand.
 
Well, sometimes just giving into AI demands is not enough, sometimes the AI still sneak-attacks. At least in each of my OCC games, I have been sneak attacked by the AI. So, an OCC war plan is still called for.

My experiences are as follows.

The most important AI to you is your neighbor. During peace time, you need to try to improve relations with him as much as possible. When a distant AI declears war on you, sign up your neighbor as you ally, and buy a ROP with him. This way, he will pick off those AI landing parties for you too. Buy the alliance with gpt if possible, this way if he back out, you get your money back.

It also helps that since your neighbor gets to expand into your territory, he is usually the most powerful civ in the world. So, you get more value out of any resources that you're trading to him; he can fight off aggressor for you without much problem; and he has the resources to buy more allies to fight on your side.

It's actually to your advantage to fight a little during the war, but only fight a defensive war, avoid losses at all cost. Unit loss is a major factor when it comes time to calculate the cost for peace. If you have a unit out in the middle of nowhere, disband him. Chances are he will be picked off by some fast unit.

Use a combination force to defend your capital. Artillery units are very important, so are offensive units. You goal is to fight a war with zero loss, and the only way to do that is with bombardment followed by attacks. Of course, you still need some defensive units just so that some freakish run of RNGs don't end your game.

All of that is assumming your closest neighbor is not attacking. If it's your closest neighbor turning on you, well, things get alot more interesting. You will have no hope of beating him by military, so signing up an ally against him is the first proriorty. Hopefully, there is an AI out there that can threaten one of him own cities on his home continent. The AI will pull troops out of your land to defend his own cities.

Artillery units are the key. You can spead your artillery fire, injurying each of his units to buy yourself some time. Or, when the situation cools down a bit, you can concentrate your fire on a few units to pick them off. Killing his units is important because it's the only way to get a decent peace deal from him.

As you can tell, all of this has happened to me before in my games. This is the last turn of one of my OCC games (if you hit enter, you'll win next turn).

http://www.civfanatics.net/uploads2/SJ-Frank-Emperor-OCC-win.zip

In this game, I'm at war! With my neighbor no less.

The Romans had sneak-attacked about 8-10 turns ago, almost as if they knew they were about to lose the game by culture. (It was also the second time in this game that they sneak-attacked me).

The first 2-3 turns of the war were hairy. The Romans sent about a dozen tanks and Mech Inf. into my territory. My artilleries fired, hit and injured some, but there were enough roman units attacking on the second turn to make it close. My infantry defenders were able to held, barely. By this time, I had dragged the other world power into war on my side. The Roman injured units left, never to be heard from again.

How close was it? Well, if you look at the defensive units in the city, only the infantries were build before the attack...
 
SJFrank: This is bit off topic but I was intrigued by your post.

"Unit loss is a major factor when it comes time to calculate the cost for peace."

This makes sense in my recent experience. I was playing honorable rules and was on good terms with the other 5 civs on my continent. Egypt was on a neighboring continent (one sea risk away) and after sucking up most of Rome about 1000 BC, they demanded Republic from me! I had just obtained it, it was still worth alot, so I declined and they delared war. Every couple of turns I would call them up, they always wanted a tech - nothing else would satisfy. They never sent any troops. Finally I got Feudalism, then they wanted that! Around the millenium I decided to risk sending a couple of Galleys with Pikers over for them to butt-heads with. One Galley survived the voyage and I put the two on a nice mountain range. My fortified pikers managed to slay maybe 6 or 7 swordsmen before death. The next turn Egypt made peace for 50 gp. I had wondered what them important factor was.

Do you know what other factors there are in the cost of Peace (or is there a thread somewhere)?
 
Thanks guys, but with the culture flipping cities can you except them and on your very turn giv em to another civ?
Shall I also except any trade with another civ no matter how much they want (leaving no money in pgt)
 
Gothmog: The only one that I'm sure about is the unit loss, because I actualy tested it.

On the turn that I expect to end a war, I went to the diplomacy screen to figure out the exact amount of gold it would cost (them, that is:) ) for peace, then I started pick off their units in the open. For each unit that I kill, I get a few more gold in the peace deal; for each unit that I loose, besides kicking myself, I loose a few gold in the deal.

I suppose all other conditions can be tested the same way. Besides the obvious, like capturing a city, the actions that I'm not sure about are the likes of pillaging, bombardment of units, cities, and terran, etc.

Vancouver:

My inclination is that you can not accept culture flips, even for half-a-turn. Playing an OCC is accepting a challenge. You are consciously trying to make it hard on yourself, so why try to circumvent the rules.

About trading:
Typically, you should be the one initiating the trade deals. If an AI dials in for a deal, you can say no him with no consequences. Trading away all of your gpt is risky, but in some situations it can pay off. It will depend on if you absolutely need that tech, or if you can broker it around to recover the cost.
 
In a pure OCC: build no settlers, disband any settlers received from huts, raze any captured cities, accept no culture flip cities, do not barter for AI cities.

Avoid war at all costs. Trade, trade, trade. Give the AI good deals. Establish embassies early (this supposedly makes them friendlier to you.) Get them to be Gracious to you; usually requires give-aways. Never sign a MPP; this is the quickest way to go to war. Build lots of Wonders, for a city cultural win. Even though they are Gracious to you, over time build a sizeable defense stack when able.

The OCC is a challenge, but it's also fast and fun!! :D
 
Its still possible to win by spaceship on low difficulty levels.
 
Imagine playing an OCC with PTW against a couple other human opponents....that would be truly interesting
 
Originally posted by DaveMcW
Does anyone play OCC with cultural and diplomatic victory turned off, like civ2?

That would be a REAL challenge. ;)

That would be pretty brutal for a OCC. I'm going for a spaceship victory in a 3CC currently, and have a good shot (if I don't look likey to get it, cultural and diplo are practically in the bag).

I guess spaceship is possible with OCC, but seems very highly unlikely.

Anyone ever won a OCC (or 3CC since I'm interested in that right now) any other way than Cultural or Diplo? If so, what was the difficulty? I'm playing Regent.
 
City cultural is probably the easiest form of victory for a OCC. Diplomatic is quite possible, if you have good production and enter the Modern Era first, or nearly first. (So you have to have good production, and good science.)

Spaceship is a real challenge, but certainly not insurmountable. I played GOTMX (France) as a OCC. I was trying to win by Spaceship. Shortly after entering the Modern Era, I destroyed my Temple, Cathedral and Coliseum to reduce my cultural increase. I vigorously traded for Luxury items. Shortly after that I destroyed my Library, University and Research Lab, also. (Paris was a super-science city, of course.) I traded for or purchased any spaceship tech I was missing while researcing others. As I started researching the last missing tech, I rebuilt my science city improvements. I achieved a city cultural victory on the turn before I finished researching my last tech. Another 3 turns would have seen me complete the spaceship. If I did it over again, I wouldn't build the Sistine Chapel.

Some posts have talked about a conquest victory with OCC. The impression I get is that it's mostly early on combat, on a Pangaea type world. (I don't see how you can achieve an early conquest victory, with OCC and archipelago!) A modern era conquest victory as OCC would be quite spectacular.

Domination and society cultural are not possible.
 
I understand trade is key to a OCC game.
Currently I am playing my first OCC game with a city with a harbor.
Is it possible to win a OCC game with an inland city?
 
I've never won on an inland city. Too difficult to trade with everyone - and you cant get the nice early Colossus.

May be possible though.
 
well, I'he never tried this before and I think I'll try it this weekend but there's something really anoying me:
what about the strategical resources?
If I cant build more than one city I have to trade to get them right?
but the AI ask for too much.
even in my current game I control my whole continent but there's no rubber and the zulus have 3.
but guess what? shaka wants democracy, free artisty, world maps aaaaaaand 250 GPT!!!!
he really wants to be whipped, but a war in the other side of the ocean will be too expensive and I dont have a fleet.
I know I have to get those resources and I will since am #1
but in OCC I'll have only a city what should I do?
thanx 4 D help!
 
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