One City Challenge advice

Carnage04

Warlord
Joined
Jan 19, 2006
Messages
209
I have never played a One City Challenge game but I think I will probably try it with the next game I play. I am looking for a little advice and clarification....

1. What Leaders are good for OCC? I'm guessing that there are some traits that really are not helpful. Organized comes to mind as does Expansive, Creative, and Imperialistic. I'm thinking that Industrious could be handy (To crank out National and World Wonders), Aggressive and/or Protective to help a stronger military, Philosophical to get great people (I'm thinking scientists for bulbing and Engineers to build), and maybe charismatic to help get your units promoted quicker.

2. What type of Victory do you go for? Cultural seems to be out as does Diplomatic.

3. What should be the early focus? Teching as fast as possible? Wonders? Military?

4. Do you pretty much hang it up if you cannot connect war resources? In other games...if you don't start with Copper/Iron/Horses you can go out and try to get them. With one city...if they are not in eventual range of your cultural borders you seem to be out of luck.

5. What difficulty level would be best for me to start on? I can win pretty consistently at Emperor in a normal game.....should I bust myself back down a few levels?
 
Actually, expansive helps quite a bit because with Globe Theather it adds a free 3 population. Phil and Industrious are also top tier traits. Financial is not as important as usual.
 
I am trying out my first OCC right now too with China. I figured, at first, that I could use Drill IV Chu-Ko-Nus if I didn't get any strategic metals... but then realized that they need Iron to build. Oops, I can try to trade for Iron, or I will just have to play defense until Gunpowder. My big question is which National Wonders I should build, seeing as I can choose only two. An obvious choice would be Ironworks, otherwise Space Race is definitely out. I was thinking that the other one should be military, but West Point or Heroic Epic? Two things that I think would also help are 1) Get a Religion for the Shrine and to run Theocracy, you want highly promoted units since you cannot spam them. 2) Leave some forests in your cultural borders for defense, even better if they are on hills.

Leader-wise I think Roosevelt would be useful, maybe even Mehmed or France because of the unique units. Isn't HC Ind/Fin... he would probably be a good choice to, especially with the UU Warrior.

Just some thoughts though, I'm blundering my way through this one too.
 
I just started playing around with these and they're a lot of fun. I'm no expert but maybe I can help a little anyway. (btw I played on Warlords at Noble setting so if you're on something else YMMV)

1. What Leaders are good for OCC? I'm guessing that there are some traits that really are not helpful. Organized comes to mind as does Expansive, Creative, and Imperialistic. I'm thinking that Industrious could be handy (To crank out National and World Wonders), Aggressive and/or Protective to help a stronger military, Philosophical to get great people (I'm thinking scientists for bulbing and Engineers to build), and maybe charismatic to help get your units promoted quicker.

As mentioned, expansive is GREAT. Your biggest problem in your city is going to be health. With the Globe Theatre (a must), you will never have to worry about unhappiness ever again so health is what effects your pop cap. Bismark is a nice leader for the wonders and health, I've won with him and with Ghandi.

2. What type of Victory do you go for? Cultural seems to be out as does Diplomatic.

Cultural is out, Diplomatic is definitely in. I'll admit I fudged my diplomacy game a bit and selected leaders (as I always end up with at least 2 of the following: Monty/Izzy/Toku/Saladin) but still no guarantee. With Bismark I won Space Race.

3. What should be the early focus? Teching as fast as possible? Wonders? Military?

Depends on what you're looking at. My Ghandi win was inspired by someone's no army game so the only military unit I ever had was my initial warrior. As that was Diplo, I focused on religions (founding and spreading) and wonders.

With Bismark I just built wonders (not all of them, just the good ones :) ) and military early on.

4. Do you pretty much hang it up if you cannot connect war resources? In other games...if you don't start with Copper/Iron/Horses you can go out and try to get them. With one city...if they are not in eventual range of your cultural borders you seem to be out of luck.

Nope, see Ghandi game :D But yeah, if you're going to try for Space Race, gifting and trading techs like crazy isn't really going to help you out. And without an army you're going to have problems with that unless you can finagle a nice pet dog.

5. What difficulty level would be best for me to start on? I can win pretty consistently at Emperor in a normal game.....should I bust myself back down a few levels?

Up to you. As mentioned, I'm not nearly as advanced as you and generally play my games on Noble. Non-OCC games aren't a guaranteed win for me on that setting but the OCC ones actually seemed easier in some ways (MUCH harder in others - you can't change all your cities to military production at the drop of a hat if you get attacked suddenly)

Good luck and have fun!

TBoner, iirc you can build more than 2 NWs in a city in an OCC. I could have sworn I did, but I could be wrong. Globe theater is mandatory.

And yeah, you want to leave some forests in your cultural boundaries and also put some junk buildings (forts, farms you can never work, mines etc) around the fringes outside the BFC to buy you time if someone attacks. KMad gave me that tip and it really helps.
 
There is an article in the war academy for OCC deity level domination win (Permanent Alliance enabled). In general, forests within fat cross should be kept because a forest is better than base terrain and is not pillageable. At lower levels this is probably not quite as important. Specialists are better than cottages usually because of the problem of pillaging, and you should have enough workers to reconnect a key resource in 1 turn if it does get pillaged.
 
Are attacking armies on higher levels less likely to be distracted by pillaging?

I usually leave forests alone (because they are best) and junk-improve (or put forts with troops) on non-forested tiles. The reason for the junk-improve is to buy me time while the attacker wastes it pillaging tiles I never use and don't care about. But if it doesn't work that way on higher levels I probably shouldn't get used to doing that, huh.
 
i'm addicted to OCC. i aim for diplo or space more often than conquering the world tho. i hardly ever set out to conquer even in zillion-city games, it's not my strength. so even tho this post got way way too long, some of it may not apply to "go out and bash head" OCCs, oops.

about what level to try for your first, i'm really not sure. i find them easier than non-OCC games, when i'm playing the type that is my strength, and can go two levels higher. for my "i'm gonna beat up the world" OCCs i step down, i suck at conquering the world in the first place. but i've played a lot of OCCs and truly can't remember what it was like for my first. maybe try lower than usual? IME you'll find yourself teching faster than you usually do, but in a warmonger game being able to make units from just one city is a REAL big difference of course. they're really quick games (until you get to the late game move-a-zillion-troops-around stage) and if that level is boring and easy you'll find out fast enough i think, and can start another at a higher level when the mood strikes you.

expansive gives +3 health in vanilla but only +2 in warlords/BtS. it was one of my favorite OCC traits, however i haven't tried one in BtS. with the new national wonder that eliminates unhealthiness from population, at that point you'd not need it at all. that point comes late in the game, so i haven't actually tested out in practice whether expansive is still useful enough for long enough. related to ...

in vanilla and warlords you can build each and every national wonder in your city. in BtS you're limited to five. when you build your first one, you'll get the standard pop-up that says you can only build 2, that's a bug don't freak out. but you do have to pick and choose.

"Philosophical to get great people (I'm thinking scientists for bulbing and Engineers to build)"

i don't think like you do for GSs and GEs. if you nab pyramids and can run Rep, life is spiffy. i settle almost all GPs. exceptions i can think of are academy, bulbing maybe edu/philo and in odd cases theo. i can't remember rushing wonders intentionally with GEs (except UN going diplo). if i'm doing space and get a GE late game, sometimes rushing a wonder to deny it to them does me a world of good slowing down their spaceship building, vs the value i'd get settling him that late. but most of the game, they move in.

globe theatre, don't build it until you need it. when you run HR, happiness is a nonissue with troops sitting there, and globe adds GA points which are gonna be your least preferred GPs. even for starting golden ages, those are worthless when your empire is one city. so artists are gonna get settled or bulbed (i great work the first if it gets me resources in the 4th? ring). you are gonna have happiness issues (well, i guess unless you kill 'em all before they go emanc *giggle*), so when you do, globe rocks since your entire empire loves you forever. then trade all your happiness resources for health ones if the world permits trading (see next paragraph). prioritize easily doubled ones (granary, harbor if you're coastal) and don't forget that some happies gain health with a grocer.

i micro the trade screen more than sane people do. if somebody has a health resource to trade today, they might not tomorrow, since there are other potential customers in the world. so if i can, i trade for them now, even before i need them, so that hatty or whoever thinks of those pigs as mine. if it's before currency i'll trade my only cows or gems (pre-globe) to her or whatever, it's that important to me to have health to support population/specialists. but i'm insane and have a high tolerance for micromanaging diplomacy. which you have to do, ongoing resource trades can be dangerous since "cancel trades with the vile egyptians" demands are guaranteed to get you a -1 with one side or the other, so you have to micro watch the relationships between the AIs too. if you have scary neighbors you're not ready to fight yet, you don't want to be caught trading with their worst enemy. i'm really good at the political mind-games and making alex my attack dog etc so i feel confident handling that sort of thing. you've experienced that in normal games i know, just emphasizing that it's synergistic in OCC ... you need resources from trades more than you're used to, but those "OMG i was not ready for this right now" DoWs hurt you more too.

that diplomacy factor is part of why (finally getting around to answering one of your specific questions) ... my favorite OCC traits have been expansive, philo, and spiritual. i adore spiritual since i tend to try to stay out of wars, fight fake ones, and/or hire attack dogs to fight for me. spiritual is the best thing evah for that. also lets me swap between rep and US, and various civics to get more exp if i do have to fight. you're probably gonna conquer the world so you may not get as much out of spiritual as i do, and expansive may not be worth it any more with national park available in BtS. i really love philo. altho financial isn't totally key since most of my tech comes from specialists eventually, i have done well as Liz on deity since fin lets me tech fast early game before my city becomes uber. well, fast for deity, which still means "here this might be of use to you" gifts from the AI, but hey, i got to alpha and GLib first. lots of options out there, and listen to people far more qualified than me about the warmonger ones.

i've never played with the industrious trait in OCC, only times i've missed it are on deity when gandhi and mansa beat me to UN by 1-3 turns when my entire goal was a diplo win, my GE can't quite complete it by himself since my city isn't big enough. ind might have helped there and that sucks soooooooo bad. but hey, at least losing doesn't take more than a few hours and i don't get ranked as dan quayle.

oh yeah, great wall totally rocks for war games, even tho your cultural borders really won't be that big. the bad guys will be coming to your cultural borders, and better for you to get the bonus GG points than them. in BtS the extra spy points will be cool too i imagine. and keeping the barbs out is a godsend, keeping in mind that i'm a terrible warmonger mind you. i find great wall essential if i'm setting out to conquer the world in OCC. the barb cities are gonna pop back up as the AI cities get razed, since by definition that city being there was fogbusting the area. once you're doing your job right "bringing back the barb fog of war" in that manner, barbs will have only you to harass on a certain area of the map. that is just flat a pain in the candyass. my military troops have enemy cities to raze, i don't want the bother of barb pillaging.

monarch and lower, it's easier than you'd expect to go quite wonder-crazy in OCC (even not ind). my high-level OCCs the only world wonders i think i really truly try for there are pyramids, GLib, oracle, and hanging gardens, add in GWall if war. lower levels it's fun to go wonder crazy. several are spiffy keen, like i've even been known to build SoL! sounds bizarre but it's a specialist, yummy GM points, and denying it to the AI ;).

i try to chop as few forests in the cross as i can for health, not even including defense. i'm hyper super nitpicky about putting anything (even a road) on a tile i hope a forest will spread to, since chopping is so handy for expensive things like oxford when that time comes around. as AnaNg mentioned, i improve outside the BFC so that incoming armies will pillage that junk and give me more time to prepare. your workers will have long stretches of time with nothing to do, but you want to keep them around to fix stuff that does get pillaged during wars or sabotaged during space race, that's something to keep 'em entertained.

i do restart if i don't have at least one of iron/copper/horses by the time i've discovered the techs. it's a personal call but for me, it's no fun to have at none of the first three, particularly the one my UU needs, so i restart. and i regen at turn 0 until i get a start i like, since i only ever get the one city. i played one game with iron/copper and ivory but no ponies, turned out i had no oil and no uranium. i was never ever gonna get oil, not in OCC always war! i had war elephants around until the end, but industrialism meant i couldn't make new ones. no cavs, no gunships, i learned why mech inf take no resources thank goodness. was hysterical fun and silly.

cultural is out unless you PA with an AI, which is really really odd. i did it once but just to have done it, takes a long time and a certain kind of mood.

random note that applies to peacetime: IME the higher level you play on, the more missionaries the AI will spread to you. i had a deity game where there were zero wars, and my city ended up with all 7 religions even tho i'd only ever founded conf!!! given that some of their mishes probably failed, that's a lot of effort they expended. sure they wanted gold for their shrines, but it gave me more culture options even tho i didn't need the happiness then, i'll take it thanks! in BtS, you can now build cathedrals in OCC with just one temple, so that should add tons of culture. that wasn't an option in other versions. and trust me, on higher levels they will settle as close to you as they can get, so you will want culture. well, if you're conquering their cities as fast as they can build them, maybe they won't get so close to you *giggle*.

my latest addiction is OCC deity diplo games. i usually lose. don't try it first, i'm crazy. if i'm aiming for diplo i save my first GE forever to build UN if i'm aiming for diplo. i can't capture it if someone else builds it, and i'll never be big enough in pop to qualify, so if somebody else builds it, oops! it's my favorite lately but i'm clearly insane.

ps haha compare our sigs!

Are attacking armies on higher levels less likely to be distracted by pillaging?

helps me outside the BFC even on deity. but then again i haven't played in BtS, maybe they've changed.

Depends on what you're looking at. My Ghandi win was inspired by someone's no army game so the only military unit I ever had was my initial warrior. As that was Diplo, I focused on religions (founding and spreading) and wonders.

haha awesome!!!!
 
Depends on what you're looking at. My Ghandi win was inspired by someone's no army game so the only military unit I ever had was my initial warrior. As that was Diplo, I focused on religions (founding and spreading) and wonders.

haha awesome!!!!

That game was so much fun and such a cheek-clencher. The first vote failed, the second, well, everyone LOVED my one little city! (btw the cheek-clencher part came at the vote, but MANY times before the vote. Tip - if you try this, check diplomacy ratings often and generously give techs and gold to friends whose opinion has dropped a notch - even before they ask).

(second pro-tip: Civs like cash bribes/trades. Settled great prophets make your income, without military upgrades to worry about, obscene)
 
The National Park is another good reason to leave forests. It can be a bit tricky at first, but if you've got a lot of forests and can keep them around until biology, you'll have a very nice city in the end. The NP eliminates unhealthiness (for all practical purposes), and 10-15 forest preserves help on the happiness front as well -- no need for the Globe! Plus, you've got a great big stack of free specialists that don't count towards unhappiness. It seems like biology is a long way off, but it's not really that hard to get if you beeline to it.

The only drawback is the fact that you'll lose the coal bonus to the Ironworks (and coal plants as well). Oh, and as I mentioned, it can be a bit rough in the beginning. You need some good non-forest tiles to help you along. I had the most success in a game with about 4 flood plains, a couple of hills, and the rest forest. I think I had corn, too. All of that food allowed me to run a decent number of specialists, and my production was good because of the hills, forests, and settled prophets.
 
The National Park is another good reason to leave forests. It can be a bit tricky at first, but if you've got a lot of forests and can keep them around until biology, you'll have a very nice city in the end. The NP eliminates unhealthiness (for all practical purposes), and 10-15 forest preserves help on the happiness front as well -- no need for the Globe! Plus, you've got a great big stack of free specialists that don't count towards unhappiness.

you seriously were able to leave enough forests so that their happiness let you stay in caste when everybody else was in emanc? too cool! that was my fear, that the free specialists wouldn't do much good since without globe i'd not be able to use caste.
 
I've never played OCC... but the 1st leader that came to my mind if I ever played OCC was Saladin.

There's chance you may never get a strategic resource so the protective trait helps alot to keep the barb and warmongers away, especially if you can beeline to Feudalism.

And Spritiual is alway good to switch to the situtation at hand and there's the resourceless UU (knight) and also the UB which allows you an 2 Priest specialist allowing you to pump out those GPP faster so you can settle them.
 
Environmentalism rules in OCC. Drama helps me out a lot, as even before globe theatre, 2 happy points per culture notch results in a much larger city.
If you PA, it seems it's worth it to lightbulb (works up to around education/printing press), as you'll have a tech lead that'll last until you can PA. After that it's kind of downhill.
I like temple of artemis and great lighthouse if I can get it, so much trade routes.
 
you seriously were able to leave enough forests so that their happiness let you stay in caste when everybody else was in emanc? too cool! that was my fear, that the free specialists wouldn't do much good since without globe i'd not be able to use caste.

You can manage if you have enough preserves. And, of course, your culture slider is about as "empty" as it can be, so it doesn't hurt you too much to raise it if necessary. I also like to play as Lincoln, who gets all the happiness bonuses from Broadway, etc. multiplied both by the mall and the broadcast tower.

You also don't need to run caste system if you don't want to. I'm pretty flexible with the kind of gp I generate, so I don't mind having my specialists spread among scientists, engineers, merchants and priests. Say 7 scientists (with obs. and Ox.), 4 merchants (gr. and mar.), 3 engineers (forge and fac.), and a priest -- that's 15 specialists right there, and none of them "wasted". Toss in some more specialist-allowing wonders/buildings, and you're in good shape. Angkor Wat is always nice, Ironworks gets you extra engineers even with the coal penalty, etc.
 
My big question is which National Wonders I should build, seeing as I can choose only two. An obvious choice would be Ironworks, otherwise Space Race is definitely out. I was thinking that the other one should be military, but West Point or Heroic Epic?

Because it's a OCC you can build ALL the national wonders in your single city. The requirements for Oxford, wallstreet, etc, are reduced to ONE bank, ONE university, etc. Also, you can build Catherdals as well with only one temple. However, there's a little bug with the new national wonders. I think the programmers forgot to make it so that all the new national wonders (modified scotland yard, moai statues, etc.) can be build in one city, so don't be suprised if some of the wonders say you can't build it because you have reached your national wonder limit while other national wonders are avalible to build.
 
Philosophical - pyramids - great library is the best core strategy. Settle all your early GPs with the sole exception of 1 academy. Save as much forest as possible for National Parks later, 10 or so is good.
 
5? really? That helps a lot... which 5 are recommended though?

National Park, Ironworks, Maoi?
 
Just tried a cultural OCC and managed a win on my third attempt. First try I didn't know you had check the PA box. :lol: I did manage a diplo win though so all wasn't lost. Second attempt my city site was very poor, my planned PA vassalised to someone else so I gave that up. :(

Third attempt success. Its a good feeling when your planned PA partner starts building culture and cathederals, trying to pick the right city to plant artists in is a bit of a problem though when they are only putting out about 20 culture points in 3 cities.

There is an interesting bug in BTS where the apostolic palace awards you cities and you get to keep them. :) I just gift them straight back to their owners though it is tempting to keep them.

Finally I think any philsophical leader for the early great people is the best trait. Virtually all of these would be settled.
 
national epic, national park, oxford, ironworks, 5th as needed (often globe)
Nope, National Park + Ironworks is a bad idea, as the National Park will decrease the productivity of Ironworks by 50% due to the fact that it eliminates access to coal from the city.
 
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