One City Challenge - Ethiopia Domination Guide

Merenptah

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I’ve never had more fun playing OCC then when I started trying to go for a Domination Victory. Ethiopia is the obvious choice for a Civilization since its unique attribute is a 20% combat bonus against Civilizations with more than one city since you are playing OCC.

There are a two very important points to keep in mind when playing OCC Domination:
1. You need not conquer each and every civilization; you just need to be the only civilization left with its original capital.

2. When you conquer a capital with OCC ticked it will simply disappear and as such can never be conquered back or liberated.​

Setup: Ethiopia, Emperor Level, Pangea, Small Size (8 Civs, 16 City-States), Standard Pace (500 Turns), Strategic Balance (ensures Iron and Horses nearby), No Barbs/Ruins, OCC ticked

Part I - Walkthrough

Starting Location

An absolutely necessary characteristic of your city as that it be a coastal city. Naval warfare and attacking faraway Civs from sea is one of the most important tactical aspects of OCC domination. In addition, it is a good idea to place your city on a Hill for easier early defense.

Apart from that, having your city next to mountain is crucial, so that you can build the Observatory that gives a 50% Science boost. Without it you will be behind tech wise, which will make it difficult to go to war offensively with a small force.

Phase 1: Building a Fortress of Doom

In the beginning you should just focus on building a strong capital, maximizing food and growth, then science and production. After building the Temple of Artemis, Hanging Gardens, and National College, your next Wonder should be the Great Wall. It helps for protection early, but is not needed and more of a denial strategy, since it is quite a pain to take a capital city of a civ which has built this wonder; note that it also affects naval and not only land units.

Once your reach Education you should buy the University for 660g and head straight for Compass whilst building Oxford University to get Astronomy. With Astronomy you can build the Observatory which gives a 50% Science boost (or better buy it for 780g if you can). Next you should head to Gunpowder as soon as possible so you can build the Himeji Castle, which gives a +15% combat bonus for fighting in friendly land. Again, even if you do not need it strictly speaking, you also would not want your enemy to have if since you are aiming at a domination victory. On the way, try to pick up the Alhambra, build the Workshop and Ironworks as well as the National Treasury to boost your Gold income. In addition you should send out a Caravel and start exploring.

After you’ve built Himeji, you should focus on getting a few more Wonders, such as the Leaning Tower of Pisa, The Kremlin, Sistine Chapel and the Porcelain Tower. After that, build the Opera House and Hermitage whilst you are headed towards Scientific Theory. Once you get there buy the Public School for 920g and make your way to Military Science so you can build the Brandenburg gate. All the time you should play defensively and focus on growing your city and building infrastructure. If a capital is nearby and you are being attacked, then of course you should try to take it. Otherwise it’s better to just wait.

Phase 2: Time to take those Capital Cities

Once you’ve build Brandenburg gate and all the Promotion buildings, you should build four Frigates. The first two should have naval promotions and the latter two land promotions; the third promotion should always be a range promotion so you can snipe coastal cities from sea, two tiles away, without taking any damage. Last, you will need a Privateer, to actually be able to take those cities once their health bar has dropped to zero.

In terms of sequence, it is best to take out one or two neighbours first, since they will be keen to attack you anyways, you might as well weaken them if you haven’t already done so. After taking the capital, you should make peace immediately, usually getting some perks in the process. Then, , move your fleet with an admiral towards the capital of the strongest civ, even if it’s the farthest capital from where your fleet is currently located.

Timing is essential on a standard map, and you should make your way to the next civ quickly. Just remember to start from the strongest civ and then go down from there, one by one. Try to be best friends with defeated Civs: they will prove useful allies in taking potentially difficult to reach Civs with landlocked capitals. You are just taking their capitals and you are starting from the strongest Civ, and this means that they should still be able to field a respectable army and help you on your way to total domination. And if they don’t, get your Infantry out to sea and make an incursion.

Part II – A few things in more detail

Religion

Here are the best “Beliefs” for your religion:
1. Pantheon: Fertility Rites (+10% Growth); there are others but this is too good to pass
2. Founder: Tithe (+1g /4 Followers)
3. Follower 1: Feed the World (+2 Food)
4. Follower 2: Religious Community (+15% production)
5. Enhancer: Itinerant Preachers (Religion Spreads further -> more Gold income)

Note: there are other very good Enhancer Beliefs such as Defender of the Faith (+20% Combat strength near friendly cities following your religion); however, running a respectable navy/army costs significant amounts of Gold and for OCC there is really no alternative to the combination of Tithe + Itinerant Preachers/Religious Texts, and Itinerant Preachers should be the better choice when you manage to found your religion early before your neighbours do.

Important: buy an Inquisitor as soon as your religion is enhanced and place him next to the city.

World Wonders

World Wonders are very much about enhancement as well as denial.

Here is a list of World Wonders you should try to get:
1. Temple of Artemis (+10% Growth, Ranged Units produced +15% faster)
2. Hanging Gardens (+6 Food and a free Garden)
3. Great Wall (free Wall; -1 movement for enemy units; denial but also quite useful)
4. Alhambra (+20% Culture; difficult to get but worth a try)
5. Himeji Castel* (+15% combat strength in friendly territory; difficult and you must rush for it)
6. Leaning Tower of Pisa (+25% GP generation, and a GP of choice)
7. Kremlin (+25% strength of city defensive Buildings)
8. Sistine Chapel (+25% Culture)
9. Porcelain Tower (free Great Scientist)
10. Brandenburg Gate (free Great General; and allows for three promotions on unit creation)

Tech Progression

1. Pottery (-> Shrine, Granary)
2. Archery (-> Temple of Artemis)
3. Animal Husbandry (reveals Horses)
4. Writing (-> Library)
5. Mathematics (-> Hanging Gardens)
6. Currency (if near desert; -> Petra)
7. Mining + Lux improvement techs (even if it’s Sailing for the Sea based Lux)
8. Philosophy (-> National College)
9. Engineering (-> Great Wall)
10. Civil Service (-> more food from farms near fresh water)
11. Education (-> buy University for 660g)
12. Astronomy (get it using Oxford University)
13. Chivalry (-> Alhambra)
14. Iron Working (-> reveals Iron)
15. Metal Casting (-> Workshop)
16. Machinery (-> Ironworks; Crossbowman)
17. Gunpowder (-> Himeji Castle)
18. Printing Press (-> Leaning Tower of Pisa)
19. Metallurgy (-> Kremlin)
20. Acoustics (-> Sistine Chapel)
21. Architecture (-> Hermitage; Porcelain Tower)
22. Scientific Theory (-> buy Public School for 920g)
23. Military Science (-> Brandenburg gate)
24. Industrialization (-> Factory; reveals Coal)
25. Archaeology (-> Museum; Louvre)
26. Electricity (-> Stock Exchange; reveals Aluminium)
27. Radio (-> Broadcast Tower)
28. Replaceable Part (-> Statue of Liberty)
29. Plastics (-> buy Research Lab for 1350g)
30. Biology (-> Hospital; reveals Oil)
31. Flight (-> Triplanes)
32. Electronics (-> Battleships)
33. Dynamite (-> Artillery)
34. Refrigeration (-> Submarines)
35. Atomic Theory (+2 Science from Academies; reveals Uranium)
36. Combustion (-> Destroyers, your sea-based AA)

Social Policy Progression

After completing Tradition it’s a matter of completing the Patronage and Rationalism trees while going for Planned Economy as soon as the Industrial age unlocks Order. Here is a recommended path:
1. Tradition
i. Tradition
ii. Legalism
iii. Landed Elite
iv. Aristocracy
v. Monarchy
vi. Oligarchy​
2. Commerce
i. Commerce
ii. Naval Tradition (you will need this later)
iii. Merchant Navy (open Rationalism first if available)​
3. Rationalism LHS
i. Rationalism
ii. Secularism
iii. Free Thought
iv. Scientific Revolution (consider skipping since you’ll be at war constantly)​
4. Freedom
i. Freedom
ii. Constitution
iii. Civil Society
iv. Free Speech
v. Democracy
vi. Universal Suffrage​
5. Honor
6. Patronage

Your typical opening strategy

Here is a recommended opening build order:
1. Stele while you research Pottery
2. Granary
3. Temple of Artemis
4. Library
5. Worker
6. Hanging Gardens
7. Archers
8. National College

Specialists and Great Tile Improvements

1. One of the important questions is when to start using specialists. Using them early will hamper growth, and as a rule of thumb I start using Science specialists as soon as my city has at least 15 followers of my religion so that I get the full benefit of Religious Community (usually at Population 16 or 17).
2. In terms of what type of specialists to use, you should only use Science specialists initially.
3. You want at least one or two Manufactories from Great Engineers. The first should come naturally without using any specialists simply from having built the Temple of Artemis, and for the second it is best to get a Great Engineer from the Leaning Tower of Pisa.
4. Also remember to buy Great Scientists with Faith once you enter the industrial era. The first one of each costs 1,000 Faith, and the second one costs 1,500 Faith etc.

Citizen Management, Workers and Tile Improvements

Micromanagement is the name of the game, particularly in the beginning when you have few Citizens and no improved tiles. Citizen Management will be essential in getting that first Wonder before anyone else does. Here are a few pointers:
1. Lock the first default tile and put your focus on production immediately
2. If growth stagnates at Population two switch back to default and lock all tiles then put the focus back to production again
3. Once your granary is built and you unlocked the Landed Elite Social Policy (+2 Food and +10% Growth) you can safely focus all your Citizens on production tiles
4. Buy tiles with Hills nearby as soon as possible if your production is low
5. Have your first worker build mines and lumber mills first after improving Lux
6. Build farms last and lock any tile that gives +4 food (farms near rivers, grain/bananas/deer or fish once you built the lighthouse) to keep the growth going
7. Plant Great People on Grassland first (+2 Food; makes them self-sustained), then Plains and last on Hills if nothing else is left, and don’t hesitate to put them on strategic resources (Horse, Oil, etc.) as you will not lose these; but you will lose Lux so avoid these.

City-States

City-States will be very important in case you do not have Oil. If that is the case it is paramount that you forge a strong alliance with whichever City-State which has Oil so that you can upgrade your Frigates to Battleships. Also, remember to put a spy in that City-Sate for election rigging and coup protection.

Military

Without Intel the AI is more hesitant to attack, and I found that not accepting embassies can significantly delay the initial assault in most cases but not always. However, you should build ranged units and defensive buildings sooner rather than later.

Here is what your army should look like and how it should evolve:
1. 4x Archers -> Composite Bowman -> Crossbowman -> replace with Mehal Safari later
2. 2x Knights -> Cavalry -> Landship -> Tank
3. 4x Frigates -> Battleships (with range promotion)
4. 2x Privateer -> Destroyer
5. 4x Mehal Safari -> Infantry (they will keep the +30% bonus near capital when upgraded)
6. 2x Triplanes (with Intercept promotion)
7. 2x Submarines
8. 4x Infantry (for incursions if target capital is landlocked)

Focus on taking coastal cities. Capital cities should always be priority starting from the strongest civ.

I hope you enjoyed this guide. Please feel free to provide comments/feedback or ask any questions.
Thanks!
 
Nice guide!

But I think you mean that it doesn't affect naval units..

Yes it it does, in the sense that you will get stuck with your Frigates in unexpected and possibly uncomfortable positions when you enter enemy waters and that Civ has built The Great Wall.

So better build it yourself, which will avoid you a lot of frustration in trying to take out a Civ which has done so instead (remember the Mongol Scenario vs. China?).
 
Great idea, great fun. I'll try it asap on Deity and see how that fares. I love Ethiopia and haven't thought of the idea of playing OCC domination :).

A few points to your post though:

1) I would always - ALWAYS - start buy building at least one scout, probably even two. The early gains of ruins and reduction of beakers per tech from knowing other civilizations is vital. Also, you really need a view of your surroundings when going for a domination win.

2) Defending against early rushes really shouldn't be too hard with only one city, even on Deity. If you're on a hill you're golden with 2 archers/1 warrior.

3) Having not tried this yet I cannot say for sure, but going for 10 wonders seems like too much. Many of those hammers are better spent in your military.

I'll try out a game with these settings, and return in weeks time :)
 
Yes it it does, in the sense that you will get stuck with your Frigates in unexpected and possibly uncomfortable positions when you enter enemy waters and that Civ has built The Great Wall.
Great Wall's Effect: Enemy land units must spend 1 extra movement point when inside your territory. So it doesn't affect naval units..


1) I would always - ALWAYS - start buy building at least one scout, probably even two. The early gains of ruins and reduction of beakers per tech from knowing other civilizations is vital. Also, you really need a view of your surroundings when going for a domination win.

He disables Barbs and Ruins in his games.
 
;)
Great Wall's Effect: Enemy land units must spend 1 extra movement point when inside your territory. So it doesn't affect naval units.

Thanks for pointing this out. I definitely got stuck with my Frigates, but it must have been a ZOC issue, and I wrongly concluded that it was due to The Great Wall that the Civ had built. :blush:

This obviously weakens the case for The Great Wall somehow, except when you are facing landlocked capitals (which will indeed often be the case on Pangea maps).

Great idea, great fun. I'll try it asap on Deity and see how that fares. I love Ethiopia and haven't thought of the idea of playing OCC domination :).

A few points to your post though:

1) I would always - ALWAYS - start buy building at least one scout, probably even two. The early gains of ruins and reduction of beakers per tech from knowing other civilizations is vital. Also, you really need a view of your surroundings when going for a domination win.

2) Defending against early rushes really shouldn't be too hard with only one city, even on Deity. If you're on a hill you're golden with 2 archers/1 warrior.

3) Having not tried this yet I cannot say for sure, but going for 10 wonders seems like too much. Many of those hammers are better spent in your military.

I'll try out a game with these settings, and return in weeks time :)

Thanks for your reply. Your make some good and valid points and I'd just like to add to them:

1. Usually I do scout around the capital with my Warrior just a little bit. Ruins are disabled, so no advantage there. Also, on emperor, the AI gets two Scouts from the very start, and on a Pangea they will get to you in no time. So I can't see how you could possibly get to them any faster by building your own Scout ... also, it does not make much of a difference at emperor level since the AI does not get any free techs at the beginning unlike Immortal or Deity levels.

2. Absolutely true; just a pain with the recent patch if they start pillaging your tile improvements.

3. You just need two or maximum three phases for building units. The initial phase is for city defensea (4 Archers -> 4 Crossbowmen + Knight), and the second phase is when you start building your Frigates and potentially Cannons for taking out cities. The third phase would be to build Triplanes/Bombers. In general, I prefer upgrading exsiting units rather then building new ones with new techs (despite of the fact that upgrading can be quite costly sometimes). This should leave plenty of room to build all buildings and a few Wonders.

Enjoy your Domination game, and check out http://forums.civfanatics.com/showthread.php?p=12128587 for a different type of Total OCC Domination. ;)
 
;)

Thanks for pointing this out. I definitely got stuck with my Frigates, but it must have been a ZOC issue, and I wrongly concluded that it was due to The Great Wall that the Civ had built. :blush:

This obviously weakens the case for The Great Wall somehow, except when you are facing landlocked capitals (which will indeed often be the case on Pangea maps).
No problem. :)
 
1. Usually I do scout around the capital with my Warrior just a little bit. Ruins are disabled, so no advantage there. Also, on emperor, the AI gets two Scouts from the very start, and on a Pangea they will get to you in no time. So I can't see how you could possibly get to them any faster by building your own Scout ... also, it does not make much of a difference at emperor level since the AI does not get any free techs at the beginning unlike Immortal or Deity levels.

Emperor AI gets Animal Husbandry and Pottery as starting techs. Also, you want to meet as many CSs as possible as early as possible. Even when ruins are off, early scouting has rewards that justify the investment.
 
Great Wall's Effect: Enemy land units must spend 1 extra movement point when inside your territory. So it doesn't affect naval units..




He disables Barbs and Ruins in his games.

Disabling barbs is the dumbest thing ever hehe. Best way to get early experience and captured CS workers without having the grab them from CS yourself.

As for Great Wall, build it to prevent the AI from building is a good thing in many cases if you plan to go domination.
 
One thing I would like to know about OCC: are capitals auto-razed
 
even when I d like stop myself from repliyng to all this I just gotta do:

Here is a list of World Wonders you should try to get:
3. Great Wall (free Wall; -1 movement for enemy units; denial but also quite useful)
5. Himeji Castel* (+15% combat strength in friendly territory; difficult and you must rush for it)
7. Kremlin (+25% strength of city defensive Buildings)
8. Sistine Chapel (+25% Culture)
9. Porcelain Tower (free Great Scientist)

All these wonders are obviously horrible choises if u go for Domination, what does it help to have strong defense if u are the agressor?
And PT in an occ? just slows down your own scientist generation and the increase for RAs dont help at all when u kill the world.

obviously all your have to do is go for early strong growth to get a good base science and then build units and kill the world.

But then i think that occ and domination is just very painful to play as u can upgrade your units only at home and have to go back and forth all time with army - doesnt sound like fun to me
 
Great idea, great fun. I'll try it asap on Deity and see how that fares.

Immortal maybe, but Deity? Post a starting save and let's see if anyone can do it! I would choose Arabia over Ethiopia though. More cash from luxes, probable desert (Desert Folklore, Petra) start and early-mid game camel archers are too good to pass up. Also, I would likely go for full Tradition then Honor (left side first). Getting the chariot archers (soon to be camel archers) to logistics quickly is important. Then later the right side for lower cost of upgrades will be helpful for naval units. My second choice for a civ would be the Incans and third choice would be the Aztecs.
 
Yes there is. You can observe this yourself if you study what happens to the beaker cost of various techs as the game progresses. At the beginning of the game, techs in a given tier (e.g., first tier Medieval techs) will generally have the same beaker cost, but as you meet civs that have researched particular techs (e.g., AIs with horse UUs often beeline Chivalry) the beaker costs begin to diverge. In fact, watching changes in tech costs can provide good clues about the technological progress of your competition, includign what tech path they are pursuing (also helpful for picking spy targets).
 
Thanks for the suggestion, I've recently started playing OCC a lot more and this was a fun scenario to try out. I also played on Emperor level, with the same setup as you described, but with a Huge earth-like map and without strategic balance; sadly, a lack of iron delayed my warmongering for a long time, which kept me from winning until about turn 300. I had to wait until I researched Dynamite and upgraded all my cannons into artillery before I could really start levelling those capitals. :( Also, only two other civs had their capital on the coast, so Frigates were essentially useless to me; however, once they turned into Battleships, they became very useful in helping me take out the coastal cities on the way to the capitals, and softening up the other civs' defense along the way.

Anyways, because I wasn't really depending on a strong navy, I felt that the Commerce tree wasn't really as effective as it could have been. Instead, I chose to open Patronage after finishing Tradition, and took Aesthetics as soon as I could; this policy, combined with a Pledge to Protect, meant that I always had at least 30 Influence with every CS I met. The extra happiness, food, units and culture really started to add up, especially as I progressed into later eras, and it also meant that I frequently added CSs as allies just for doing what I planned to anyways. Whenever I popped a GP or GS, I would inevitably add 40 points of influence with a couple of CSs, and since my resting point was already 30, this meant they became allies instead of just friends. Plus, they were much easier to ally with when they had strategic resources I needed, since a quick gold gift plus a few outdated units was usually enough to get them on board. It was also a great way to get the bonus from WLTK Day without having to trade with other civs; 500 gold plus my oldest and weakest unit could usually get me up to 62 influence, which meant WLTK Day for 20 turns. ;)

Also, near the end of the game (turn 250 or so) I decided to do something I've never done before - I went for Autocracy instead of Freedom. At that point, I was spending a ton of gold on my military and was pretty thin on strategic resources, plus my two armies were halfway around the world attacking capitals. Three of the first four Autocracy policies were really appealing, whereas Freedom didn't seem to be nearly as useful for supporting my military. Damn, did it ever work well for me! I was able to pump out twice as many tanks and battleships, and at a much faster rate with lower upkeep costs, and it probably helped me finish about 30 turns earlier than I could have otherwise. Once I finished the tree (assisted by the massive amounts of culture I gained when I started taking down culture-heavy capitals and other big cities) I only had two more civs to destroy, and the finisher from Autocracy made me invincible. +20% from Ethiopia, +15% from a GG and +25% from the finisher? I was unstoppable! :)

Anyways, I mostly followed the same path that you outlined above, with these two notable exceptions; in cases where warmongering can't be done with Frigates, I'd suggest going for Patronage and Aesthetics instead, and if you need a big army and can't get by with just 8 units, Autocracy is a better bet than Freedom. Just my two cents, for whatever it's worth; after learning as much as I have from this forum, I figure it's only fair to contribute a little as well. :)
 
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