Merenptah
Warlord
- Joined
- Dec 21, 2012
- Messages
- 132
Ive 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:
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 youve 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 its better to just wait.
Phase 2: Time to take those Capital Cities
Once youve 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 havent 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 its 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 dont, 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 its 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 its 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
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 dont 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!
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.
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 youve 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 its better to just wait.
Phase 2: Time to take those Capital Cities
Once youve 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 havent 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 its 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 dont, 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 its 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 its 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. Commerceii. Legalism
iii. Landed Elite
iv. Aristocracy
v. Monarchy
vi. Oligarchy
i. Commerce
ii. Naval Tradition (you will need this later)
iii. Merchant Navy (open Rationalism first if available)
3. Rationalism LHSii. Naval Tradition (you will need this later)
iii. Merchant Navy (open Rationalism first if available)
i. Rationalism
ii. Secularism
iii. Free Thought
iv. Scientific Revolution (consider skipping since youll be at war constantly)
4. Freedomii. Secularism
iii. Free Thought
iv. Scientific Revolution (consider skipping since youll be at war constantly)
i. Freedom
ii. Constitution
iii. Civil Society
iv. Free Speech
v. Democracy
vi. Universal Suffrage
5. Honorii. Constitution
iii. Civil Society
iv. Free Speech
v. Democracy
vi. Universal Suffrage
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 dont 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!