science

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Originally posted by Smash:
After superhighways and a research lab I have seen over 1500 beakers per turn in OCC.Depends on the specials you are working with.

here is one.I know..where is your defense?OCC is different than normal games.As you can see by the date,the ai is not going to threaten.Thats the main idea of OCC.You launch well before the ai can be a threat.

I've never seen anything like that before...

But, I've got two questions.

#1, what form of government do you need to get the staggering science output? I'm pretty sure it's not Fanatasism
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Probably democracy, right?

#2, what does OCC mean? Sorry, I'm new to this forum (not to the game)...

Thanks.

Greg
 
Originally posted by GhengisGreg:
#1, what form of government do you need to get the staggering science output? I'm pretty sure it's not Fanatasism. Probably democracy, right?

Democracy typically yelds the most science.

#2, what does OCC mean

One City Challenge. winning by spaceship while having ONE city only. cant take any enemy cities (unless it would zero them) save before hut to reverse any advanced tribes.

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Gauis Mucius Scaevola
Older, richer, and wiser than you.

[This message has been edited by Lefty Scaevola (edited December 15, 2000).]
 
the productions o bit low. or did you not need it because you were so far ahead? ive heard that if you give
away techs it lessens the amount one has to pay for next. is this true?

When the time came to start spaceship production,that spot was producing 80 sheilds.I always chop forests on "flatland" and re forest river squares.A forested river square gives trade arrows where forest on "flatland" does not.IIRC 30 sheilds is what you need BEFORE any production improvements to reach the target of 80 sheilds.With factory,manufacturing plant,power plant,RRs and offshore platform(if applicable) gets you to 80 easily.Any less than 80 sheilds requires gold and/or freights to build the spaceship as fast as possible.

Gifting techs is fairly important if you want to really lower the arrival date.The game uses some formula for calculation of beaker requirement.It is not set in stone.For instance,at some point you usually drop from 2 turns per to 3 turns.The simple act of gifting techs will drop it back to 2 turns.The number of civs currently in the game also has an effect.Losing a civ or 2 seems to have a detrimental effect on science.

914 gold, Smash. What were you thinking of?

That was one of those nice OCC games where I couldn't spend it fast enough
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[This message has been edited by Smash (edited December 16, 2000).]
 
Would anyone be interested in playing a big OCC MP game? I have semester finals this coming week then its x-mas break! so i'll be free to play civ2 till my brain fries!


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Thanks for the info...

I don't get it. I played a game on the weekend, and tried to make a SSC. I set it up on a river, roads and irrigation. Went to democracy and build all the science wonders in that city.

Then I built all the science improvements I could.

And the best sci productions I got was about 110 beakers.

Am I missing something???

Greg
 
most certainly.

firt off...find a good place, even go make one on the map editor, its easier. youll need some rivers, and some special resources. grapes are best i think. gold is good too.

now, youll want to build the colossus before 2000bc. you wont need any defence in your cities. irrigate and road or mine all the squares. build a butt load of caravans! caravans caravans caravans! build cops obs asap. then isaac's college. then mikes chapel if you want to. of course you need some good quick trade routes. get the quickest ones after you discover trade. then go for longer better ones. build all the science/trade improvs you can. after yoiu get all this up good, focus on micromanaging your science. more info at the civilization II OCC site (good site)

after that try your best and practice

[This message has been edited by stellar converter (edited December 18, 2000).]

[This message has been edited by stellar converter (edited December 18, 2000).]
 
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