I did it - my very first game completion - and it happened to be the Basic OCC. I got to familiarize myself with the technologies, secret projects, improvements, eco-damage, specialists, terraforming, and diplomacy.
Let me tell you here and now - this is the best computer game I've ever played. I was awestruck with the gameplay, storyline, and movies. I really felt as though I had transcended when I won. I don't know how poor my result was because I have nothing to gauge against, but I transcended in 2379 on a medium map, Transcend level. I thought I would share some of my experiences here for those interested starting a game of OCC; and also to remind veterans of what a first game feels like (like a virgin).
First of all - the rules I used were
1) keep city given at beginning - add second colony pod to it (I got lucky - on river - port city)
2) only legal units to build: probes, transports, supply, formers
3) probes can bribe units and cities - any units gotten from bribes, gifts, captures can be kept - and even upgraded
4) cities captured/bought must be given away, starved, or destroyed (atrocity!)
5) play at Transcend level
6) build 16 Secret Projects
7) win by transcendence
-oh and I used SMAC - I don't have SMAX. In preparation for this game, I had played a handful of OCC with CivII - so that's my background.
I played Morgan, and found him extremely versatile in terms of the different combinations of social engineering I could use. The +1 econ given intrinsic to him meant I could run Wealth alone for the +1 energy/square; I did play him in character and ran FM/Wealth for a while, but +4 versus +2 economy doesn't make a big difference in energy (except in the beginning) when you only have one city. I also made sure to get Merchant Exchange, essential to transcending with one city IMHO. At one point in the game I abandoned FM to Green for two reasons: 6x eco-damage really brings on the worms when you haven't yet discovered Tree-Farms, and the Gaians were a little snippy with me (they refused to talk to me, and only wished to mention they'd have no problem wiping me off the face of the planet). Besides I could still sustain the +1 energy per square which is the important thing. At another point in the game I wanted to befriend UoP because Zak was taking out my supply crawlers, so I switched from Wealth to Knowledge. I was still able to maintain +1 energy/square without EITHER FM OR Wealth, by simply running a Golden Age with using only 10% Psyc allocation. Now I had a good planet rating, +20% research, AND +1energy/square. The GA also pop-boomed me up - but I kept it going even after I'd maxed my pop. But more importantly, the Gaians and UoP left me alone - and peaceful neighbors are key to playing OCC.
I knew of the supply crawler's importance (akin to a pop-boom in terms of resources) and so I beelined for IA. Then I beelined to getting energy restrictions lifted. Then I started pulling in 5 energy per square from building Tidal Harnesses. This was my first time using supply crawlers, (since CivII has nothing like them), and I was kind of dreading moving them around and terraforming (it seemed like it would be 70% of the gameplay doing this kind of stuff and I feared it might get tedious.) However, it wasn't too bad - and I even used the crawler crawl to get immediate benefit of putting them in place. I turned out I only needed about 30 or 40 of them the whole game to get 1 turn advances near the end.
Then things started to get interesting. Eco-damage made sea levels rise. My base was in danger of sinking so I terraformed an adjacent square up - but was disappointed that it didn't raise my city square. After I found out about elevation levels needing to be within +/-1 level with adjacent squares, I tried to raise again - but couldn't because territory issues with my Pact-mate. Luckily my base didn't sink (had a Pressure Dome just in case) but got "washed" instead. I learned what causes washing too. Nothing like this ever happens in Civ II. A lot of my land got washed because a river got re-routed around my lifted square and created newly endangered squares. I lost a borehole too. It took some time to re-form my land - and I really felt that sense of challenge weighing on me. A good game should be challenging. As a programmer and a mathematician, I understand and can truly appreciate some of the algorithms that must have been used to deal with sea-rises, river-reroutings, washing, etc... There are a lot of things to update after major land changes. It sent chills up and down my spine - I could very well be playing the best game ever written, I thought.
Anyway - that wasn't the end of the challenge. Soon UoP was taking out my energy farm with Needlejets. I had to weigh whether or not to upgrade them to armored supply crawlers, replace them, or retreat temporarily. I chose to retreat my farm, then play out my hand diplomatically. I also thought about buying his city out to stop it from being a nearby airport to my farm - but unfortunately Zak cleverly got Hunter Seeker. Challenge = FUN!! I heard about setting up SE settings to make friends. Unfortunately that wasn't enough - because Zak refused to talk to me even after I switched to Knowledge. The AI seems to have a need to give you a demonstration of their military power, then talk to you and demand stuff before making friends. So I let him take out some more units - then he talked to me and I played the weak submissive part giving into his demands for peace's sake.
Shortly after, the council overwhelmingly voted in the solar shade. My entire energy farm was now considered endangered. And you can't repeal it - you can only increase it. Terraform down couldn't solve the problem - pact trouble again. So I was only able to reposition 4 out of 20 supplies before I lost them. My city also lost its status as being a port city. I'd have to energy farm forests at 4 energy each (I had Hybrid forests). So I had to rebuild yet again.
The rest of the game went on relatively smoothly - I beelined for research improvements and SP's so that I could get quicker advances. I had a few minor attacks from Miriam - but my pactmate Santiago - who I had surrounding me, kept a nice buffer and protection. I ran low eco-damage and so my worm troubles disappeared; 30 mineral production seemed sufficient to pump out supply crawlers and start SPs up. Once I had an energy farm, cash was plentiful, and so SPs were easy to buy.
I didn't know that Voice and Ascent were both SPs needed. I also thought that Transcendent Thought tech was the goal for transcendence - so I researched the whole tree. Now I know that the Ascent SP is the true goal. The movies for these SPs are simply awesome. The most silly movie IMHO is the movie for the Citizen's Defense (a cartoon).
There were about a billion cool things I learned from playing and reading stuff here on Apolyton; but suffice to say, there is a new SMAC addict amongst you now.
And to all you CivII players out there - come and see for yourselves - you'll develop a new love.
Let me tell you here and now - this is the best computer game I've ever played. I was awestruck with the gameplay, storyline, and movies. I really felt as though I had transcended when I won. I don't know how poor my result was because I have nothing to gauge against, but I transcended in 2379 on a medium map, Transcend level. I thought I would share some of my experiences here for those interested starting a game of OCC; and also to remind veterans of what a first game feels like (like a virgin).
First of all - the rules I used were
1) keep city given at beginning - add second colony pod to it (I got lucky - on river - port city)
2) only legal units to build: probes, transports, supply, formers
3) probes can bribe units and cities - any units gotten from bribes, gifts, captures can be kept - and even upgraded
4) cities captured/bought must be given away, starved, or destroyed (atrocity!)
5) play at Transcend level
6) build 16 Secret Projects
7) win by transcendence
-oh and I used SMAC - I don't have SMAX. In preparation for this game, I had played a handful of OCC with CivII - so that's my background.
I played Morgan, and found him extremely versatile in terms of the different combinations of social engineering I could use. The +1 econ given intrinsic to him meant I could run Wealth alone for the +1 energy/square; I did play him in character and ran FM/Wealth for a while, but +4 versus +2 economy doesn't make a big difference in energy (except in the beginning) when you only have one city. I also made sure to get Merchant Exchange, essential to transcending with one city IMHO. At one point in the game I abandoned FM to Green for two reasons: 6x eco-damage really brings on the worms when you haven't yet discovered Tree-Farms, and the Gaians were a little snippy with me (they refused to talk to me, and only wished to mention they'd have no problem wiping me off the face of the planet). Besides I could still sustain the +1 energy per square which is the important thing. At another point in the game I wanted to befriend UoP because Zak was taking out my supply crawlers, so I switched from Wealth to Knowledge. I was still able to maintain +1 energy/square without EITHER FM OR Wealth, by simply running a Golden Age with using only 10% Psyc allocation. Now I had a good planet rating, +20% research, AND +1energy/square. The GA also pop-boomed me up - but I kept it going even after I'd maxed my pop. But more importantly, the Gaians and UoP left me alone - and peaceful neighbors are key to playing OCC.
I knew of the supply crawler's importance (akin to a pop-boom in terms of resources) and so I beelined for IA. Then I beelined to getting energy restrictions lifted. Then I started pulling in 5 energy per square from building Tidal Harnesses. This was my first time using supply crawlers, (since CivII has nothing like them), and I was kind of dreading moving them around and terraforming (it seemed like it would be 70% of the gameplay doing this kind of stuff and I feared it might get tedious.) However, it wasn't too bad - and I even used the crawler crawl to get immediate benefit of putting them in place. I turned out I only needed about 30 or 40 of them the whole game to get 1 turn advances near the end.
Then things started to get interesting. Eco-damage made sea levels rise. My base was in danger of sinking so I terraformed an adjacent square up - but was disappointed that it didn't raise my city square. After I found out about elevation levels needing to be within +/-1 level with adjacent squares, I tried to raise again - but couldn't because territory issues with my Pact-mate. Luckily my base didn't sink (had a Pressure Dome just in case) but got "washed" instead. I learned what causes washing too. Nothing like this ever happens in Civ II. A lot of my land got washed because a river got re-routed around my lifted square and created newly endangered squares. I lost a borehole too. It took some time to re-form my land - and I really felt that sense of challenge weighing on me. A good game should be challenging. As a programmer and a mathematician, I understand and can truly appreciate some of the algorithms that must have been used to deal with sea-rises, river-reroutings, washing, etc... There are a lot of things to update after major land changes. It sent chills up and down my spine - I could very well be playing the best game ever written, I thought.
Anyway - that wasn't the end of the challenge. Soon UoP was taking out my energy farm with Needlejets. I had to weigh whether or not to upgrade them to armored supply crawlers, replace them, or retreat temporarily. I chose to retreat my farm, then play out my hand diplomatically. I also thought about buying his city out to stop it from being a nearby airport to my farm - but unfortunately Zak cleverly got Hunter Seeker. Challenge = FUN!! I heard about setting up SE settings to make friends. Unfortunately that wasn't enough - because Zak refused to talk to me even after I switched to Knowledge. The AI seems to have a need to give you a demonstration of their military power, then talk to you and demand stuff before making friends. So I let him take out some more units - then he talked to me and I played the weak submissive part giving into his demands for peace's sake.
Shortly after, the council overwhelmingly voted in the solar shade. My entire energy farm was now considered endangered. And you can't repeal it - you can only increase it. Terraform down couldn't solve the problem - pact trouble again. So I was only able to reposition 4 out of 20 supplies before I lost them. My city also lost its status as being a port city. I'd have to energy farm forests at 4 energy each (I had Hybrid forests). So I had to rebuild yet again.
The rest of the game went on relatively smoothly - I beelined for research improvements and SP's so that I could get quicker advances. I had a few minor attacks from Miriam - but my pactmate Santiago - who I had surrounding me, kept a nice buffer and protection. I ran low eco-damage and so my worm troubles disappeared; 30 mineral production seemed sufficient to pump out supply crawlers and start SPs up. Once I had an energy farm, cash was plentiful, and so SPs were easy to buy.
I didn't know that Voice and Ascent were both SPs needed. I also thought that Transcendent Thought tech was the goal for transcendence - so I researched the whole tree. Now I know that the Ascent SP is the true goal. The movies for these SPs are simply awesome. The most silly movie IMHO is the movie for the Citizen's Defense (a cartoon).
There were about a billion cool things I learned from playing and reading stuff here on Apolyton; but suffice to say, there is a new SMAC addict amongst you now.
And to all you CivII players out there - come and see for yourselves - you'll develop a new love.
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