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OCC Comparison Game #1 2003

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  • #31
    Originally posted by duke o' york
    I don't understand why you didn't bribe the barb ship when you had the chance. You had Shakespeare's Theatre at that point so the ship would have only meant a drain of one shield, and you could have still celebrated the population up so that this did not matter.
    Perhaps wrongly, I believe that if you have a double red out of the Shake's city celebration is no longer possible.
    I was quite content with the railroad connection to the nice friendly Carthaginians.

    SG[1]
    "Our words are backed by empty wine bottles! - SG(2)
    "One of our Scouse Gits is missing." - -Jrabbit

    Comment


    • #32
      What do you mean - "double red out of"? Shake's has the same affect as Fundy - everyone's content regardless of unhappiness factors and the luxuries invested in will affect these content citizens, rather than what they would have been otherwise in the way the Gardens does, meaning you have to leave guards out of the cities.
      I've started to worry that I've stated the obvious here so if that's not what you meant then please say so.
      Or has the potent combination of sun and wine really fried your brain?

      Comment


      • #33
        You had me worried - but a quick test confirmed that I was right:
        Taking a random save from this game (AD1060) the 'happy' screen shows:
        BRRRRRRRRRRRRRRRR
        CCCCCCCCCRRRRRRR
        CCCCCCCCCBRRRRRR
        CCCCCCCCCBBBBBBB
        and the city is celebrating...
        But, if the warrior leaves the city - 'happy' screen becomes:
        BRRRRRRRRRRRRRRRR
        CCCCCCCCCRRRRRRR
        CCCCCCCCCBRRRRRR
        CCCCCCCBRRRRRRRR - as the double red is applied
        CCCCCCCBBBBBBBBB
        and celebration is lost ...

        SG[1]
        "Our words are backed by empty wine bottles! - SG(2)
        "One of our Scouse Gits is missing." - -Jrabbit

        Comment


        • #34
          Here's the save - try it yourself ...

          SG[1] - not brain-fried after all
          Attached Files
          "Our words are backed by empty wine bottles! - SG(2)
          "One of our Scouse Gits is missing." - -Jrabbit

          Comment


          • #35
            OCC #1 for Old & Slow

            4000 -- Hut = Archer
            3850 -- Hut = Archer
            3800 -- Found Rome (other Settler is watering the trees) with the citizen working the first of three whales
            3500 -- Discover CB
            3050 -- Discover Alpha
            2550 -- Sell the barracks just built & start over (already have a temple)
            2500 -- Discover Bronze -- switch to Col.
            2150 -- Barbs attack -- nab the leader for $150.
            2000 -- “We’re pathetic” -- truer words were never spoken
            1900 -- Discover Code
            1700 -- pop. = 100K
            1250 -- Discover Monarchy (a turn too late -- ARGH!)
            1100 -- Revolt
            1050 -- Monarchy
            975 -- Complete the Colossus
            900 -- Discover Writing (switch the shields in place to library & buy it.)
            775 -- Discover Currency (switch the shields in place to market & buy it.)
            650 -- Rome blows up -- pop = 200K
            625 -- Recover with Elvis
            600 -- Discover Trade
            575 -- Meet with Carthage, (4spears) give Monarchy -- peace.
            450 -- Discover Literacy
            250 -- Discover Myst
            175 -- Give Myst to Carthage -- we become Allies forever (but not necessary GREAT allies -- they give us Iron Working)
            150 -- Hut = Elephant (None)
            50BC -- Complete Marco Polo’s -- Trade for six techs, including Republic, revolt (at least we got this one right!)
            25BC -- Republic with three enthusiastic Allies (a benefit with Classic)
            1AD We love to size 7.
            80 -- Discover Phil & take Med as a free tech.
            160 -- More trades, now have 24 techs. Zulus gift us $300, Sioux $50, Amerks, nada.
            260 -- Sioux gift = $25, Amerks & Zulus nothing.
            300 -- Rome blows up at size 8, pop = 300K
            340 -- Deliver demanded Hides offshore to New York for $433 & non-demanded Beads to Washington for $268
            360 -- Discover Engineering, build Aqueduct
            400 -- Build Bank
            480 -- Gift Math to Zulu (their request), get $250
            520 -- Carthage demands $250 (we give it -- what great allies they are…) we ask for a gift & get…$250. Funny, the coinage looks familiar.
            540 -- Demanded Dye to Philadelphia = $360 (our third trade route). Demanded Hides to Wash = $296. Barbs kill a Hides Camel (argh!)
            580 -- Discover University - buy one as well. Trade with Egypt & get Astro
            660 -- Build Cope’s. Zulu gift = 125, Sioux = 100, Amerks = nada.
            760 -- Hides (d) to Wash = 502 (2 deliveries)
            780 -- Discover Sanitation
            780 -- Build King Richard’s Crusade -- I like having extra shields -- let’s see if this makes a difference
            900 -- build a coliseum -- We love starts. (Hmmm maybe I should have done this sooner.)
            940 -- Build a harbor
            960 -- Rome = size 12. We lve ends. Dye to Wash = 520
            980 -- Discover Theory of Gravity
            1000 -- Gems (d) to Ele = 537. Trade San to Amerks for Inv, gift? No, Zulu? No; Sioux? = 50.
            1020 -- Discover Navigation
            1080 -- Build Shakes, sell col.
            1100 -- pay $450 to Carthage, get $200 back -- we’re such great allies.
            1140 -- Discover Physics.
            1180 -- Amerks come to talk Want Dem? sure. Revolt? (hmm is it that magic time -- OK) NO -- It is exactly the WRONG time
            1260 -- FINALLY recover in Democracy.
            1280 -- Discover Magnetism
            1380 -- Trade with Zulus -- We lose $250, then we gain $200 -- another Ally we don’t want to talk to. Discover Metal.
            1400 -- Build Isaac Newton.
            1420 -- Discover Electricity
            1480 -- Discover Explosives
            1510 -- Discover Refrig -- another offshoot that may or may not payoff -- a few farms = a few Eins. Will these guys actually three turns’ worth of tech?
            1540 -- Trade for Econ & Chiv from the Americans -- gift? no. Talk to the Sioux -- after we fork over $50 & two techs, we get $50 back.
            1560 -- Hut = Barbs (after four attempts at another city)
            1570 -- Discover RR. Dye to Phil = 240
            1600 -- Discover Ind (Hard to say if KRC was worth it or not. Carried a financial surplus of about $1K for a number of years that may have deterred gift giving from my four allies.) Buy a Crux & Frigate from the recently landed barbs & nab their leader.
            1630 -- Discover Corp; hut = 50g.
            1650 -- Discover Refine
            1670 -- Build Darwin’s & discover Electronics & Steel
            1680 -- Buy a Stock Exchange
            1690 -- Give RR to Sioux (get $50), Zulu’s (get $200), Carthage (lose $578, gain $250). Amerks already had & were working on Darwin’s (hence my hurry up)
            1710 -- Spice to NY = $810
            1720 -- Discover Auto -- swap Ind for Lead from Americans
            1730 -- Try a great round of begging -- Americans - nothing, Sioux -50, +50; Zulus -200, +200. hmmm no wonder I don’t go around asking.
            1750 -- Discover Conscription.
            1754 -- Discover Atomic Theory
            1758 -- Discover MP
            1762 -- Get $50 from Sioux
            1764 -- Get $50 from Americans & $200 from Zulus
            1766 -- Discover Tactics
            1768 -- Copper to NY = $990
            1770 -- Discover MT
            1776 -- Discover Flight (Sioux = nothing, Amerks = $50)
            1780 -- Size = 32, max. (with 2 Eng & a Settler working the area)
            1782 -- Discover mini. Zulus get Cons from us & gift back $200
            1786 -- Carthage comes to talk -- we give them Metal, they give us $250
            1788 -- Discover Computers
            1790 -- Give Tactics to Zulus, Amerks, Sioux; get $200, 100, 25. Americans Discover Communism (MPE dies)
            1792 -- Give Carthage Cons, get $250
            1794 -- Discover Radio, swap computers for Commy with Amerks & collect $50. Give Tactics to Carthage & collect $250.
            1798 -- Discover Advanced Flight; deliver two trucks -- demanded dye for 368 & Oil (n) for 184, both to Philly.
            1802 -- Discover Esp -- I like spies & I like having embassies -- should have sent some dips out earlier during the golden years & would have been able to postpone this. Didn’t want to be uninformed should there be serious SS building competition. -- This also explains why I traded for Commy in the first place.
            1806 -- Discover Rockets -- Finish power plant (built a factory two turns ago & offshore late 1780’s. Hmmm Shields are about 30+ -- can use a truck for each of the small parts. Is this good enough? We have a bunch laying around…better start Apollo’s now.)
            1812 -- Discover Space Flight
            1820 -- Discover Plastics
            1826 -- Discover NF
            1832 -- Discover Mobil Warfare -- after considerable thinking we realize that the science won’t be holding us back at this stage -- so we take a few turns out to get a couple of techs, & start planting trees when we’re not cleaning up pollution
            1836 -- Complete Apollo
            1838 -- Discover NP (the only #2 tech with the last six being #1 techs). Cash in a couple of trucks = SC1
            1840 -- SC2
            1842 -- SC3
            1844 -- Discover Robotics SC4
            1846 -- Build a Manufacturing Plant
            1848 -- SS1
            1850 -- Discover Laser, SC5
            1851 -- SC6 (we have a bit under 700g on hand, talk to the worshipful Zulus -- deny them the Advanced Flight that they want & watch the alliance dissolve. Oh well. At least they walk away as cordial.)
            1853 -- Discover Superconductor
            1855 -- SM1
            1858 -- Discover Combined Arms; SM2
            1859 -- SM3 & we’re broke
            1860 -- SS2
            1861 -- SS3
            1862 -- SS4
            1863 -- Discover Fusion power SS5
            1864 -- SS6
            1865 -- SS7 now up to 83 shields -- no longer have to sacrifice my Non’s & dips -- have two Engs for cleaning, one Non Musket, one Non Knight. The Settler & everyone else have been sacrificed on the alter for SS parts.
            1866 -- SS8
            1867 -- SS9
            1868 -- Discover Stealth; SS10
            1869 -- SS11
            1870 -- SS12
            1871 -- SS13
            1872 -- SS14
            1873 -- SS15; LAUNCH: ETA = 1888.
            1874 -- Stealth fighter #1
            1875 -- Stealth fighter #2
            1876 & on -- Barracks, followed by two tanks, discover GW & LU, make a Jeep & a few spies. Also made a Solar Plant (and a granary -- finally) & retired the two Engs. -- a fair amount of hunger after converting three grasses & a plains to trees -- but still ended with size = 32

            1888 Arrive, score = 333, Livia the terrible (probably aptly named.)

            Trade routes maxed out at 16 for all three, dropped to 15 each after I built four trees.

            Nobody else ever made a SS part.

            Never at war -- that’s a new one for me.
            Those with lower expectations face fewer disappointments

            Comment


            • #36
              Well done OnS - I suspect that KRC fooled you into thinking that the shield production was upto scratch - had you got your 32 base shields earlier you might well have beaten me.

              SG[1]
              "Our words are backed by empty wine bottles! - SG(2)
              "One of our Scouse Gits is missing." - -Jrabbit

              Comment


              • #37
                I discovered this thread 2 days ago and couldn´t resist. It´s some time I played an OCC. An excellent idea SG (1). Here is the log:

                OCC 1 Romans

                BC
                4000 hut Horse
                3900 hut Archer
                3850 50g, Rome founded (49,39)
                3600 Alphabet
                3550 hut Warrior Code
                3450 Carthaginiens peace
                3100 Writing
                2600 Code of Laws,
                2450 Library, hut Horse, Carth. offer CB, refused
                2300 Carth. announce Currency, surprise attack Horse on Mountain survives,
                2250 Horse survives again, Veteran,
                2100 Literacy,
                2050 Diplomat
                1800 Rome Xinning one turn
                1750 Republic discovered, Carthaginiens give 50g for peace, trade for CB, Bronce Working, Currency, Carth. refuse Alliance
                1700 Temple, start on Colossus, hut Barbarians, horse lost
                1650 Republic,
                1550 hut Horse, hut 50g
                1500 hut 50g
                1400 hut Barbarians, hut Trade, switch to MPE
                1350 Horse defeated by Barbarians
                1150 Map Making, Hut 50g
                1050 Carth. Trade for Mystizism
                1000 Rome celebrating
                950 Rome size 7
                800 Finally: MPE, contact all AI, peace maps, no useful techs, Rating Moderate, key civ Spain, obviously a restart, give all techs
                725 Trade for Iron Working
                700 Rome size 8, Carth. Alliance, 100g,
                675 Philosophy, Medicine,
                625 French trade for Banking, give tech Alliance, Americans trade for Construction, give tech, Alliance
                600 settler
                575 dye to Utica (d) 96g
                550 spices to Utica 46g, dye to Utica 46g, settler
                500 Bridge Building,
                475 Trade for Masonry
                375 Carth. 50g, Americans 75g,
                325 French 100g
                225 Carth. 100g
                200 Carth. Give Philosophy 200g, Zulu Alliance 50g
                175 ST
                150 Americans 150g
                125 Aqueduct
                75 trade road to Utica finished
                50 Mathematics, French 200g
                25 Rome size 12
                AD
                1 Zulu 25g
                50 Colossus
                100 Carth. 75g, Zulu 50g
                120 Astronomy, Carth. Trade for Engineering, 50g
                140 Zulu 50g
                260 Zulu 100g, French 150g
                280 University
                340 Copernicus
                360 Americans 200g
                380 Rome University, Zulu 100g
                400 trade for Invention, Zulu 50g
                420 Sewerage, Carth. 75g
                440 Discover Democracy, Zulu give Invention 100g
                460 Democracy
                480 Carth. 75g, Americans 50g
                520 Theory of Gravity, Zulu 100g
                560 trade for Navigation
                580 Chemistry
                640 Physics, French 100g, Rome size 21
                680 Carth. Give Physics 150g, French give University 200g
                700 Steam Engine
                760 Railroad, INC
                800 Industrialization, trade for Gun Powder
                840 Explosives
                880 Industrialization, Carth. 75g
                920 Magnetism
                960 Metallurgy
                1000 Electricity
                1020 French 200g
                1040 Cart. Give railroad 150g, Atomic Theory, Zulu give railroad 100g, Americans give railroad 200g
                1080 Refrigeration
                1120 Corporation, railroad to Utica finished
                1160 Refining, French give Ind. 200g
                1200 Steel
                1220 Rome Supermarket
                1240 Combustion, Zulu 50g
                1260 Bank
                1280 Automobile, French give Warrior Code 200g
                1300 Rome Superhighways, Barb Leader 150g, Zulu about to finish Darwin´s, try to give techs, only accept one, decide not to build Darwin´s myself, Cart. 75g
                1320 Electronics, Zulu develop Conscription, oil to Utica 135g, trade for conscription, 50g
                1340 Stock Exchange
                1360 Mass Production, Carth. Give Metallurgy 150g, gold to Utica (d) 404g, Americans give Conscription 250g
                1380 Nuclear Fission, trade for Feudalism, Horse Riding
                1420 Nuclear Power, Mass Transit,
                1460 Chivalry, gold to Utica (d) 384g, Zulu 100g
                1480 French give tech 50g, Spanish give techs, Alliance, key civ has changed again, back to moderate
                1500 Leadership French 50g
                1510 Americans 150g, Carth. 25g, Zulu 100g
                1520 Tactics
                1540 Machine Tools, Carth 25g, French 100g, Americans 100g, Zulu 100g
                1550 Zulu don´t get Nuclear Fission, break Alliance
                1560 Mobile Warfare
                1580 Miniturization
                1590 Carth. give Mobile Warfare 50g, French 100g, Americans 100g
                1600 Computers
                1620 Rome Research Lab, start final celebration, Cart. 50g, Americans 50g, French 100g
                1640 Robotics, Carth. give Robotics 50g
                1650 Copper to Utica (d) 260g, oil to Utica 68g
                1660 Laser, French 100g
                1670 Factory, size 25, base production 35
                1680 Advanced Flight
                1690 Rome Hydro Plant
                1700 Nuclear Power
                1720 Rocketry, Americans give Computers 75g, Carth. give Rocketry for The Wheel, 25g
                1740 Manufacturing Plant, Space Flight
                1750 Apollo Program
                1752 Structural, Plastics
                1754 S2, Americans 200g, Zulu give techs trade Communism, Alliance reestablished, 150g
                1756 S3
                1758 S4, Major Guerilla Uprising near Rome
                1760 Tank
                1762 S5
                1764 S6
                1766 S7
                1768 S8
                1770 S9
                1772 S10 French don´t get Space Flight, break Alliance
                1774 S11 Zulu 100g
                1776 S12
                1778 S13
                1780 S14
                1782 S15
                1784 Module1
                1786 M2
                1788 M3
                1790 C1
                1792 C2
                1794 C3, Espionage
                1796 C4
                1798 C5
                1800 C6, Launch 15 - 6 - 3
                1801 – 1814 keep AI happy, build some units
                1815 AC Landing, Livia the Cruel (well, there was a little war 4000 years ago )


                Zenon

                Comment


                • #38
                  Originally posted by Scouse Gits
                  Well done OnS - I suspect that KRC fooled you into thinking that the shield production was upto scratch - had you got your 32 base shields earlier you might well have beaten me.

                  SG[1]
                  I had the thought that enough trucks (say 24+) and lots of cash could make up for the lack of shields later on -- maybe I could get by without Robotoics & the manufacturing plant -- but late in the stretch I realized that THAT option wasn't going to happen. Oh well.
                  Those with lower expectations face fewer disappointments

                  Comment


                  • #39
                    I am just passing 1700, researching 1tech/turn last century, about to do Flight (got everything else). ROME size 34, three TRs to Carthage each +37 (max #Trade: 217, Beakers>2,000!), and a recurring Gold supply; time to plant some trees and stoke the furnaces. All other civs are Enthus or Worship, three intact Alliances (including Carthage), and a dozen NONE units on guard duty. If I get up to 80 Shields fast enough I should have an early 1800 landing, otherwise mid-1800s. Lots of trouble between 1AD and 1000AD with Barb landings and land reclamation. Hope to post tomorrow or Tuesday.

                    In hindsight I wonder if the 2-special site to the west might have been a better choice, with much less Engineer work, more rivers and Grassland. Oh well...

                    Comment


                    • #40
                      @Gits Nice, a repeating commodity… never had that with OCC.

                      @Elephant I've never had a friendly civ close enough for the RR route bonus. Whenever I've had a civ on the same continent they've either been too small to generate that much trade or had units stationed on the path, negating the bonus.
                      (\__/) Save a bunny, eat more Smurf!
                      (='.'=) Sponsored by the National Smurfmeat Council
                      (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

                      Comment


                      • #41
                        Great game Zenon!!

                        Stray - i think you have things the wrong way round (although I did have an early repeating hides)

                        SG[1]
                        "Our words are backed by empty wine bottles! - SG(2)
                        "One of our Scouse Gits is missing." - -Jrabbit

                        Comment


                        • #42
                          @Git Yes, that's what I was talking about. I was looking at your 1060AD save with four Hides in store, one en route, and Hides still open on the supply list.
                          (\__/) Save a bunny, eat more Smurf!
                          (='.'=) Sponsored by the National Smurfmeat Council
                          (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

                          Comment


                          • #43
                            Thank you, SG (1)! I am quite content with the game. I had some problems remembering how an OCC is played but certainly the ELCG - Training was helpful. Made some mistakes, though (still can´t believe I traded for Bronce Working and Currency the same turn )

                            Elephant, size 34 and one tech a turn is impressive. I am quite interested in your log.

                            Strayboy, I always try to get an alliance with a neighbouring AI first in Early Landing games. The allied units can´t block the road/railroad bonus. If I can spare it I also send a settler to the city I am trading with to improve the land. With the trade routes and a little help any AI city will grow to at least size 8.

                            Zenon

                            Comment


                            • #44
                              Qiestion for the group

                              Wow. Some very impressive stuff here.

                              Hey, I'm in the 1870s and still a long way off.
                              I'm in MGE and didn't get Cope's.
                              QUERY
                              Should I even bother?
                              Apolyton's Grim Reaper 2008, 2010 & 2011
                              RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                              Comment


                              • #45
                                I say go ahead -- practice makes better. Besides, I need someone to compare to.
                                Those with lower expectations face fewer disappointments

                                Comment

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