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Old Fashioned OCC -
Apolyton Civilization Site
The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I was poking around Paul's site and feeling kinda nostalgic so here is an old fashioned random non scenario occ game.Got everything you need.Alpha,Burial,Bronze and Laws to start.1 hut popped for a non horsemen.Site is on rivers with 2 whales,fish and river buffalo.Paradise.End of 3800bc.
Couldn't get the .sav file to work (two tries) - but the .zip was fine - ...
Long time since I played one of these and I am deliberately not refreshing my memory from the Paulicy - so nor record pending - fun though! ...
For what it is worth,here is a log of my game.I played the Òold fashionedÓ way and managed a decent landing for me.
I had almost no barb activity.Thru landings or huts.Just 1 from a hut and 2 landings.That was unusual for raging hoardes but not unwelcome
I suffered 1 major research penalty at 500ad but "fixed it" by finally contacting the last civ shortly thereafter.
Alliances were not automatic and not extremely lucractive gold wise.Some key techs here and there or "useless" techs to get me by when the desired tech was not offered.
I didn't build Darwin's which turned out to be a mistake as the ai took Genetic Engineering and Theology.I was kinda late to Sir Ike's but was managing 2 turns so didn't suffer.
Arrival-1686ad
Monarchy-3450bc
Republic-1250bc
Democracy-125bc
Collosus-1900bc
CopeÕs-675bc
ShakeÕs-375bc
Sir Isaac-420ad
Apollo-1400ad
Trade-2050bc
Construction-975bc
Sanitation-325bc
Refrigeration-400ad
Automobile-820ad
Computers-1080ad
Space Flight-1380ad
trade routes
1st-1450bc
2nd-1400bc
3rd-975bc
size 12-775bc
size 21-50bc
3750-Cardiff
3650-hut>chariot(supported)
3550-warrior
contact Americans-peace
3500-Monarchy-revolt at end of turn
3450-Govt-Monarchy
trade Americans for Pottery-gift Monarchy-alliance
3400-hut>archer(non)
3350-warrior
3300-contact Aztecs-peace-trade for Map Making and Horseback Riding
gift Map to Americans and share maps
3250-size 2
3100-hut>archer(non)
share maps with Aztecs
3000-hut>archer(non)
2950-Writing-gift to Americans and Aztecs
2850-size 3
2750-contact Mongols-gift all-peace-share maps
2550-Currency
2500-hut>horseman(non)
gift Currency to Mongols and Americans.Aztecs had it and were holding out.
2250-share maps with Yanks and Aztecs
2200-size 4
Mongols pay 25 tribute
2050-Trade-gift to all 3
2000-Americans gift 50
1900-Collosus-disband warrior
1850-wine caravan-disband chariot
1800-beads caravan
1700-Mongols pay 100 tribute
1650-library
1600-Literacy
1450-wine to Teotihuacan(demanded)84 bonus
1400-The Republic
market
beads to Teo(demanded)72 bonus
disband warrior
1350-temple
gift Republic to all
alliance with Aztecs and Mongols..finally
Mongols gift 50
disband archer
1300-hides caravan
revolt
1250-Govt-Republic
1200-Mysticism
Òwe loveÓ size 4
1050-end Òwe loveÓ size 7
1000-trade Aztecs for Masonry
975-Philosophy>Construction
hides to Teo 78 bonus
tech gifting
Mongols gift Warrior Code
950-Aztecs-50
Americans-50
Mongols 25
contact Zulus-gift all-peace-share maps
925-Mathematics
colliseum
925-Aztecs-50
Mongols-25
900-start Òwe loveÓ size 7
850-aquaduct
alliance with Zulus
Aztecs-50
Mongols-25
825-trade Aztecs for Seafaring-receive 25
800-Astronomy
share maps with all..no sign of the other 2 yet.
775-end Òwe loveÓ size 12
sell colliseum
750-Aztecs-50
Mongols-50
disband archer
700-Medicine
675-CopeÕs Observatory
650-trade Zulus for Poly..fishing for The Wheel-receive 50
600-The Wheel
barb leader 150
Mongols cancel alliance
575-trade Aztecs for Banking
550-Zulus gift 50
500-Engineering-no Sanitation offered
475-Zulus gift 50
425-Zulus gift 100
400-Unoversity
sell temple
375-ShakeÕs Theater
325-Sanitation
harbor
300-Aztecs 50
275-start Òwe loveÓ size 12
250-sewer
225-Invention-gift it
Zulus-100
Mongols declare war
200-Aztecs -50
ceasefire with Mongols
175-bank
peace with Mongols
125-Democracy-instant revolution keeps Òwe loveÓ going
100-trade Americans for Iron Working
75-build university
50-Theory of Gravity-size 21
----------------------------------
AD1-Economics
salt caravan
20-end Òwe loveÓ size 24
40-Chemistry
60-dye caravan
80-Navigation
100-caravel
120-Physics
trade Aztecs for Bridge Building
Zulus cancel alliance
Mongols declare war
140-Zulus declare war
160-Gunpowder
salt to Teo 73
200-Explosives
220-hut>barb archer KIA
240-Atomic Theory
280-Magnetism
peace with Zulus
ceasefire with Mongols
300-peace with Mongols
320-Metallurgy
340-contact Vikings-much tech gifting-trade for Feudalism-share maps peace
hut-50 gold
360-Electricity
400-Refrigeration
trade Aztecs for Mono-no Steam offered so....
420-Sir IsaacÕs-finally!
440-Steam Engine
Zulus and Mongols declare war
460-engineer
480-Railroad
hut>crusader(non)
500-engineer
520-Aztecs gift 50
540-Industrialization
contact Greeks..hooray!-gift all-peace share maps..research requirements take a huge drop
peace with Zulus
560-stock exchange..finally..had a hard time keeping up with research..no gold coming from allies right now.
580-Conscription
600-diplomat(barbs heading my way)bribe barb knight82(supported)
hut>25 gold
620-The Corporation
dye to Athens 234
640-wine freight
hut>musket(non)
660-Steel
680-hut>rifleman(non)
700-Refining-no Auto pre req offered
disband carvel in the feild
720-start Òwe loveÓ 22
740-Electronics
supermarket
barb leader 150
Americans 100
Aztecs 50
Zulus declare war
780-Combustion
Americans gift 100
820-Automobile
840-Superhighways
860-Mass Production
end Òwe loveÓ size 29
sell sewer
wine to New York(demanded)565
peace with Zulus
880-Chivalry
gems freight
sell aquaduct
900-transport
920-Leadership
explorer
960-Tactics
cloth to Tenosomething(demanded)652
980-Machine Tools-no Miniaturization
factory
1020-Mobile Warfare
power plant
1040-wine freight
1060-Miniaturization
gems to Athens(demanded)880
1080-Computers
offshore platform
1100-research lab
1120-Robotics
1140-manufacturing plant
1160-Flight
dye freight
wine to Teo 79...geez
1180-gems freight
1200-Nuclear Fission
1240-Radio
1280-Advanced Flight
1320-Rocketry-no Space Flight...grrrr
gems to Corinth 306 dye 306
1340-Nuclear Power
I have 80 sheild output but 4 supported for 76.2 are engineers needed for pollution but I need 80 sheilds.IÕll have to buy temples for structurals
1380-Space Flight
1400-Apollo
1420-Plastics
1440-hut>100 gold
1460-The Laser-no Super conductor
trade Aztecs for Theology
1480-Vikings declare war
1500-Superconductor
1520-Fusion Power
sell research lab
bribe viking crusader 142
1530-bribe Viking cannon 138
hut>100 gold
sell university
1540-sell library
1590-bribe Viking cavalry 248
1600-15 structurals ready
bribe Viking destoyer 268
raze Aarhus 33 gold
1610-ceasefire with Vikings
1620-2 components ready
trade Americans for Genetic Engineering
1650-3 modules-LAUNCH-eta 1686AD
51-walls
American cancel alliance
52-SAM
53-coastal fort
54-barracks
bribe Mongol cannon 222
55-alpine troop
56-howitzer
57-more of the same to the end.
1686-ARRIVAL AC
236
30%
Cunobelin the Mad
The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu
Like Smash, not too many barbs for me either. I did build Darwin's and beat you by 4 turns because of that. Several times I was just a few beakers short of a one-turn advance; only after the research lab did I get a couple of one-turn advances.
3750 BC Cardiff
3550 BC Warrior
Americans: alliance
3450 BC Monarchy; change gov
3350 BC Hut: Horsemen
Warrior
3200 BC Writing
Warrior
3000 BC Currency
Americans: gift Pottery
2850 BC Hut: 50 gold
2750 BC Library
2650 BC Trade
2550 BC Aztecs: trade Map Making; peace; tribute Masonry
Americans: share maps
2450 BC Wine Caravan
2200 BC Literacy
Barb Leader: 150 gold
2150 BC Beads Caravan
2050 BC Hides Caravan
Aztecs: share maps
Americans: share maps
1950 BC Temple
1800 BC Mongols: share maps; alliance; gift 100 gold
Americans: gift 25 gold
Aztecs: tribute Horseback Riding
1700 BC Wine to New York (demanded): 64 gold
1650 BC Republic; change gov
Start WLTCD, size 4
1550 BC End WLTCD, size 5
1500 BC Americans: gift 50 gold
1350 BC Mongols: gift Wheel
1250 BC Colossus
Construction
Beads to Tenochtitlan (not demanded): 100 gold
Hides to Tenochtitlan (not demanded): 100 gold
1200 BC Mysticism
Start WLTCD, size 5
1150 BC Colosseum
1100 BC Mongols: gift Warrior Code
Americans: gift 50 gold
1000 BC Aqueduct
Greeks: trade Iron Working; peace; share maps
Mongols: gift 100 gold
950 BC Seafaring
925 BC Marketplace
Aztecs: trade Banking
900 BC Barb Leader: 150 gold
End WLTCD, size 12
Sold Colosseum
850 BC Mathematics
825 BC Bank
Sold Temple
725 BC Astronomy
675 BC Dye Caravan
550 BC Philosophy, Medicine
Mongols: trade Feudalism; gift 25 gold
500 BC Mongols: cancel alliance
400 BC Copernicus' Observatory
375 BC Univeristy
325 BC Hides to Tenochtitlan (demanded): 304 gold
300 BC University
Theory of Gravity
Hides to Tenochtitlan (not demanded): 172 gold
250 BC Bridge Building
225 BC Dye to Teotihuacan (demanded): 264 gold
200 BC Engineering
175 BC Shakespeare's Theatre
125 BC Dye Caravan
Sanitation
Start WLTCD, size 12
100 BC Americans: gift 100 gold
25 BC Invention
1 AD Harbor
40 AD Americans: trade Chemistry
100 AD Gunpowder
End WLTCD, size 21
140 AD Gov: Democracy
Dye to Washington (demanded): 196 gold
160 AD Explosives
180 AD Mongols: war
200 AD Economics
220 AD Mongols: peace
240 AD Isaac Newton's College
280 AD Engineer
Navigation
320 AD Physics
360 AD Magnetism
380 AD Salt Caravan
400 AD Steam Engine
Start WLTPD, size 19
420 AD Stock Exchange
440 AD Electricity
Aztecs: alliance
Mongols: war
460 AD Cloth Caravan
480 AD Chivalry
End WLTPD, size 22
500 AD Gems Caravan
520 AD Refigeration
540 AD Galleon
560 AD Leadership
580 AD Supermarket
Vikings: peace; share maps
600 AD Railroad
Start WLTPD, size 22
640 AD Industrialization
Greeks: trade Atomic Theory
680 AD Corporation
Salt to Tenochtitlan (not demanded): 90 gold
700 AD Aztecs: gift Monotheism
740 AD Steel
End WLTCD, size 28
Sell Sewer System
Mongols: cease fire
760 AD Darwin's Voyage: Refining, Combustion
Sell Aqueduct
Zulus: war
780 AD Automobile
800 AD Superhighways
820 AD Electronics
Mongols: war
Gems to Athens (demanded): 720 gold
840 AD Cloth Freight
Conscription
Hut: barbs
880 AD Tactics
920 AD Mass Production
960 AD Factory
Machine Tools
1000 AD Mobile Warfare
1040 AD Miniaturization
1060 AD Offshore Platform
1080 AD Computers
1100 AD Research Lab
Robotics
1120 AD Flight
Cloth to Tenochtitlan (not demanded): 115 gold
1140 AD Manufacturing Plant
Nuclear Fission
Mongols: peace
1180 AD Radio
1220 AD Advanced Flight
1260 AD Rocketry
Americans: trade Genetic Engineering; gift 300 gold
1300 AD Space Flight
1320 AD Apollo Program
1360 AD Plastics
1440 AD Americans: gift 250 gold
1460 AD Nuclear Power
1500 AD Communism
1520 AD Laser
1540 AD Superconductor
1560 AD Guerilla Warfare
1610 AD Fusion Power
Launch
1629 AD Mongols: war
1646 AD Arrival at AC
Good job.I guess I could have saved some turns but I had a hard time keeping up as it was.I never seemed to have enough gold until the end.
This one was pretty easy by today's standards.Even the site was tucked away nicely.I guess it could have had better trade specials but it was only the 2nd try so I was satisfied.
Darn thing that Darwin's.I've seen others have no problem letting the ai build it but not me.The worst case scenario.I gave them almost all my techs just before hoping they would get new ones.I was not impressed when "Americans discover Theology and Genetic Engineering" flashed across my screen.
I only had enough for a 1 turner once.But,like a dummy,I delivered a freight before checking
I lost a bunch of turns researching techs I would like to have done after Space Flight.I'm not very scientific in calculating stuff.Unless you call not doing it scientific .But at least this gave me plenty of gold to build the SS.I was fretting about my production when I noticed some 5000+ gold in the coffers.
I never seem to keep up in mid game.I can get off great but seem to lose turns here and there between Sani and Refrigeration.Lately I been gifting everything just killing the ais research.I need to rethink and be less generous with non key civs.I should go after embassys more.Maybe 2 or 3 would be enough.
The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu
Started off by finding a barb archer in the first hut, who killed my horseman, so that was it for early exploration until a warrior made first AI contact with the Americans in 1750 BC. A few turns later this warrior was killed by barbarians, too! By this time I found myself having to research Horseback Riding, of all things, so I decided to build Marco Polo's in place of the Colossus, hoping to form alliances and trade for techs I shouldn't have to be learning myself.
Weirdness continued when I quickly managed an alliance with EVERY other civ, the first time this has happened to me, and a situation I did not think would last long, but with timely tech gifts alliances proved to be easy to maintain, and the game became very peaceful, with the AI somehow content to battle only with barbarians rather than with each other or with me. With so many alliances, gifts were almost always coming in and many techs came through trades, so it was easy work from there and I was able to arrive in 1646.
I think I could have done better, but like Smash, when I let the AI build Darwin's things did not work out, because the Aztecs chose to learn Communism (cancelling Marco Polo's!) and Genetic Engineering, the worst possible outcome! Like Paul, I did manage a 1 turn science advance after building the Research Lab. One or two others came with the help of trade, which was quite lucrative when freights became available. But I lost a few turns while building my spaceship when the Aztecs cancelled our alliance and started a war. I guessed they wanted payback for the thousands of gold they gifted to me earlier in the game.
Hopefully I can post a log before going on vacation. This game taught me a few new things about forming alliances and provided some insights into how one's power rating fluctuates during a game, as mine ranged all the way from weak, early on, to supreme near the end, with many changes up and down along the way. If anything, this game certainly proved how valuable Marco Polo's can be when early exploration is a bust, as building it before Colossus saved this game from what might have been a disaster.
Same for me with the barbs, too, except when I ventured away from the safety of my city with early exploring units.
Thanks to Smash for starting this game, as it provided a few novel experiences, both good and bad!
Now I expect samson to find some new way to land before 1000 AD with a size 4 city!
Here’s my log of OCC the old fashioned way:
Arrival - 1646 AD
Monarchy - 3450 BC
Republic - 2650 BC
Democracy - 425 BC
Marco Polo’s - 1100 BC
Colossus - 675 BC
Copernicus - 500 BC
Isaac Newton’s - 60 AD
Shakespeare’s - 340 AD
Apollo - 1260 AD
Trade - 1900 BC
Construction - 1650 BC
Sanitation - 125 BC
Refrigeration - not discovered
Automobile - 540 AD
Computers - 940 AD
Space Flight - 1240 AD
Trade Routes - 675 BC, 600 BC, 150 BC
Size 12 - 325 BC
Size 21 - 760 AD
BC Years
3750 Cardiff
3650 hut: barbarians
3600 horseman killed by barbarians
3450 Monarchy
3300 warrior
3250 Writing
3000 Literacy
2850 temple
2650 Republic
2600 we love starts
2550 S4
2500 S5
2450 we love ends
2350 library, Currency
2150 Masonry
1900 Trade
1750 Americans: peace, give tech, alliance
1650 Construction
1500 exploring warrior killed by barbarians
1350 Banking
1100 Marco Polo’s Embassy
Greeks: peace, trade for Horseback Riding, Map Making, share maps
Am: trade for pottery, give tech, 25g
Vikings: peace, give tech, share maps
Aztecs & Zulus: War
1050 Am: 50g
Zulus: give tech, peace, alliance, trade for Mysticism & Math
Az: give tech, peace, alliance, trade for The Wheel
G: give tech
1000 wine, V: give tech, alliance, Az: give tech, Am: 25g, Mongols: war
975 M: give tech, peace, alliance, trade for Iron Working
900 Z: give tech, Am: 50g, Az: share maps
875 beads, M: give tech
850 Philosophy, University, Am: trade for Seafaring, share maps, Az: give tech
M: trade for Engineering, G: peace, alliance, 50g, V & Z: give tech
825 hides, Z: 100g, Am & Az: give tech
800 Az: give tech, Z: 50g
775 food, Z: give tech, V: 50g, Az: 100g, M: trade for Warrior Code, 25g
750 food, Z, V & Az: 50g, M: 25g
725 food, V, Az & M: 25g
700 food, Az: give tech, Z, V & M: 25g
675 Colossus, beads(d) to Teotihuacan, 148g, M & Az: 25g, Z: give tech
650 V, Z & AZ: give tech, G: 25g
625 food, G: 75g, M: 25g, Z & Az: give tech
600 food, Astronomy, G: trade for Bridge Building, 75g
M: 25g, Z: 50g, V & Az: give tech, wine(d) to Washington, 224g
575 food, Z, V & Az: give tech, G: 25g
550 V, Z, & Az: give tech, G: 25g
525 food, Z, Az & V: give tech, V & G: 50g
500 Copernicus’s Observatory, G: 25g
475 we love starts, Az: trade for Invention, share maps, V: give tech, Z: share maps
450 colosseum, S7, Z: 50g
425 Democracy, S8, Am: trade for Medicine, tech, Other AI: give tech
400 aqueduct, S9, Az: 75g, AM: 25g, G: 50g
375 S10, Az: 50g
350 University, S11, Z: 50g, Az: 25g
325 marketplace, Navigation, S12, All AI: give tech
300 we love ends, Az: 25g, Am: 50g, G & M: give tech
275 food, Az: 25g
250 Theory of Gravity
225 food, Az: give tech
200 Az: 50g
175 food, Physics
150 hides(d) to Bapedi, 214g
125 food, Sanitation, Az: 50g
75 food, Z: 50g, G: 200g
50 food, Magnetism, G: 200g
25 Z: 50g
AD years
1 food
20 Steam Engine
60 Sir Isaac Newton’s College, Railroad, All AI: give tech
80 bank
100 Gunpowder
120 Z: trade for Polytheism, M & G: give tech, Az & Am: 50g
140 we love begins, Industrialization, Z: 150g, M: 50g
160 factory, G & M: 50g
180 Metallurgy, M: 50g, Z: give tech
200 food, M: 50g, Z: give tech
260 Corporation, All AI: give tech
280 food, G: 50g
300 Electricity, All AI: give tech
320 food, Z & M: 50g
340 Shakespeare’s Theater, Chemistry, M: give tech, G, Z & Am: 50g
380 Steel, transport, G & M: 50g, Z: give tech
400 Z: 100g
420 gems, Refining, Am, G & V: give tech
440 G & V: share maps
460 salt, Explosives, Z: 100g, Am & M: 50g
480 G: 100g, Other AI: give tech
500 sewer system, Combustion, All AI: give tech
520 diplomat, Z, G & M: 50g
540 Automobile
560 Superhighways, G: trade for Atomic Theory, give tech
gems(d) to Sparta, 594g, Z: 50g
580 we love begins, Mass Production, Am: 50g
600 Mass Transit, S14, M: 50g, Az: trade for Feudalism
620 Electronics, S15, All AI: give tech
640 hydro plant, S16, Z: 50g, G: give tech
660 engineers, Chivalry, Z: 50g
680 S17
700 stock exchange, Leadership, S18, All AI: give tech
720 S19, Z: 50g, G: 25g
740 dye, Nuclear Fission, S20, salt to Trondheim, 366g
760 gems, Conscription, S21, G: 25g
780 coal, S22, Z & G: 50g, Am: trade for Monotheism
800 food, we love ends, Tactics
820 food, Z & G: 50g, Az: 75g
840 food, Machine Tools, Z & Am: give tech, Az: 50g
860 food, Az: 25g, G: 50g, coal(d) to Kaupang, 734g
880 food, Nuclear Power, gems(d) to Sparta, 786g
900 Miniaturization
920 offshore platform, Az: complete Darwin’s Voyage for Communism and Genetic Engineering
940 food, Computers
960 research lab, Laser
980 food, dye(d) to Karakorum, 558g
1000 gems, Flight
1020 coal
1040 food, Mobile Warfare
1060 food, All AI: give tech
1080 food, Radio
1100 food
1120 food, Robotics
1140 food
1160 Advanced Flight, Az: trade for Communism
1180 food
1200 food, Rocketry
1220 food, gems(d) & coal to Athens, 920 & 332g
1240 Manufacturing Plant, Space Flight
1260 Apollo Program, Az: trade for Genetic Engineering
1280 start structurals, Plastics
1320 Superconductor
1360 Fusion Power
1420 Aztecs cancel alliance
1430 armor
1440 another armor
1550 15 structurals completed, starting components
1570 Az: declare war, 2 components completed
1580 diplomat
1590 starting modules
1610 3 modules completed, launch
1646 arrival on Alpha Centauri
I had some trouble keeping the Celts on place 3 of the power graph, which was necessary as the Greeks were too hostile to accept tech gifts. Had a good start with a string of Hides caravans to Tenochtitlan, but then our supply dried up. Skipping both Map Making and Navigation (thanks to the Aztecs who researched Seafaring and Physics) was funny. Most of the map stayed dark until Apollo, very unusual.
A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ... Project Lead of Might and Magic Tribute
With this game, I played and successfully completed my FIRST GAME of OCC EVER!
Let me tell you - it was a breath of fresh air compared to my formulaic conquering wins playing ICS style. (I've been able to consistently win on a medium map by around 600AD).
I like building up my city - its fun - and not having a lot of military units to push around the map is nice too! OK, so as a newbie to this type of gaming, I've got some questions for you all, along with my own critiques of my own game.
First of all, I launched my ship in 1880AD and landed in 1916AD. Not that good compared to you experts out there - but hey, dont laugh at my very first attempt. I know from reading your logs I've got a lot of skills to hone. At 1880AD = 280 turns, I used 90 more turns than Smash, Paul, and Solo who did it in 190 turns, and 120 turns more than Ribannah who did it in just 160 turns! OK, so I have an idea why my game used basicly 50% more turns than most of you experts (I don't even want to compare myself to Ribannah yet - she's insanely gifted): I needed 2 turns to build just about anything efficiently. So here's the thing - when your shield box is empty, stuff costs 2ce as much as when it just has say the first 10 shields filled in - so I wait 1 turn for production - then rush (incrementally - hey I definitly know that trick) and get what I want 2 turns later. I don't understand how people can possibly afford to build a caravan, improvement, unit in just 1 turn. I've heard rumors out there that caravans cost roughly 100 gold to rush: that's bogus in my book. If you build a caravan in 1 turn it takes (50+4*25 = 150 gold). If you have a 10 production city and wait 2 turns it takes (3*25 = 75 gold) and no productive shields are wasted. That was my mode of play. I DO NOT UNDERSTAND 1 turn caravan rushing!! It is way too costly. Heck, it costs only 50 gold less than rushing its shields for a wonder. I always rushed my improvements, as Ribannah pointed out; the reason seemed clear - the earlier a science or tax bonus, the better. But with improvements too, I always wait 1 turn to make my shield box non-empty before filling in the rest with gold and not getting it until 2 turns later. Same for SS Structurals, Components, and Modules. I kept feeling like, gee, I'm really spending a lot more time doing stuff than most of the experts - but I simply did not see anyway around it. Am I missing some trick you all know about? Like disbanding built up warriors to make the shield box non-empty?
I also NEVER achieved 1 turn tech advances. I had all the science stuff + plenty of trade (Lib, Uni, Cop's, Isac's, Collosus; later Research Lab; did superhighways before I canceled collosus with Flight). When my city was size 21 with 2 Einsteins (more E's didn't increase my Science output) I had about 100 trade and 600 beakers. With my research lab, I had about 800 beakers (after Flight was canceled). I did stay in Republic, and so only left science at 80%. I understand the issue about carrying around as little tech-baggage as possible. I thought I did that. I also made sure that my key civ had most of the tech I had to get the minimal cost. I couldn't get 2 advances / turn because of the next paragraph.
I was only able to establish 3 trade routes for 3 gold/science bonuses. Once I delivered, I never got any chance to build caravans to carry any other goods other than food - my supply had dried up. I guess there is a way to free up supply with the use of food caravans according to Xin's thread; is this the trick all of you experts out there use? Or is there some other trick I, as a newbie don't know about?
I didn't do goody-hut popping. In fact I did very little exploration. I relied on MPE to get maps and establish contact with other civs.
I was only able to establish 3 alliances, all on my continent. The Vikings, Zulus, and Greeks were very demanding (they wanted either gold and war - or both usually). I lost the Mongols when I asked them for a gift when they had a bad attitude - never was able to get them back (not a big loss since they didn't have much to offer anyway). My two main alliances were the Americans and the Aztecs. The Aztecs rocked! They always had a good supply of money - and they were my main trading partners too.
Hey - new strategy thought here: hand out Space Flight to everyone when you get it - that way, you're really pressured to build quickly! Also, if they're too busy building space ships, they have less time to build up military to attack you.
By the way, I found MPE and Shakespears' indispensible (other than the science wonders of course).
Anyway, even though I'm not close to playing at your level yet, this way of playing is still enjoyable. I'm glad I did it - and now that I know it's possible to win this way, I'm going to work on speed. The whole game took me about 6 hours over several nights and mornings.
Originally posted by freshman
First of all, I launched my ship in 1880AD and landed in 1916AD.
A 15-1-1-1-1-1 ship gives the earlier landing date when turns are still in 10-year increments, but when the turns come in 1-year incrments you should spend 4 more turns to build a 15-3-3-1-1-1 ship that takes only 15 years. If you had done that you could have landed in 1899.
I needed 2 turns to build just about anything efficiently. So here's the thing - when your shield box is empty, stuff costs 2ce as much as when it just has say the first 10 shields filled in - so I wait 1 turn for production - then rush (incrementally - hey I definitly know that trick) and get what I want 2 turns later. I don't understand how people can possibly afford to build a caravan, improvement, unit in just 1 turn. I've heard rumors out there that caravans cost roughly 100 gold to rush: that's bogus in my book. If you build a caravan in 1 turn it takes (50+4*25 = 150 gold). If you have a 10 production city and wait 2 turns it takes (3*25 = 75 gold) and no productive shields are wasted. That was my mode of play. I DO NOT UNDERSTAND 1 turn caravan rushing!! It is way too costly.
I also use the first turn to put some shields in the box, although after republic I do disband superfluous warriors for the occasional one-turn build. And if I have non-units I will occasionally disband them too if I need to build something right away.
Of course, you can start building an other improvement when you are about to discover an advance that gives you an improvement you need. So if you are one turn away from automobile you start building a colosseum and the next turn you change production to superhighways and rush it.
Also, your one-turn caravan rush would cost only 50+3*25 = 125 gold if you produce 10 shields. That's just over half the cost of rushing 50 shields for a wonder, so you still save 75 gold.
But with improvements too, I always wait 1 turn to make my shield box non-empty before filling in the rest with gold and not getting it until 2 turns later. Same for SS Structurals, Components, and Modules.
By the time you start building your spaceship you should make sure you produce at least 80 shields per turn, so you can build structurals in one turn. And you should have some caravans or freights ready for the components and modules.
Since you can switch without penalty between wonders and ss-parts you can apply one caravan to a wonder, switch to a structural, rush-buy it and switch to a component that will be finished the next turn with 80-shield production. And you should have 3,080 gold to buy your modules (or less if you can apply more than one caravan per module).
I also NEVER achieved 1 turn tech advances. I had all the science stuff + plenty of trade (Lib, Uni, Cop's, Isac's, Collosus; later Research Lab; did superhighways before I canceled collosus with Flight). When my city was size 21 with 2 Einsteins (more E's didn't increase my Science output) I had about 100 trade and 600 beakers. With my research lab, I had about 800 beakers (after Flight was canceled). I did stay in Republic, and so only left science at 80%.
You really need democracy with sometimes 90% but usually 100% science to get one-turn advances. Also, because of how luxuries are applied, in a republic-occ you can WLTCD beyond size 21. You'll need the extra happy citizen that the palace provides under democracy to celebrate to a larger city-size. Those extra scientists can come in handy if you want a one-turn advance.
I was only able to establish 3 trade routes for 3 gold/science bonuses. Once I delivered, I never got any chance to build caravans to carry any other goods other than food - my supply had dried up. I guess there is a way to free up supply with the use of food caravans according to Xin's thread; is this the trick all of you experts out there use? Or is there some other trick I, as a newbie don't know about?
I don't apply any tricks. Normally new commodities become available at irregular intervals in the game. Also, hides are often available as a repeat-commodity. That worked very well for Ribannah in this game, although it didn't work for me. I only got one hides caravan, but it happens more often that different commodities become available in the MGE and 2.42 versions.
I didn't do goody-hut popping. In fact I did very little exploration. I relied on MPE to get maps and establish contact with other civs.
I usually do a lot of exploring, but in this game I didn't get as many huts as I usually get.
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