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  • granite00
    replied
    quote:

    Originally posted by vik on 05-28-2000 05:13 PM

    I guess the theory in building Darwin's is trading shields for technology. Usually, there comes a point where you have plenty of caravans, and you're just waiting for the technology to be discovered. This is a nice feature Darwin's provides.




    Thanks Vik, that was my guess. I wasn't sure since I haven't played an OCC game yet. I'll try OCC next.

    Leave a comment:


  • vik
    replied
    yes, those are nice wonders, but not really helpful for an OCC game. the top-5, in order of importance for this type of game are (in my humble opinion):

    1.) Apollo
    2.) Shakespeare's
    3.) Copernicus
    4.) Colossus
    5.) Isaac Newton's

    I guess the theory in building Darwin's is trading shields for technology. Usually, there comes a point where you have plenty of caravans, and you're just waiting for the technology to be discovered. This is a nice feature Darwin's provides.

    Certainly not a necessity, but nice to have. I am always careful about letting the AI get it though -- one time I gave the AI all my knowledge before he built Darwin's. After Darwin's was built, he discovered combustion and then flight. That really hurt me.

    Leave a comment:


  • MasterBob
    Guest replied
    2 advances in a critical time of war can be a big jump. Lets say I've fighting a naval war and I suddenly just get steel, I would have a big advantage over destroyers.

    Anyways, here is the most important wonder ranked in order.

    1. Pyramid

    2. Great Library

    3. Mike's Chapel

    4. Leo's Workshop

    5. J.S. Bach's Catedral

    Leave a comment:


  • Aurelius
    replied
    I just played my first civ games in nearly 6 weeks--steely resolve. Anyways, I decided to let my allies get Darwins, but first I gave them all my science. It paid off good. Fortunately the allies developed two OCC useful advances and not sciences like Amphibious Warfare or Theology.

    AU

    Leave a comment:


  • Smash
    replied
    It saves you at least 4 turns.if timed right you can get 4 advances in 3 turns.

    1.discover tech-start Darwin's

    2.Darwin's-2 techs

    3-discover tech

    Leave a comment:


  • granite00
    started a topic OCC Question

    OCC Question

    I was reading Paul van den Belt's OCC rules and strategy as well as the OCC Fortnight logs. It seems many players go after Darwin's Voyage.

    Question: Isn't 400 shields too expensive to pay for only two advances? Shouldn't those shields be put to better use?
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