Vik and Tonic, my next OCC scenario will require a Granary, and there won't be any whales...
Paul, the rewrite and addition of the reference table will help out new OCC players a lot. Good job. Here's my two cents worth:
1) Have a link to the reference table at the top of the document (of course, people can just bookmark the table for easy reference, or print the thing out, which is what I would do if I were still new to OCC).
2) You ask the question "what should you have your settler improve first?" and go on to mention mining wine or gold. I agree that mining wine is a priority, but gold is not. It seems to take forever to mine a mountain, and for what - 1 extra shield. I would rather have irrigated and roaded a couple of plains squares in preparation for jumping up to size 12. I tend to leave mining gold until about the time I'm doing my railroading.
3) You suggest to hold off trading for non essential techs with other civs. This is certainly what I do before discovering Monarchy, but after that I tend to just take whatever the AIs offer. It does slow the science rate, but I can think of 3 reasons for doing it:
i) If you tip a hut and get a science you could have traded for from an AI, it makes you mad.
ii) If you ask for gifts from your allies, you will generally get their early sicnece instead of money. I guess the question is it better to have a faster discovery rate without getting money from the AIs. Money will help rushbuy caravans/Copernicus, so it's a balancing act.
iii) If the AI is offering Warrior Code, it might also have Mathematics and Construction. You won't know until you try a trade.
4) Something you could mention in section 4 about fortnight games: Research behaves slightly differently for scenarios and regular games. In a regular game, some of the techs that you should be able to research next (ie you have the prerequisits) are blocked. In scenarios, there is no such restriction. Scenarios therefore play quicker than regular games.
5) In section 2.6, you could add a mention of the alternate spaceships that can be built. If you can launch a ship before 1750 (when time changes from 10 years per turn to 2 years per turn), then you can consider a 15-1-1-1-1-1 ( travel time 36 years, 79% chance of success), or a 15-2-2-1-1-1 spaceship (25? years, 95% chance of success).
A 15-1-1-1-1-1 launced in 1700 would land in 1736.
Compared to a 15-2-2-1-1-1 ship launched in 1720 landing in 1745
and a 15-3-3-1-1-1 ship launched in 1740 landing in 1757.
The danger in this strategy is that i) The ship crashes, although this has not happened to me yet, or ii) An AI builds a ship in the 36 turns you're sitting around waiting, and then beats you to AC.
If you discover spaceflight around 1200, you should be in a position to launch one of these small ships. Keep in mind that you only need 5 freights to build a 15-1-1-1-1-1 ship instead of 9.
Paul, the rewrite and addition of the reference table will help out new OCC players a lot. Good job. Here's my two cents worth:
1) Have a link to the reference table at the top of the document (of course, people can just bookmark the table for easy reference, or print the thing out, which is what I would do if I were still new to OCC).
2) You ask the question "what should you have your settler improve first?" and go on to mention mining wine or gold. I agree that mining wine is a priority, but gold is not. It seems to take forever to mine a mountain, and for what - 1 extra shield. I would rather have irrigated and roaded a couple of plains squares in preparation for jumping up to size 12. I tend to leave mining gold until about the time I'm doing my railroading.
3) You suggest to hold off trading for non essential techs with other civs. This is certainly what I do before discovering Monarchy, but after that I tend to just take whatever the AIs offer. It does slow the science rate, but I can think of 3 reasons for doing it:
i) If you tip a hut and get a science you could have traded for from an AI, it makes you mad.
ii) If you ask for gifts from your allies, you will generally get their early sicnece instead of money. I guess the question is it better to have a faster discovery rate without getting money from the AIs. Money will help rushbuy caravans/Copernicus, so it's a balancing act.
iii) If the AI is offering Warrior Code, it might also have Mathematics and Construction. You won't know until you try a trade.
4) Something you could mention in section 4 about fortnight games: Research behaves slightly differently for scenarios and regular games. In a regular game, some of the techs that you should be able to research next (ie you have the prerequisits) are blocked. In scenarios, there is no such restriction. Scenarios therefore play quicker than regular games.
5) In section 2.6, you could add a mention of the alternate spaceships that can be built. If you can launch a ship before 1750 (when time changes from 10 years per turn to 2 years per turn), then you can consider a 15-1-1-1-1-1 ( travel time 36 years, 79% chance of success), or a 15-2-2-1-1-1 spaceship (25? years, 95% chance of success).
A 15-1-1-1-1-1 launced in 1700 would land in 1736.
Compared to a 15-2-2-1-1-1 ship launched in 1720 landing in 1745
and a 15-3-3-1-1-1 ship launched in 1740 landing in 1757.
The danger in this strategy is that i) The ship crashes, although this has not happened to me yet, or ii) An AI builds a ship in the 36 turns you're sitting around waiting, and then beats you to AC.
If you discover spaceflight around 1200, you should be in a position to launch one of these small ships. Keep in mind that you only need 5 freights to build a 15-1-1-1-1-1 ship instead of 9.
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