Since I had at least scanned the logs for 4, 5, and 6 (even if has been a while, and don't remember a thing) and I was inspired by Aurelius' thread, Fortnight OCC Competition Proposition for initially starting the fortnight competition, I decided to go ahead and try OCC fortnight #1. And guess what?
on my first time playing it, and without seeing the logs or the map, I beat Paul!!! Ok, now that I have that out of my system, I beat him by just 1 turn, and he had played it over 7 months ago. I also had the advantage of knowing some of the stratagies he and others had later perfected. And to make a civ comparison, Paul was a vet with Leadership in OCC at the time, and i am just a green OCCer, abeit upgrated with new Tactics, so on a fair playing field, you'd expect a green cavalry to just edge out a vet dragoon against a common foe I'm sure Paul or any number of other OCCers who regularly land before me could do a lot better than 1857 AD, but at least I have me a brief moment of glory, even if Paul decides not to include this late entry in his comparison table
I continue to make my usual mistakes - forgetting to go for mystism before switching to republic, failing to find all the AI in a timely manner, and then not asking for gifts often enough. In this game i made a doosy of an error as well, although in conjuction with not contacting the AI as often, those 2 kind of canceled each other out. I was very fortunate during space ship building. When I launched, I only had 1 unit total - my NON settlers, no gold in my treasury, and enough pollution to produce threats of global warming. I was late getting my production up to speed - partly because I built Darwin's so late, so I took an extra round to build Apollo after space flight and even then, with science turned completely off and every last freight (all 3 of them)put towards it, I had to beg my 1 ally for 48 gold (good ole Abe gave me 50) so that I could rushbuy that wonder. In this case, Darwin's might have cost me in the long run. I got to space flight 4 turns earlier, but took 6 turns extra to build everything. Those 7 extra freight and 200 extra gold for darwin would have cut at least 3 turns off building, if not 6, not to mention I could have had 4 more turns pre-space flight to prepare. I might have even kept my engineers alive much longer so that rushbuilding modules would have been cheaper (had 77 production instead of 80 due to out of control pollution - meant 1 more turn in 1 case just there) In any case, I proved to myself that starting with 2 gold, 0 freights and your engineers all dying of famine but with 80 production, a complete 15/3/3/1/1/1 space ship can be built from scratch in just 5 turns over max, and still can discover plastics and atomic theory through fusion power in time to launch.
There were lots of other little blunders such as forgetting to trade for chivalry, building Ike's before a university (more expensive, same net effect), and never making contact with the Spanish (no, I didn't have the Spanish listed on F3 after building Apollo) My 1 exploring warrior never did find any units and while he was out in the field i had a couple turns of 0 production until i grew to 3. I also needlessly delayed my 3rd caravan trade route thinking i needed it to beat the AI to Copes. Also forgot to trade maps with the Americans when I first met, and that cost me a more profitable cloth caravan. Not sure how much of a risk it was, but I disbanded my only military unit (warrior - never had anything but warriors) to rush build my 2nd structural - next round the engineers got me to 80. As a safety precaution, when my settlers were the only unit left, I would have them prework the city square for 3 turns and then decide which polluted tile to clean up on the 4th. besides providing city defence, it also allowed them to reach any 1 tile in the city radius on the 4th turn (very limited railroad) and still have movement left to finish the job that turn. Not having defence was never was a factor - the only AI unit ever to appear on my shores was an early American explorer and he left after i finally got an Alliance. I didn't even have a barb uprising or landing (now i remember why i never had a diplomat built). Came awfully close several times with them popping up on the straits between my continent and the others, but always landed by the developed AI cities instead of the undeveloped land on my side for whatever reason. Hadlir and Seville (both barb cities) seemed to get the most barb landing anyway. Anyway,
diety, 2.42
AC: 1857 AD
Monarchy: -2450
Republic: -925
Democracy: 700
Colossus: -1300
Cope's: 400
Skake's: 880
Ike's: 1260
Darwin's: 1720
Apollo: 1784
trade: 280, 320 500
size 12: -50
size 18: 800
size 21: 920
Trade: -300
Cons: -425
San: 560
Refr: 1160
Auto: 1630
Comp: 1752
SF: 1780
-4000 settlers sitting on gems, and too many mountains => lets explore northerly away from mountains
-3950 found wheat, 2 potential sites (1 is a forest) include gems and wheat
-3900 found pheasant in alignment with grassland river, forest site would include tundra and a lot of sea
-3850 found wine, grassland river it is
-3750 Home founded
-3500 warrior
-3400 alphabet
-3350 size 2
-3300 warrior
-3150 Code of Laws
-3100 hut, 50 gp
-3000 warrior
-2900 Ceremonial Burial
-2500 monarchy, revolt (# turns/techs went down...), hut, 50 gp
-2450 monarchy founded
-2350 size 3
-2150 writing
-2050 hut, mapmaking...
-1850 hut, horseback riding...
-1800 size 4
-1300 Colossus
-1250 Literacy, WL
-925 Library, Republic, revolt, Republic founded, disband warrior, disband warrior
-900 temple, WL canceled (doh, no mystism again!!)
-800 Masonry
-700 size 6
-675 WL, Mystism
-650 size 7, cancel WL
-600 american trireme shows its face
-575 man, the things you have to do sometimes when the tech rate changes for the worse mid discovery... Had city walls due to come in 1 round after philosopy (construction) and now i need a food deficit, nil production and high tax rate this turn
-550 Philosophy, (Currency) doh, still needed currency
-525 Marketplace
-425 Construction
-350 peace, no alliance (americans)
-300 Aquaduct, Trade
-275 size 8, WL
-250 size 9, cancel WL
-125 colosseum, WL
-75 Mathematics
-50 size 12, cancel WL
-25 caravan
40 trireme, Astronomy
120 caravan
140 Banking
180 peace, share maps (viking) man, both AIs are quite condesencing...
220 Americans start on copes, have to wait on last trade route it seems
280 gems, (demanded, 206) to Lindholm
300 caravan
320 coal (undemanded, 182) to Trondheim
340 caravan
400 Copernicus' Observatory
420 Medicine
500 Wheel, dye (demanded, 308) to Viborg
520 bank, Engineering, WL, cloth (undemanded, 180) to Viborg (amazing what a bank can do - if i had lowered lux 10% i would have been in disorder last turn )
560 Sanitation
580 Sewer System, size 13, cancel WL
600 share maps, alliance, navigation (americans) war on vikings
620 caravan
640 Invention
660 caravan
700 caravan, Democracy, revolt, Democracy Founded, disband trireme(too far away and holding back WL), gems (demanded, 159) to San Fransico
720 WL
740 caravan
760 Theory of Gravity, Americans => pottery, iron working, warrior code, seafaring, 50 gp
780 caravan
820 caravan, size 19 (cancel WL)
840 Physics
860 caravan, sell colosseum
880 Shakespeare's Theatre WL, bridge building, 50 gp (Americans)
920 caravel, size 21
940 size 22, cancel WL
960 caravan
1000 caravan, Gunpowder, sell temple (doh)
1040 100 gp (Americans)
1060 Metalurgy, spice (demanded, 285) to Atlanta
1080 caravan
1100 Electricity
1120 caravan
1160 caravan, Refrigeration, cloth (undemanded, 96 {ick}- size 12 too) to Atlanta
1200 caravan
1220 Chemistry
1240 caravan (doh, had 6 already...), economics
1260 Isaac Newton's College
1280 supermarket, Explosives, WL
1320 harbor, disband caravel
1340 Engineers
1360 Steam Engine, cancel WL (24)
1380 Engineers (23)
1400 feudalism, 100 gp (Americans)
1420 Railroad
1460 University, WL
1480 Industrialization
1500 100 gp (Americans)
1510 disband warrior
1520 Corporation (almost disbanded my 1 warrior...)
1530 stock exchange, cancel WL (28)
1550 freight, Electronics
1570 freight, Steel
1590 freight, Refining
1610 freight, Combustion
1620 100 gp (Americans)
1630 Automobile
1660 Superhighways
1670 WL, Conscription
1680 Engineers
1690 Chivalry, size 29 (oops, cancel WL)
1700 freight (heh, no too often you see 4 units working the same square doing 3 different things )
1710 Leadership (next round should yield 3 techs )
1720 Darwin's Voyage (Tactics, Machine Tools), darn, turns/techs doubled
1740 Miniaturization
1750 freight
1752 Computers, 50 gp (Americans)
1754 research lab
1756 Mobile Warfare
1758 Factory, sell sewer system
1760 Hydro plant, Robotics
1764 Offshore Platform, Flight (should have gone for explosives before refrigeration i think) - going to be real tight getting everything done before space flight - may have to buy a few structurals
1766 freight (oops, nearly transformed a plains instead of a grassland...) (bringing in exactly 50 shields atm, nil treasury)
1768 freight, radio
1772 Advanced Flight
1774 manufacturing plant - tighter on food than the plans for shields... although gold is on the low side as well - starting wonder - will only get 3 rounds at 76 shields it looks like)
1776 Rocketry
1780 Space Flight (grumble, no gold or freights left) ok, maxing taxes means I'll be exactly 48 gold short to buy next round. *looks around* Hey Abe, ole buddy, ole pal got 50 gp from the americans
1784 Apollo Program, disband engineers (i think I'm still going to get a famine before launch - really should have paid attention and stopped WL at 28)
1786 struct #1, disband warrior (in real trouble now... never built a dip)
1788 #2, Plastics
1790 #3
1792 #4, Atomic theory
1794 #5
1796 #6, Nuclear Fission
1798 #7
1800 #8
1802 #9 - famine next round - prolly should have built a mass transit - simply got pollution every round and couldn't finish teraforming, with luck, pollution won't be on production squares and will be able to finish structurals - hope i get laser in before the famine
1804 #10 - famine, engineers lost, other engineers finish farmland, polution not on multiple production squares - as good as can be expected, although with only 500 tons of pollution i would have thought i'd get at least 1round pollution free... I'd have had my engineers another 10 rounds if I had - could have gotten the forest to a farmland plain in no time instead of waiting for the settler to to all of it...)
1806 #11 famine - no engineers left - pollution but again on a not affecting production, at least one more round of famine and i'll be able to build engineers again if pollution would just let up
1808 #12, gems affected this time - a mini reprieve
1810 #13 NOW I get a pollution free round, after my engineers have all starved to death
1812 #14 pollution finally on a mine, fortunately, settlers are on 4th turn and clean it up - got another 4 rounds to go again now...
1814 #15, famine strikes again next round...
1816 comp #1, famine again pollution avoids production square, I'm in real trouble now (settler is my only unit), but soon I may not get to fusion power in time for launch even if i do get all the comps and mods built)
1818 comp #2 no pollution again, i have 1 bushel in storage! settlers can selectively clean again next round
1820 comp #3 pollution hits mined hills and settlers can deal. I'm not going to be able to build modules in 1 turn each, but should be able to finish most of the components.
1822 comp #4, no pollution, losing another round on - not enough gold to rush-buy, 50 gp (Americans) for superconductor - no one can do anything with that yet.
1826 comp #5
1828 comp #6, settlers clean grassland pollution
1832 mod #1, pollution hits production square...
1836 7 polluted tiles, scientists fear global warming..., settlers get one mine cleared, another hits...
1838 mod #2
1840 9 polluted tiles..., _might_ be able to launch next round if fusion power comes in (its gonna be tight)
1842 mod #3, FUSION POWER, lauch! (16 gp, 9 polluted tiles, production still at 77, have a small backlog of food, but in a 1 bushel deficit atm)
1843 engineers
1844 engineers
1845 armor, down to 5 tiles polluted - i might just yet avoid global warming
1846 armor
1847 howitzer
1848 fighter
1849 battleship, down to 4 polluted tiles - still no global warming
1851 bomber (never built one before, so why not )
1853 bomber
1854 destroyer
1855 alpine troops
1856 city walls
1857 Alpha Centari! President Paul Wannabe the Mad of the Greeks (31%)
Edit: fixed bold hopefully
------------------
April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
*goes off and starts gifting gold and techs*
[This message has been edited by SCG (edited August 25, 2000).]
on my first time playing it, and without seeing the logs or the map, I beat Paul!!! Ok, now that I have that out of my system, I beat him by just 1 turn, and he had played it over 7 months ago. I also had the advantage of knowing some of the stratagies he and others had later perfected. And to make a civ comparison, Paul was a vet with Leadership in OCC at the time, and i am just a green OCCer, abeit upgrated with new Tactics, so on a fair playing field, you'd expect a green cavalry to just edge out a vet dragoon against a common foe I'm sure Paul or any number of other OCCers who regularly land before me could do a lot better than 1857 AD, but at least I have me a brief moment of glory, even if Paul decides not to include this late entry in his comparison table
I continue to make my usual mistakes - forgetting to go for mystism before switching to republic, failing to find all the AI in a timely manner, and then not asking for gifts often enough. In this game i made a doosy of an error as well, although in conjuction with not contacting the AI as often, those 2 kind of canceled each other out. I was very fortunate during space ship building. When I launched, I only had 1 unit total - my NON settlers, no gold in my treasury, and enough pollution to produce threats of global warming. I was late getting my production up to speed - partly because I built Darwin's so late, so I took an extra round to build Apollo after space flight and even then, with science turned completely off and every last freight (all 3 of them)put towards it, I had to beg my 1 ally for 48 gold (good ole Abe gave me 50) so that I could rushbuy that wonder. In this case, Darwin's might have cost me in the long run. I got to space flight 4 turns earlier, but took 6 turns extra to build everything. Those 7 extra freight and 200 extra gold for darwin would have cut at least 3 turns off building, if not 6, not to mention I could have had 4 more turns pre-space flight to prepare. I might have even kept my engineers alive much longer so that rushbuilding modules would have been cheaper (had 77 production instead of 80 due to out of control pollution - meant 1 more turn in 1 case just there) In any case, I proved to myself that starting with 2 gold, 0 freights and your engineers all dying of famine but with 80 production, a complete 15/3/3/1/1/1 space ship can be built from scratch in just 5 turns over max, and still can discover plastics and atomic theory through fusion power in time to launch.
There were lots of other little blunders such as forgetting to trade for chivalry, building Ike's before a university (more expensive, same net effect), and never making contact with the Spanish (no, I didn't have the Spanish listed on F3 after building Apollo) My 1 exploring warrior never did find any units and while he was out in the field i had a couple turns of 0 production until i grew to 3. I also needlessly delayed my 3rd caravan trade route thinking i needed it to beat the AI to Copes. Also forgot to trade maps with the Americans when I first met, and that cost me a more profitable cloth caravan. Not sure how much of a risk it was, but I disbanded my only military unit (warrior - never had anything but warriors) to rush build my 2nd structural - next round the engineers got me to 80. As a safety precaution, when my settlers were the only unit left, I would have them prework the city square for 3 turns and then decide which polluted tile to clean up on the 4th. besides providing city defence, it also allowed them to reach any 1 tile in the city radius on the 4th turn (very limited railroad) and still have movement left to finish the job that turn. Not having defence was never was a factor - the only AI unit ever to appear on my shores was an early American explorer and he left after i finally got an Alliance. I didn't even have a barb uprising or landing (now i remember why i never had a diplomat built). Came awfully close several times with them popping up on the straits between my continent and the others, but always landed by the developed AI cities instead of the undeveloped land on my side for whatever reason. Hadlir and Seville (both barb cities) seemed to get the most barb landing anyway. Anyway,
diety, 2.42
AC: 1857 AD
Monarchy: -2450
Republic: -925
Democracy: 700
Colossus: -1300
Cope's: 400
Skake's: 880
Ike's: 1260
Darwin's: 1720
Apollo: 1784
trade: 280, 320 500
size 12: -50
size 18: 800
size 21: 920
Trade: -300
Cons: -425
San: 560
Refr: 1160
Auto: 1630
Comp: 1752
SF: 1780
-4000 settlers sitting on gems, and too many mountains => lets explore northerly away from mountains
-3950 found wheat, 2 potential sites (1 is a forest) include gems and wheat
-3900 found pheasant in alignment with grassland river, forest site would include tundra and a lot of sea
-3850 found wine, grassland river it is
-3750 Home founded
-3500 warrior
-3400 alphabet
-3350 size 2
-3300 warrior
-3150 Code of Laws
-3100 hut, 50 gp
-3000 warrior
-2900 Ceremonial Burial
-2500 monarchy, revolt (# turns/techs went down...), hut, 50 gp
-2450 monarchy founded
-2350 size 3
-2150 writing
-2050 hut, mapmaking...
-1850 hut, horseback riding...
-1800 size 4
-1300 Colossus
-1250 Literacy, WL
-925 Library, Republic, revolt, Republic founded, disband warrior, disband warrior
-900 temple, WL canceled (doh, no mystism again!!)
-800 Masonry
-700 size 6
-675 WL, Mystism
-650 size 7, cancel WL
-600 american trireme shows its face
-575 man, the things you have to do sometimes when the tech rate changes for the worse mid discovery... Had city walls due to come in 1 round after philosopy (construction) and now i need a food deficit, nil production and high tax rate this turn
-550 Philosophy, (Currency) doh, still needed currency
-525 Marketplace
-425 Construction
-350 peace, no alliance (americans)
-300 Aquaduct, Trade
-275 size 8, WL
-250 size 9, cancel WL
-125 colosseum, WL
-75 Mathematics
-50 size 12, cancel WL
-25 caravan
40 trireme, Astronomy
120 caravan
140 Banking
180 peace, share maps (viking) man, both AIs are quite condesencing...
220 Americans start on copes, have to wait on last trade route it seems
280 gems, (demanded, 206) to Lindholm
300 caravan
320 coal (undemanded, 182) to Trondheim
340 caravan
400 Copernicus' Observatory
420 Medicine
500 Wheel, dye (demanded, 308) to Viborg
520 bank, Engineering, WL, cloth (undemanded, 180) to Viborg (amazing what a bank can do - if i had lowered lux 10% i would have been in disorder last turn )
560 Sanitation
580 Sewer System, size 13, cancel WL
600 share maps, alliance, navigation (americans) war on vikings
620 caravan
640 Invention
660 caravan
700 caravan, Democracy, revolt, Democracy Founded, disband trireme(too far away and holding back WL), gems (demanded, 159) to San Fransico
720 WL
740 caravan
760 Theory of Gravity, Americans => pottery, iron working, warrior code, seafaring, 50 gp
780 caravan
820 caravan, size 19 (cancel WL)
840 Physics
860 caravan, sell colosseum
880 Shakespeare's Theatre WL, bridge building, 50 gp (Americans)
920 caravel, size 21
940 size 22, cancel WL
960 caravan
1000 caravan, Gunpowder, sell temple (doh)
1040 100 gp (Americans)
1060 Metalurgy, spice (demanded, 285) to Atlanta
1080 caravan
1100 Electricity
1120 caravan
1160 caravan, Refrigeration, cloth (undemanded, 96 {ick}- size 12 too) to Atlanta
1200 caravan
1220 Chemistry
1240 caravan (doh, had 6 already...), economics
1260 Isaac Newton's College
1280 supermarket, Explosives, WL
1320 harbor, disband caravel
1340 Engineers
1360 Steam Engine, cancel WL (24)
1380 Engineers (23)
1400 feudalism, 100 gp (Americans)
1420 Railroad
1460 University, WL
1480 Industrialization
1500 100 gp (Americans)
1510 disband warrior
1520 Corporation (almost disbanded my 1 warrior...)
1530 stock exchange, cancel WL (28)
1550 freight, Electronics
1570 freight, Steel
1590 freight, Refining
1610 freight, Combustion
1620 100 gp (Americans)
1630 Automobile
1660 Superhighways
1670 WL, Conscription
1680 Engineers
1690 Chivalry, size 29 (oops, cancel WL)
1700 freight (heh, no too often you see 4 units working the same square doing 3 different things )
1710 Leadership (next round should yield 3 techs )
1720 Darwin's Voyage (Tactics, Machine Tools), darn, turns/techs doubled
1740 Miniaturization
1750 freight
1752 Computers, 50 gp (Americans)
1754 research lab
1756 Mobile Warfare
1758 Factory, sell sewer system
1760 Hydro plant, Robotics
1764 Offshore Platform, Flight (should have gone for explosives before refrigeration i think) - going to be real tight getting everything done before space flight - may have to buy a few structurals
1766 freight (oops, nearly transformed a plains instead of a grassland...) (bringing in exactly 50 shields atm, nil treasury)
1768 freight, radio
1772 Advanced Flight
1774 manufacturing plant - tighter on food than the plans for shields... although gold is on the low side as well - starting wonder - will only get 3 rounds at 76 shields it looks like)
1776 Rocketry
1780 Space Flight (grumble, no gold or freights left) ok, maxing taxes means I'll be exactly 48 gold short to buy next round. *looks around* Hey Abe, ole buddy, ole pal got 50 gp from the americans
1784 Apollo Program, disband engineers (i think I'm still going to get a famine before launch - really should have paid attention and stopped WL at 28)
1786 struct #1, disband warrior (in real trouble now... never built a dip)
1788 #2, Plastics
1790 #3
1792 #4, Atomic theory
1794 #5
1796 #6, Nuclear Fission
1798 #7
1800 #8
1802 #9 - famine next round - prolly should have built a mass transit - simply got pollution every round and couldn't finish teraforming, with luck, pollution won't be on production squares and will be able to finish structurals - hope i get laser in before the famine
1804 #10 - famine, engineers lost, other engineers finish farmland, polution not on multiple production squares - as good as can be expected, although with only 500 tons of pollution i would have thought i'd get at least 1round pollution free... I'd have had my engineers another 10 rounds if I had - could have gotten the forest to a farmland plain in no time instead of waiting for the settler to to all of it...)
1806 #11 famine - no engineers left - pollution but again on a not affecting production, at least one more round of famine and i'll be able to build engineers again if pollution would just let up
1808 #12, gems affected this time - a mini reprieve
1810 #13 NOW I get a pollution free round, after my engineers have all starved to death
1812 #14 pollution finally on a mine, fortunately, settlers are on 4th turn and clean it up - got another 4 rounds to go again now...
1814 #15, famine strikes again next round...
1816 comp #1, famine again pollution avoids production square, I'm in real trouble now (settler is my only unit), but soon I may not get to fusion power in time for launch even if i do get all the comps and mods built)
1818 comp #2 no pollution again, i have 1 bushel in storage! settlers can selectively clean again next round
1820 comp #3 pollution hits mined hills and settlers can deal. I'm not going to be able to build modules in 1 turn each, but should be able to finish most of the components.
1822 comp #4, no pollution, losing another round on - not enough gold to rush-buy, 50 gp (Americans) for superconductor - no one can do anything with that yet.
1826 comp #5
1828 comp #6, settlers clean grassland pollution
1832 mod #1, pollution hits production square...
1836 7 polluted tiles, scientists fear global warming..., settlers get one mine cleared, another hits...
1838 mod #2
1840 9 polluted tiles..., _might_ be able to launch next round if fusion power comes in (its gonna be tight)
1842 mod #3, FUSION POWER, lauch! (16 gp, 9 polluted tiles, production still at 77, have a small backlog of food, but in a 1 bushel deficit atm)
1843 engineers
1844 engineers
1845 armor, down to 5 tiles polluted - i might just yet avoid global warming
1846 armor
1847 howitzer
1848 fighter
1849 battleship, down to 4 polluted tiles - still no global warming
1851 bomber (never built one before, so why not )
1853 bomber
1854 destroyer
1855 alpine troops
1856 city walls
1857 Alpha Centari! President Paul Wannabe the Mad of the Greeks (31%)
Edit: fixed bold hopefully
------------------
April Cantor: Sire, in order to expand further we must first gain favor of the King
SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince
*goes off and starts gifting gold and techs*
[This message has been edited by SCG (edited August 25, 2000).]
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