Settings: Deity, 7 civs, raging hoards, random map (small). Civ 2.4.2
4000BC Indians (Purple), near-polar start, hut in view
Alphabet, Bronze Working, Ceremonial Burial
An OCC size1 game is played like OCC, only one city is allowed, with the further restriction of limiting this city's size to a population of 1. This is the ultimate minimalist challenge. The strategy is rather simple and the gameplay straightforward.
For a city site, you want to find a single trade special close to another civ's capital. You found your city on the special and build road/railroad into the foreign capital to boost your trade routes. You build the science improvements and wonders and not much else except for caravans/freights which are stockpiled for Apollo and SS parts. You make allies of all other civs (you are Pathetic, so this is possible) and beg them for gold every turn. You set science as high as possible and trade for any techs you can.
3500BC Delhi founded on Gold (2nd settler is mining), worker on Ocean.
Trade=8, Science=5, Food=2, Shields=1.
The Persian Capital is 2 squares away.
3150BC Library built. Science=7
2650BC Switch to Republic. Trade=11, Science=13
2300BC Trade discovered. Road to Persepolis completed.
2250BC 1st Trade Route to P = 4 arrows.
2200BC 2nd Trade Route to P
2100BC 3rd Trade Route to P. Trade= 23, Science=27
Power=Weak, 5 allies, 1 peace.
1650BC Copernicus Observatory Trade=20, Science=48
(trade routes = 3 arrows, Persepolis size dropped)
1450BC University built. Trade=20, Science=64, 4 turns.
1050BC Switch to Democracy. Trade=29, Science=116, 4 turns
(trade routes = 6 arrows, Persepolis celebrated to size 6)
Power=Pathetic, 6 allies.
675BC Isaac Newton's College Trade=29, Science=174, 3 turns.
550BC Railroad discovered. Railroad to Persepolis completed
using charged-up settler. Trade=35, Science=210, 3 turns
(trade routes = 8)
450BC Colossus Trade=37, Science=222, 3 turns
In retrospect, building Colossus was probably a mistake. It only produced 2 arrows of trade (3 after Superhighways), which resulted in 12 additional beakers per turn. Since I was running at 3 turns/tech, this was 36 beakers per cycle. This means Colossus probably extended the 3 turns/tech period by 2 cycles before it went to 4 turns/tech. In other words, Colossus saved 2 turns prior to Superhighways and one turn after. 3 turns saved for a cost of 4 caravans.
It would have been better to build Marco Polo. The intelligence about other civ's research activities provided by the embassy would have benefitted me more. For example, at least 4 civs researched Monarchy independently in this game. With Marco's I would have known this, traded for Monarchy and given it to the others, switching their research into something else. This could have given me 3 more traded techs and saved 9 turns or more. Plus, there were other research overlaps that MP would have detected.
275BC Persepolis, size8, (trade routes = 10)
Trade=43, Science=258, 3 turns
320AD Superhighways built. Trade=55,Science=330, 3 turns
trade routes=12. 19 caravan/freights stockpiled. 549 gold.
700AD Flight. Colossus expires. Trade=52, Science=312, 4 turns
28 caravans/freights. 1010 gold.
1000AD Research Lab built. Trade=52, Science=416, 3 turns.
35 caravans/freights. 1834 gold.
1160AD Space Flight.
1180AD Apollo 27 caravan/freights 2234 gold.
1550AD Fusion Power. Spaceship launched, 15-1-1-1-1-1.
1586AD SS lands AC.
Except for building Superhighways and Research Lab at the appropriate times, the middle and end game is mostly about building freights (for SS parts) and begging gold from allies.
OCC size1 is a much less map-dependent game than fullsize OCC. You only need one trade special (preferrably gold, but others will work) and a nearby civ. The small size ensures lots of allies and gifts of gold and requires less infrastructure than a regular city.
4000BC Indians (Purple), near-polar start, hut in view
Alphabet, Bronze Working, Ceremonial Burial
An OCC size1 game is played like OCC, only one city is allowed, with the further restriction of limiting this city's size to a population of 1. This is the ultimate minimalist challenge. The strategy is rather simple and the gameplay straightforward.
For a city site, you want to find a single trade special close to another civ's capital. You found your city on the special and build road/railroad into the foreign capital to boost your trade routes. You build the science improvements and wonders and not much else except for caravans/freights which are stockpiled for Apollo and SS parts. You make allies of all other civs (you are Pathetic, so this is possible) and beg them for gold every turn. You set science as high as possible and trade for any techs you can.
3500BC Delhi founded on Gold (2nd settler is mining), worker on Ocean.
Trade=8, Science=5, Food=2, Shields=1.
The Persian Capital is 2 squares away.
3150BC Library built. Science=7
2650BC Switch to Republic. Trade=11, Science=13
2300BC Trade discovered. Road to Persepolis completed.
2250BC 1st Trade Route to P = 4 arrows.
2200BC 2nd Trade Route to P
2100BC 3rd Trade Route to P. Trade= 23, Science=27
Power=Weak, 5 allies, 1 peace.
1650BC Copernicus Observatory Trade=20, Science=48
(trade routes = 3 arrows, Persepolis size dropped)
1450BC University built. Trade=20, Science=64, 4 turns.
1050BC Switch to Democracy. Trade=29, Science=116, 4 turns
(trade routes = 6 arrows, Persepolis celebrated to size 6)
Power=Pathetic, 6 allies.
675BC Isaac Newton's College Trade=29, Science=174, 3 turns.
550BC Railroad discovered. Railroad to Persepolis completed
using charged-up settler. Trade=35, Science=210, 3 turns
(trade routes = 8)
450BC Colossus Trade=37, Science=222, 3 turns
In retrospect, building Colossus was probably a mistake. It only produced 2 arrows of trade (3 after Superhighways), which resulted in 12 additional beakers per turn. Since I was running at 3 turns/tech, this was 36 beakers per cycle. This means Colossus probably extended the 3 turns/tech period by 2 cycles before it went to 4 turns/tech. In other words, Colossus saved 2 turns prior to Superhighways and one turn after. 3 turns saved for a cost of 4 caravans.
It would have been better to build Marco Polo. The intelligence about other civ's research activities provided by the embassy would have benefitted me more. For example, at least 4 civs researched Monarchy independently in this game. With Marco's I would have known this, traded for Monarchy and given it to the others, switching their research into something else. This could have given me 3 more traded techs and saved 9 turns or more. Plus, there were other research overlaps that MP would have detected.
275BC Persepolis, size8, (trade routes = 10)
Trade=43, Science=258, 3 turns
320AD Superhighways built. Trade=55,Science=330, 3 turns
trade routes=12. 19 caravan/freights stockpiled. 549 gold.
700AD Flight. Colossus expires. Trade=52, Science=312, 4 turns
28 caravans/freights. 1010 gold.
1000AD Research Lab built. Trade=52, Science=416, 3 turns.
35 caravans/freights. 1834 gold.
1160AD Space Flight.
1180AD Apollo 27 caravan/freights 2234 gold.
1550AD Fusion Power. Spaceship launched, 15-1-1-1-1-1.
1586AD SS lands AC.
Except for building Superhighways and Research Lab at the appropriate times, the middle and end game is mostly about building freights (for SS parts) and begging gold from allies.
OCC size1 is a much less map-dependent game than fullsize OCC. You only need one trade special (preferrably gold, but others will work) and a nearby civ. The small size ensures lots of allies and gifts of gold and requires less infrastructure than a regular city.
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