When you are old and bald and creeky such as myself, the arthritic fingers can handle just so much clicking. Aeson's Impi swarms are just not feasable.
The One City Strategy (OCS) has immense appeal because it reduces clicks as well as play time. It won't win you any contests, but it is an interesting challenge and fairly dependable.
I believe it is time to outline some specifics. I practice OCS on Emperor with a Pangea. The AI production on Deity is too high, and Isolation kills the single city.
The other point I need to make is that I do not play a purists OCS. I am allowed to build other cities.
Enough of the intro, time for the observations:
Wonders are at the heart of any OCS strategy, and the CIVIII OCS strategy is no different. However, the reason has changed. In earlier versions, the Wonders served to advance your civilization technologically so that it could beat up the enemy via space or military in the end game. In CIVIII, the wonders are there to win the cultural race.
POINT 1: CIVIII OCS victory will be 20K culture in capital city.
To that end Great Library is important because of the 12 culture points it will contribute per turn, not because of the techs that you will otherwise have to buy.
The Colossus and Hanging Gardens and Oracle are also nice. I find that I can usually get 2 of the 4. Fortunately, the Research buildings are also the best cultural buildings. Research becomes improtant in the fourth age, as players become less willing to trade technology. At first I found this to hinder OCS because you would invariably fall behind to 10 ton gorilla that has been gobbling up the other notions. But the shift in emphasis from Space Race to cultural victory turns this into an advantage.
POINT 2: Never trade space race technologies in the fourth age.
I found myself coming in second in the space race when a cultural victory was only years away. Keep your eye on the prize. You want to slow down the global research rate to give your city time to reach 20K.
The biggest problem with early civ OCS strategies was keeping the other nations off of your land. CIVIII makes life much easier. Whereas earlier versions required you to choose between the wonder or the border town to build a military force, CIVIII makes that decision go away.
POINT 3: The sooner nations colonize next to your city, the sooner you will have more than one city.
Your, cultural powerhouse city will overwhelm the cultural ratings of the civ that builds next to you. Proximity to your capital will do the rest. When you get the first convert, BUILD A BARRACKS and military. When you get your second convert build a granary and settlers. Your settlers sole purpose is to control resources. Control resources to get something to trade. Trade to make friends. Never fight a war, you will lose.
Now that your city is 100% dedicated to culture/wonder building, the question is how.
POINT 4: Choose a race that can build a wonder from the start.
After building two warriors to preserve the peace and protect agains barbarians, it is time to start building a Wonder. You cannot build a wonder without the tech for a wonder, so make sure you have one to start with.
POINT 5: Rush wonders whenever possible.
Okay, I lied. After two warriors, you need to build a granary, because that will rush your growth and growth boosts production and production means faster Wonders. Also, build on a river because it doubles your production (pop of 12 vs pop of 6). You won't have construction before the first wonder completes. Pay cash for that factory and THEN return to wonder building. You can rush the factory. Take time out to build the temple. You need it to assimilate the neighbors.
POINT 6: Its all about the bucks.
Research only serves to increase the wonders available. Go for the high culture wonders. only use wonders like SunTsu as a holding place for Copernicus or Newton. Plan on buying/trading all of your techs in the first two ages. Get them cheap in the third, and stray from the space race in the fourth. As such, research the minimum until the third age. Research to Lieteracy at 40 turns a pop but buy it if available sooner. Be careful, you can easily complete pyramids in fewer than 100 turns, so complete a cheaper wonder first and restart the Great Library build quicker if you are not getting help racing towards Literacy.
POINT 7: My friend's enemy is my friend.
Maintain peace with all. Acceed to everyone's demands. Do that and your friend's will goblle each other up. When they do, unclaimed land opens up. Be ready to claim it. Focus more on resources than city desirability. Most of these cities will never amount to much, but their trade value will. Pay cash for a library in every new city. You barracks city is still producing defensive units, right?
Well, that's just about all of the points. I have used this strategy with the Iriquois(found wonder in huts), the Americans, and the French (managed to trade Alphabet for a wonder early) with success. All the games used culture, all the games ended without a shot fired except at barbarians. All the games were close (space ships assembling by the leader).
The One City Strategy (OCS) has immense appeal because it reduces clicks as well as play time. It won't win you any contests, but it is an interesting challenge and fairly dependable.
I believe it is time to outline some specifics. I practice OCS on Emperor with a Pangea. The AI production on Deity is too high, and Isolation kills the single city.
The other point I need to make is that I do not play a purists OCS. I am allowed to build other cities.
Enough of the intro, time for the observations:
Wonders are at the heart of any OCS strategy, and the CIVIII OCS strategy is no different. However, the reason has changed. In earlier versions, the Wonders served to advance your civilization technologically so that it could beat up the enemy via space or military in the end game. In CIVIII, the wonders are there to win the cultural race.
POINT 1: CIVIII OCS victory will be 20K culture in capital city.
To that end Great Library is important because of the 12 culture points it will contribute per turn, not because of the techs that you will otherwise have to buy.
The Colossus and Hanging Gardens and Oracle are also nice. I find that I can usually get 2 of the 4. Fortunately, the Research buildings are also the best cultural buildings. Research becomes improtant in the fourth age, as players become less willing to trade technology. At first I found this to hinder OCS because you would invariably fall behind to 10 ton gorilla that has been gobbling up the other notions. But the shift in emphasis from Space Race to cultural victory turns this into an advantage.
POINT 2: Never trade space race technologies in the fourth age.
I found myself coming in second in the space race when a cultural victory was only years away. Keep your eye on the prize. You want to slow down the global research rate to give your city time to reach 20K.
The biggest problem with early civ OCS strategies was keeping the other nations off of your land. CIVIII makes life much easier. Whereas earlier versions required you to choose between the wonder or the border town to build a military force, CIVIII makes that decision go away.
POINT 3: The sooner nations colonize next to your city, the sooner you will have more than one city.
Your, cultural powerhouse city will overwhelm the cultural ratings of the civ that builds next to you. Proximity to your capital will do the rest. When you get the first convert, BUILD A BARRACKS and military. When you get your second convert build a granary and settlers. Your settlers sole purpose is to control resources. Control resources to get something to trade. Trade to make friends. Never fight a war, you will lose.
Now that your city is 100% dedicated to culture/wonder building, the question is how.
POINT 4: Choose a race that can build a wonder from the start.
After building two warriors to preserve the peace and protect agains barbarians, it is time to start building a Wonder. You cannot build a wonder without the tech for a wonder, so make sure you have one to start with.
POINT 5: Rush wonders whenever possible.
Okay, I lied. After two warriors, you need to build a granary, because that will rush your growth and growth boosts production and production means faster Wonders. Also, build on a river because it doubles your production (pop of 12 vs pop of 6). You won't have construction before the first wonder completes. Pay cash for that factory and THEN return to wonder building. You can rush the factory. Take time out to build the temple. You need it to assimilate the neighbors.
POINT 6: Its all about the bucks.
Research only serves to increase the wonders available. Go for the high culture wonders. only use wonders like SunTsu as a holding place for Copernicus or Newton. Plan on buying/trading all of your techs in the first two ages. Get them cheap in the third, and stray from the space race in the fourth. As such, research the minimum until the third age. Research to Lieteracy at 40 turns a pop but buy it if available sooner. Be careful, you can easily complete pyramids in fewer than 100 turns, so complete a cheaper wonder first and restart the Great Library build quicker if you are not getting help racing towards Literacy.
POINT 7: My friend's enemy is my friend.
Maintain peace with all. Acceed to everyone's demands. Do that and your friend's will goblle each other up. When they do, unclaimed land opens up. Be ready to claim it. Focus more on resources than city desirability. Most of these cities will never amount to much, but their trade value will. Pay cash for a library in every new city. You barracks city is still producing defensive units, right?
Well, that's just about all of the points. I have used this strategy with the Iriquois(found wonder in huts), the Americans, and the French (managed to trade Alphabet for a wonder early) with success. All the games used culture, all the games ended without a shot fired except at barbarians. All the games were close (space ships assembling by the leader).
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