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Topic: OCC Fortnight #6: Discussion, Logs, Gripes & Moans |  |
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vik
b.02-15-99
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posted March 30, 2000 12:25
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Okay, I've emailed the zip file to Paul. You will need to play as "The Empire."I have altered some of the attitudes, and I hope it goes the way I planned. I have ver 2.4.2 so I hope this doesn't really screw up the MPG folks. Good luck and have fun. |
Paul
b.02-15-99
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posted March 30, 2000 12:58
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Download at http://members.home.nl/paulvdb/OCC6FNC.ZIP
[This message has been edited by Paul (edited June 04, 2000).] |
vik
b.02-15-99
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posted March 30, 2000 14:13
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Thanks, as always, again to Paul for putting this scenario up.Now players, if you would be so kind as to note a few things for me as you play? I would be interested in knowing what civ2 version you have, so I can maybe compare how the AI behaved and make a better scenario next time. Secondly, and this is what I'm most interested in, is your reputation at the end of the game. I'd like to know what your reputation is, and if this is higher, about the same, or lower than what your reputation usually is. Finally, I would like to know which city site you selected. If you want to know what I believe is the most challenging city site, read on. If not, please avert your eyes to the little "X" in the upper right corner and click. Okay, I test-played this from "all" the possible starting locations once. I found that the most challenging starting location, for whatever reason, seemed to be the . . . . . . Now's the time to leave . . . . . . I found the northern-most location most challenging. Again, good luck. . . . Now back to the regularly scheduled program. |
Dusty
b.02-15-99
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posted March 30, 2000 21:48
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(edited for format)Hi, I've been watching the Fortnight threads, for a week or so, and playing the comparison games to sharpen my OCC skills. So I chose this game as a chance to jump in and introduce myself. Unfortunately I didn't do so well...  Here's my log:
Game Version: MGE Starting Position: South position. Summary: Founded City: 3900 BC Switch To Monarchy: 1800 BC Colussus: 1500 BC Switch To Republic: 525 BC Die: 120 AD -3900 Founded Persepolis, fortified 1 warrior in city, using 1 settler and 1 warrior for exploration. -3800 Horseback Riding (hut) -3700 Warrior. -3600 Alliance: allied, Ceremonial Burial, Alphabet, Map Making, they refused sharing maps/gift. (Worshipful) -3500 Warrior. Begin Colussus. -3350 Sky People: Code of Laws. Shared Maps, No alliance. They started out enthusiastic, became worshipful. -3250 Sky People and Alliance declare war. -2950 Alliance at war with Droids. Warrior destroyed by barbarians. Writing from Alliance, Icy.
-2800 Lost a settler to barbarians. -2400 Alliance. They were icy, refused gifts, or to trade knowledge, demanded 50 gold. Then they gave me Trade as a gift. -2000 Monarchy. Begin Revolution. -1800 Switch to Monarchy. -1550 Colussus. -1500 Alliance cancel alliance, as I won't declare war on sky people. -1450 Alliance with sky people, for declaring war on Alliance. Mysticsm as gift. -1100 Cease fire with alliance, as they had a catapult right by my settler... -1050 Construction. Library. -825 Sky People are icy, as I refuse to declare war on Alliance. -800 Market Place. -650 Alliance sneak attack and kill a settler. -550 Republic. Begin Revolution. Mathematics, polytheism from sky people -525 Colesseum. Switch to republic, begin WLTCD size 4. Disband two warriors. -450 Aquaduct. -375 Stupid Mistake: I need a temple. Disband warrior to try to build temple. Doesn't work. -350 End WLTCD cause I'm an idiot and forgot to build a temple. -325 Temple Begin WLTCD again (size 9) -300 Sky People cancel alliance. Warrior. -250 Cease fire with Alliance. -225 End WLTCD, size 12. -200 Philosophy Astronomy, begin Copernicus. Caravan. Expel Rebel diplomat. -175 Silver caravan arrives in satsuma, 76 gold. +7 trade route. -75 Alliance has catapult outside city, I pay 100 gold, but they still won't go to peace as I won't declare war on sky people (who have elephants outside my city). 40 Medicine. 80 War with Sky people, I insisted they withdraw troops while they were uncooperative (the troops were stealing resource squares from my city.) 100 Sky people are too dumb to come take my city with nearby elephants. 120 Alliance aren't, they sneak attack, and wipe me out. Bummer.  My reputation throughout was Excellent, which is what usually happens when I break alliances/declare war in order to get in the graces of another civ. Overall the AI behaved like they normally do in MGE. I usually find that I can't win OCC games in MGE unless I'm in a fairly isolated spot. And definetly not if I'm between two warring civs. I'll try it again on 2.4.2 tomorrow. ---- Dusty [This message has been edited by Dusty (edited March 30, 2000).] |
vik
b.02-15-99
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posted March 30, 2000 22:10
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Dusty, Welcome! I'm glad you've been keeping up with the OCC threads. Seriously, this is a very informal, open competition, used for learning, improving, and bragging rights for some. OCC#5 was my first 'official' attempt at playing one of the Fortnights. It's pretty fun, and I've learned alot. Nowadays, I'm inclined to play with one city no matter what the scenario. Note to everyone else: Sadly, I will be departing for Korea in one week for a 'business' trip. I will be gone approximately three weeks, and I do not know what kind of internet access I will have over there. I likely will not be able to get a scenario to Paul. I will work on one in my free time because I think it is fun. It should be ready to go for, say, the OCC Fortnight #9. Just a guess, but I want to let you know so someone can cover and provide a scenario. Of course, if no one wants to make a scenario, you can just random start a map and save it like the "good-ole" days. just have fun with it. Edited to say: Gee, reading through your log again, I didn't realize the ramifications of calling a tribe "the Alliance." Sorry about that, will be more careful next time. [This message has been edited by vik (edited March 30, 2000).]
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redbaron
b.02-15-99
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posted April 01, 2000 11:00
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vik, Good game. I managed to keep my Alliances going throughout the game which is a first for me. Not much trouble from the AI, even when it kept putting cities close by. Thanks to bickering between the other civs, i managed to get and keep access to all the city squares, so production and food levels were never a problem.I can’t compare my rating as I don’t normally look at it. Version 2.42 AC 1817 Monarchy 2050 BC Republic 525 BC Democracy 460 AD Colossus 2200 BC Copernicus 200 BC Shakespeare 260 AD Newton 720 AD Darwin 1160 AD Apollo 1720 AD 1st Trade 750 BC 2nd 625 BC 3rd 525 BC Trade 1300 BC Construction 1750 BC Sanitation 40 AD Refrigeration 960 AD Automobile 1340 AD Computers 1560 AD Space Flight 1710 AD Pop 12 60 AD Pop 24 1320 AD Rating Cruel 35% Score 274 3900 BC Penge founded Whale, Oasis, Wine, Gold Use Settler to boost Pop 3750 BC Warriors 3600 BC Exchange Bronze Working for Alphabet with Alliance Exchange Pottery for Ceremonial Burial with Alliance Exchange Masonry for Map Making with Alliance Alliance 3550BC Share maps with Alliance 3150 BC Code of Laws 3000 BC 25 Gold from Alliance 2950 BC Use Settler to boost Pop 2900 BC Exchange Currency for Writing with Alliance 50 Gold from Alliance 2750 BC Share maps with Alliance 2200 BC Monarchy. Revolution Colossus 2100 BC Exchange Monarchy for Mathematics with Alliance 150 Gold from Alliance 2050 BC Monarchy established Diplomat 1950 BC Granary 1750 BC Exchange Code of Laws for Construction with Alliance 1600 BC Library 1500 BC 50 Gold from Alliance Give Construction, Writing, Mathematics to Smugglers Alliance with Smugglers Horseback Riding from Smugglers Share maps with Alliance Temple 1300 BC 50 Gold from Alliance Share maps with Smugglers Trade 1150 BC Exchange Trade for Mysticism with Alliance Exchange Trade for Seafaring with Smugglers 1100 BC Marketplace 775 BC Literacy 750 BC Silk Caravan to Hastings 32 Gold 150 Gold from Alliance Give Literacy, Mysticism to Smugglers 725 BC Bribe Alliance Trireme 92 Gold 650 BC Give Construction to Sky People Treaty with Sky People 625 BC Gold Caravan to Kyoto 84 Gold 600 BC Philosophy Republic. Revolution 550 BC Give Republic to Alliance Give Horseback Riding to Sky People Give Republic to Smugglers 75 Gold from Smugglers Give Construction, Republic, Philosophy, Seafaring, Mysticism, Monarchy to Sand People Treaty with Sand People 525 BC Republic established Coal Caravan to Karakorum 70 Gold Share maps with Alliance, Smugglers WLTCD Pop 6 500 BC Colosseum 475 BC 75 Gold from Alliance 450 BC WLTCD ends Pop 8 425 BC 150 Gold from Smugglers Aqueduct WLTCD Pop 8 Astronomy 375 BC 50 Gold from Alliance 350 BC Sand People declare War 325 BC Give Philosophy to Alliance 50 Gold from Alliance Give Philosophy to Smugglers Pop 12 300 BC WLTCD ends Pop 12 225 BC Medicine 200 BC Copernicus 175 BC 75 Gold from Smugglers 125 BC Wheel 100 BC Give Republic to Sky People 25 BC Engineering 1 AD Exchange Wheel for Iron Working with Alliance 100 gold from Alliance Give Wheel to Smugglers 150 Gold from Smugglers 40 AD Spice Caravan to Carmathen 288 Gold Share maps with Smugglers, Alliance Sanitation 60 AD WLTCD Pop 12 Sewer 100 AD WLTCD ends Pop 13 140 AD University (advance) 160 AD Coal Caravan to Carmarthen 300 Gold 200 AD Theory of Gravity 220 AD Exchange Engineering for Banking with Smugglers 75 Gold from Smugglers Exchange Sanitation for Warrior Code with Alliance 100 Gold from Alliance 260 AD Shakespeare Sell Colosseum WLTCD Pop 13 280 AD Sell Temple 320 AD University Invention 340 AD Sell Granary 360 AD 100 Gold to Sky-People Treaty with Sky People Exchange Invention for Bridge Building with Smugglers Exchange Astronomy for Feudalism with Smugglers 100 Gold from Smugglers 100 Gold from Alliance Bank 380 AD WLTCD ends Pop 18 400 AD Democracy. Revolution 420 AD 50 Gold from Smugglers 460 AD Democracy established 480 AD 50 Gold to Droids Give Writing to Droids Give Seafaring to Droids 500 AD Chemistry 520 AD WLTPD Pop 18 580 AD WLTPD ends Pop 20 Gunpowder 640 AD Give Democracy to Smugglers 25 Gold from Smugglers Give Invention to Alliance 50 Gold from alliance 640 AD Explosives 700 AD Economics 720 AD 150 Gold from Alliance Newton 740 AD Exchange Gunpowder for Navigation with Smugglers 50 Gold from Smugglers Metallurgy 760 AD Engineers 800 AD Physics 820 AD Stock Exchange 860 AD Magnetism 920 AD Electricity 960 AD Refrigeration 1000 AD Steam Engine 1020 AD Supermarket 1040 AD Exchange Navigation for Chivalry with Alliance 100 gold from Alliance WLTCD Pop 19 1060 AD Engineers Railroad 1140 AD Industrialisation 1160 AD Darwin Corporation Refining 1220 AD Treaty with Jedi Give Railroad, Physics to Smugglers 50 Gold from Smugglers 1240 AD Steel 1300 AD Combustion 1320 AD Oil Caravan to Tlatelolco 242 Gold WLTCD ends Pop 24 1340 AD Automobile 1380 AD 50 Gold from Alliance Disband Warrior Superhighways Mass Production 1420 AD Mass Transit Electronics 1460 AD Conscription 1480 AD Exchange Railroad for Leadership with Alliance 1500 AD Tactics 1520 AD Factory Machine Tools 1540 AD Exchange Steam Engine for Polytheism with Smugglers Give Conscription to Smugglers Hydro Plant Miniaturisation 1550 AD Sell Sewer 1560 AD Barracks Computers 1570 AD Sell Aqueduct Alpine Troops 1580 AD Research Lab Mobile Warfare 1600 AD 100 Gold from Alliance Robotics 1610 AD Disband Warrior Manufacturing Plant 1620 AD Flight 1640 AD Radio 1670 AD Advanced Flight 1690 AD Rocketry Armour 1710 AD Space Flight 1720 AD Apollo 1740 AD Plastics 1754 AD Atomic Theory 1760 AD Nuclear Fission 1764 AD Nuclear Power 1768 AD Laser 1772 AD Superconductor 1774 AD 15 Structurals 1784 AD Sneak Attack by Sky People 1786 AD Give Advanced Flight to Smugglers 1788 AD 6 Components 1800 AD Sell Research Lab 1802 AD Launch 1805 AD Recycling 1808 AD Exchange Railroad for Monotheism with Sand People Treaty with Sand People 1809 AD Give Railroad to Sky People Treaty with Sky People Exchange Explosives for Communism with Alliance 1810 AD Recyling Centre 1812 AD Droids steal Space flight 1813 AD Sneak attack by Droids 1814 AD Sneak attack by Sand People Boost luxuries rate to 100 % 1815 AD WLTPD Pop 24 (No surplus food) 1817 AD AC Darth Vader the Cruel 35 % Score 274 |
Qualiciide
b.02-15-99
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posted April 02, 2000 01:08
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i know i know im dumb... what does MGE and MPG stand for, i have a guess at MPG as multi player game... |
Neon Deon
b.02-15-99
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posted April 02, 2000 14:10
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Qualiciide, MGE and MPG are one in the same. IT refers to CIV II's Multi Player Gold Edition. Much harder in single play than 2.42.  |
Tom DeMille
b.02-15-99
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posted April 02, 2000 16:52
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My early game was slow due to lack of contact with the AIs. I ended up building Marco Polo to get past the problem. There were no landings on my continent until ~300BC, after which there were a lot. I almost got killed by the Smugglers before forming an alliance with them.I had food trouble towards the end. Both engineers were lost , but my settler and AI engineers cleaned up some of the pollution being produced. My reputation started as excellent, went down to honourable when I declared war on the sand people (600AD), and returned to excellent around 1100AD when all my allies (everyone but the sand people) were at peace with one another. I had no trouble keeping all the city squares to myself. 3 AI cities were founded on my landmass, but I was allied with all of them. v242 diety Arrival in 1811 1450BC - switched to Monarchy 425BC - switched to Republic 380AD - switched to Democracy 2100BC - Colossus 40AD - Copernicus' Observatory 360AD - Shakespeare's Theatre 880AD - Isaac Newton's College 1240AD - Darwin's Voyage 1740AD - Apollo Program 975BC - Trade 725BC - Construction 220AD - Sanitation 1020AD - Refigeration 1340AD - Automobile 1590AD - Computers 1730AD - Space Flight 225BC - size 12 580AD - size 21 1510AD - size 29 220AD - 1st Trade route 220AD - 2nd Trade route 300AD - 3rd Trade route 3900BC - found Palpatine (wine, gold, oasis, whale) 3850BC - 1 settler joins city (built two warriors before switching to colossus) 3700BC - Archers (hut) - supported 3100BC - Alphabet, another settler joins city (now pop 4) 2600BC - Code of Laws 2100BC - Ceremonial Burial, built Colossus 1600BC - built Marketplace 1550BC - Monarchy, revolution 1450BC - switched to Monarchy 975BC - Trade 925BC - built Marco Polo's Embassy Sky-People - acquire Map Making, trade maps, alliance Alliance - acquire Writing, Literacy, alliance, 100 gold Sand People - trade maps, peace Jedi's - trade maps, alliance (war with Sand People), 50 gold Droids - The Wheel, peace Smugglers - war (reputation is Excellent) 875BC - built Library 825BC - built Temple 725BC - Construction Alliance - aquire Horseback Riding, 25 gold Droids - acquire Warrior code, alliance (give them 50 gold), 125 gold Jedi - 50 gold Sand People - cease fire 575BC - built Colloseum, 50 gold (Jedi) 500BC - built Aqueduct 475BC - The Republic, revolution Droids - Seafaring, 75 gold Rebels - 50 gold Jedi's - 100 gold Sand People - war 425BC - built Diplomat, switched to Republic 400BC - begin WLTCD (pop is 5) 300BC - Mathematics (Droids), Mysticism (Sky-People) 275BC - bribed smuggler Trireme for 240 gold 250BC - 50 gold (Alliance), 100 gold (Droids), bribed Chariot for 160 gold 225BC - size 12 125BC - Astronomy 125BC - Engineering (Sky People), Banking & 50 gold (Droids), 50 gold (Jedi) 1AD - alliance with Smugglers, 100 gold peace with Sand People 40AD - build Copernicus' Observatory 80AD - Philosophy, Medicine, build gold caravan 120AD - build coal caravan 160AD - build spice caravan 180AD - 50 gold (Jedi), Invention & 150 gold (Droids), 25 gold (Alliance) 220AD - Sanitation 1st Trade route - 112 gold Gold to Trondheim (not demanded) 2nd Trade route - 112 gold Coal to Trondheim (not demanded) 300AD - Democracy, 3rd Trade route - 122 gold spice to Cardiff (not demanded), revolution 340AD - sell colosseum 360AD - built Shakepseare's Theatre, sell temple, 100 gold (Alliance), 150 gold (Droids), disband chariot 380AD - built Sewer System, switched to Democracy 400AD - begin WLTPD 440AD - University, acquire Iron Working & 50 gold (Droids) 520AD - Bridge Building 580AD - size 21, ending WLTPD 600AD - Theory of Gravity, 100 gold (Droids) war with Sand People (reputation has fallen to honorable) 620AD - built University 660AD - Economics 740AD - Gunpowder 780AD - Explosives Robots - Navigation, 100 gold 800AD - built Engineer, disband diplomat 820AD - built Engineer 840AD - Metallurgy 880AD - built Isaac Newton's College, 200 gold (Droids), 50 gold (Jedi) 900AD - Physics 920AD - built Stock Exchange 940AD - Magnetism 980AD - Electricity, Conscription (Alliance) 1000AD - 150 gold (Droids) 1020AD - Refrigeration 1040AD - built Engineer 1060AD - Steam Engine 1080AD - Atomic Theory (Jedi) 1100AD - Railroad 1120AD - 150 gold (Droids) At this point, I'm allied with everyone but the sand people, and everyone is at peace with each other except the sand people. My reputation is "excellent" 1140AD - Industrialization 1160AD - begin WLTPD (size is 18) 1220AD - The Corporation 1240AD - built Darwin's Voyage, Refining, Combustion 1280AD - Steel 1340AD - Automobile, 250 gold (oil to Tlateloco) 1360AD - Feudalism, built Superhighway, end WLTPD (pop is 27) 1400AD - Chivalry 1440AD - Leadership 1480AD - Tactics, begin WLTPD (pop is 27) 1510AD - Machine Tools, end WLTPD (pop is 29), sell sewer system, 988 gold (demanded coal to Tlateloco) 1520AD - sell aqueduct 1530AD - Electronics 1550AD - Miniturization 1570AD - Mass Production 1590AD - Computers 1600AD - built Research Lab 1610AD - Mobile Warfare 1630AD - Robotics 1640AD - Flight (Droids) 1660AD - Radio 1680AD - Advanced Flight, built Factory, disband warrior 1690AD - built Power Plant 1700AD - Rocketry 1710AD - built Manufacturing Plant 1730AD - Space Flight 1740AD - Apollo Program 1750AD - Plastics 1754AD - Nuclear Fission 1758AD - Nuclear Power 1762AD - The Laser 1766AD - Superconductor, engineers lost due to famine 1770AD - Fusion Power, sell research lab 1772AD - sell university, famine over (size now 26) 1774AD - sell library 1778AD - 15 structurals done 1790AD - 6 modules done, AI engineers are cleaning up a lot of my polution 1796AD - Launch 1797AD - build barracks, then a bunch of defensive units 1800AD - barb pikemen on mountain fortress are both killed 1811AD - Arrival at AC
Vik, this was a good scenario. Things settled down around 1AD when the smugglers allied with me, but until then it was touch and go. It also got interesting while building the spaceship - I lost both engineers after about 8 structurals were built. The sand people never got past the pikemen on the mountain pass, but if they did I would have been in trouble. |
Scouse Gits
b.02-15-99
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posted April 04, 2000 08:44
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What a great scenario - thanks vik - I really thought that I was going to make my first Eighteenth Century landing, but it was not to be AC in 1801v2.42 - deity Chose Northern Site - Settler can run from mountain if attacked Will attempt to Celebrate continually pre Republic 3950 started mining city site - New Death Star founded 3150 city now forested add settler to city => size 3; WLDD; hut 50g 3100 Ceremonial Burial, need 50% lux to maintain celebration 3050 Temple, start Colossus 2700 Alliance with Sky People, Alphabet + Code of Laws 2250 Sky People, Monarchy + Map Making; Revolution 2200 Alliance with The Alliance, Writing, Mysticism, Mathematics + 150g at his point Pathetic & Spotless with Enthusiastic allies 2050 MONARCHY established (ouch 200 years of anarchy) 2000 now only need 40% luxuries to maintain WLKD (gives 10 sci rather than 9) 1950 The Alliance, 50g 1900 Sky People, maps + 50g; COLOSSUS now only need 30% luxuries 1850 The Alliance, maps 1800 Second Settler joins city => size 4 (8+2 food, 24 trade, 17 sci, 8 prod) 1650 Astronomy 1600 give Astronomy to allies get 50g 1550 Library 1250 TRADE, give to allies get Literacy, CONSTRUCTION + 200g 1200 Marketplace now only 20% lux 1100 Sky People, maps + 150g 1000 TRADE ROUTE 1 - Gems to Satsuma 32g 0975 size=5 now need 30% lux (rats); allies, 50g 0950 only need 20% now? 0925 Philosophy => The Republic, REPUBLIC; TRADE ROUTE 2 - Gold to Satsuma 40g 0900 Coloseum size=6 we are still Pathetic & Spotless our allies Enthusiastic 0825 Aqueduct size=9 0750 WLCD stops @ SIZE12; need 20% lux; allies both share maps we are Moderate & Spotless with Enthusiastic allies 0725 Rebels donate 50g; TRADE ROUTE 3 - Spice to Satsuma 72g 0700 Medicine 0575 City Walls - I'm getting paranoid! 0525 Horseback Riding 0425 give Horse get 100g still Moderate & Spotless with Entusiastic squared. 0375 Satsuma upgrades (to 7) can now live with 10% lux 0350 The Wheel - give to allies 0325 allies give 125g 0300 COPERNICUS' OBSERVATORY 0275 lost a turn to Civil Disorder - trade routes devalued & city went pearshaped - damn! 0225 Engineering - give to allies - maps from Sky People, 50g from Alliance 0125 SANITATION 0025 Sewer System; WLCD @12 1AD stop WLCD @13 0040 The University 0080 allies 75g + Warrior Code 0120 SHAKESPEARE'S THEATRE; WLCD @13 0180 Alliance offers Physics + 25g 0200 University 0220 Bridge Building 0340 WLCD stops @20 (no more food); Jedi peace 0360 Theory of Gravity 0380 Invention from Sky People 0440 ISAAC NEWTON'S COLLEGE; Chemistry 0520 Gunpowder; Coal to Kagushima 107g 0560 Explosives 0580 Engineers 0600 Banking 0620 Engineers 0660 Bank 0680 Democracy; Revolution 0700 DEMOCRACY 0740 75g from allies 0760 Magnetism; 150g from allies still Moderate & Spotless with Enthusiasic allies, Jedi are Hostile Peace 0800 Metallurgy 0860 Electricity 0900 Refrigeration 0920 Supermarket 0940 Steam Engine now Strong & Spotless 0960 at last a food surplus WLPD @ 18 1000 Railroad (I have eight allied units within my city limits) 1020 DARWIN'S VOYAGE; Economics, Industrialisation 1040 size 21; Stock Exchange; The Corporation 1080 Feudalism + 100g from Sky People 1140 Combustion 1160 stop WLPD @24 1200 Steel 1240 Automobile 1260 Superhighways 1280 Electronics, 50g from SP 1320 Conscription 1360 Mass Production; "Our Diplomat foiled a Rebel Espionage Attempt!" - new to me! Strong & Spotless, both allies Enthusiasic as are the now Peaceful Jedi 1400 Chivalry 1420 Mass Transit - probably a waste, but I have plenty of cash 1440 Leadership 1480 Tactics; wine to Tintagel 354g 1500 Machine Tools; Wine to Tintagel 364g Strong, Spotless and everyone Enthusiastic 1530 Computers 1540 Research Lab 1550 Atomic Theory - ADVANCES IN ONE TURN - never had this at OCC before - sci=1640 beakers at 100% with no scientists 1560 Nuclear Fission 1570 Nuclear Power 1580 Mobile Warfare 1590 Robotics 1600 Flight 1610 Factory 1620 Radio; Hydro Plant 1640 Advanced Flight - AI Engineers are building me railroads! 1660 Rocketry 1680 SPACE FLIGHT Alliance steals SF! We are Strong & Spotless allies Enthusiastic, Jedi Cordial New Death Star is now size 26 with airbases on the hill, mountain & oasis (other hill turned to plain some time ago) 1690 APOLLO PROGRAM 1700 Sky People ask 'nicely' for Rocketry swap for 100g (I hope this isn't a mistake, but I don't see how any of these guys can possibly outproduce me - so all I have to do is avoid war) 1710 The Laser - AI engineers are 'helpfully' irrigating my forested river squares - I may not be able to maintain 80 shields! Strong & Spotless, SP & RA Enthusiasic Allies, Jedi Enthusiasic Peace 1740 Plastics - first Sky People Structural 1754 Superconductor The 'price' of Fusion Power is 3,300 beakers almost double the previous advance! 1758 Peace with the Pirates (for 50g + Railroad); Peace with Droids (for Railroad & Democracy) The 'price; of Fusion Power is now 1,950 WHAT IS GOING ON??? Time to give loads of techs to my friends and allies ... We are Strong & Spotless, RA Enthusiastic, SP Worshipful, J & D Enthusiastic, P Cordial 1786 LAUNCH for 1801 - blastit - I thought I might just make my first ever eighteenth century landing Do my bit for the environment with Recycling Center & Solar Plant, not to mention the odd Stealth fighter and Vet Armour 1801 LAND AC I maintained an out of character Spotless throughout, two alliances from the start peace with everyone else never at war. 
------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Tom DeMille
b.02-15-99
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posted April 04, 2000 09:19
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Good game SG1, I got a laugh from the AI irrigating your forested square. Putting airbases on hills is a no no in OCC (if you look at Paul's strategy guide, you will see it is considered a cheat). I doubt it helped much since you can only build them after flight, by which point you were already doing really well. |
Scouse Gits
b.02-15-99
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posted April 04, 2000 10:34
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Woops - sorry about that - I must have missed that bit.....  |
vik
b.02-15-99
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posted April 06, 2000 09:28
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Dang, this thread is dead. I wonder if it is just a coincidence that so many "regualar" OCC players are all too busy, or, and this is what I'm afraid about, that maybe a lot of the MPGE guys just got totally wiped out with all that AI activity and chose not to post any logs.If the latter happened to you, I would like to know (email, here, however), so that any future scenarios that I or others make will be enjoyable to all versions. The early reviews seemed to be positive, and that's reassuring, but I'd like to hold my judgement until more MPGE people play it. Good job SG1 -- you are in the lead. And Tom, 1811 is quite impressive considering you took time out to build Marco Polo's. I'm really surprised you had no AI contact until 300bc. That is definitely not what I was looking for. (Note, my next post will explain the scenario from my point of view and may contain spoilers. Reading on may ruin any surprises the scenario may hold for you. I advise you to stop reading if you have not played this and/or do not want to have an unfair advantage) |
vik
b.02-15-99
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posted April 06, 2000 09:42
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~~~~WARNING: SPOILER ALERT...READ AT OWN RISK~~~~I can't belive there have been no posts in almost 48 hours. Is the OCC breed dying out? I hope not...(!) The main challenge I was hoping to present you players with was, you guessed it, winning back your resource squares taken by an Ally. In other words, “elbow room.” I set all the AI’s attitudes towards you at “one,” one a scale from 0-99 with 0 being friendliest and 99 being most hostile. Except for the Sandpeople – I made them hate everybody. I tried to vary the AI’s attitudes towards other AI’s, generally hating the Sandpeople, and weary of the Droids. All the “island” nations should have been generally friendly with each other, but each time I played it, they always seemed to war with each other. That’s okay, because I thought it was pretty neat having a war (between your allies) right on your front yard. Basically, I was hoping for contact (and subsequent alliances) with 2-4 AI civs by 2500-2000 bc. Each time I test played (4 in all), this happened quite easily. With your 3 extra settlers, you had the option of rapid irrigation, mining, and roads over your resource squares, and I assumed a lot of you would take 2 or 3 settlers and do this, and then possibly rebuild them into your city. After making all these alliances as a size 4 city, you would face the challenge of winning back your resource squares taken by your Allies. The first two times, I would break the alliance, fortify a unit on the contested square, and hope for another alliance later. This resulted in several "reputation hits" and my final reputation was a lot lower than normal. That's why I asked you to look at this. On my third and fourth tries, I would use my settler to make the resource square less desirable. In one instance, this involved mining a Grassland Shield square to forest, and then later irrigating it back to plains once I controlled it (ouch!). But it kept my reputation in tact. Other challenges: Map Size: The map was ultra-small. I believe it was 32x32. It was the smallest I could make it, and most of it was ocean squares. I really wanted that AI to build secondary homes all around your city. Trade: Who to trade with? You could possibly bribe a trireme and get better routes on different “continents,” or you could bus a caravan 5 squares away and get a small quick route established. You would have to worry about the AI destroying another AI city on your little rock, which happened to me once during test play, causing me to unexpectedly lose a trade route and unexpectedly throwing my city into disorder as a result. Technology: I gave you and each of the island nations varied starting techs. When you meet, it should have been likely you could trade about 2 or 3 techs with each other. I planned for all these meetings to occur before monarchy, so everyone had a decision to make. Also, in the end game, I wanted the AI’s to have access to you so they could demand space flight, plastics, etc., and have you choose if you wanted to cancel an alliance over this, or to give it to them. Droids: I gave them a lot of starting techs. I thought that if you met them, you would not be able to trade very much. It probably didn’t happen that way, though. Sandpeople: Those barb pikemen on the rock were supposed to be there until well beyond the AD years started. I gave them a bunch of “Warrior” type techs, so that when they did break through, you would have to deal with a large and advanced military. For your benefit, I made some nice AI city spots on your side of the rock, so that the Sandpeople would have to fight through one or two AI’s cities to get to you. I also covered the West side of their half of the island with a lot of mountains and hills to discourage them from building port cities that pointed right to your location. I would not have expected those pikemen to last until the 18th century, though, as they did in Tom's game. Alpha Centauri: There weren’t a lot of places for the AI to build new cities, which I hoped would prevent them from “Rush-building” a SS and launching it 7 years before you land on AC. I hate it when that happens. Game Setup: When you started with 2 warriors and 4 settlers in 3900bc, each AI civ already had 3 cities built. They all had one settler, a warrior in each city, and the island nations each had a trireme with your half of the landmass in view of their trireme. Unfortunately, they seemed to want to attack the other island nations on their home islands rather than rapid expansion on your island. Maybe there is a way around this, but I’m just not sure how to manipulate it. But you live and learn. Building Marco’s was not what I had in mind. And so far no one losing any resource squares for any length of time is also odd to me. I would have thought AI’s would be crawling all around your city. Oh well. For my next scenario, whenever I can get around to doing it, I plan on a similar theme to OCC Fortnight #4, where there are several distinct and viable possibilities as to where you put your first city. That's all I can say, because I haven't started it yet, and probably won't start on it until I return from Korea in about 2 and a half weeks. I'm also conceptualizing an island scenario for future play on down the road. As always, I appreciate the feedback you've given me here. I request more of it. Thanks. ~~~~~END OF SPOILER ALERT~~~~~
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Tom DeMille
b.02-15-99
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posted April 06, 2000 14:15
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I thought I was being very clever in building Marco Polo. I was surprised when I saw others had had AI contact in the 3000s BC. At the time, there wasn't much else to build, so I figured why not!Bribing a trireme was important for this scenario. Delivering caravans to bigger cities (especially if they demanded the resource) off continent adds up over the game. Contacting all civs (for those not building Marco Polo ) is also important. Later advances would have been much more expensive for me if I hadn't been able to gift all my science to the other civs. I've never had the AI launch a spaceship on me in an OCC game (not to say it doesn't happen ), so your worry about them having too much growth room is probably unfounded. What the lack of room did do was cause a lot of action on my doorstep. I've never had 3 AI cities close enough to threaten my resource squares before. As far as loosing some of your city squares, it doesn't matter if the AI is crawling all around your city. It only matters if they build a city early and have it grow in size before you have grown enough to take all squares. When the AI starting building its cities on my continent, I was well on my way to size 12. I tended to adjust the squares I was using to the periphery of my city site. I doubt the AI actively adjusts the squares it cultivates. A lot of AI units killed themselves on the barbarian mountain fortress. I wasn't too worried about it falling, although I would have been in trouble if it did fall! |
Scouse Gits
b.02-15-99
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posted April 07, 2000 05:41
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The barb Pikes were still standing at the end of the game - in fact in 1800 I wasted a non vet Stealth Fighter against them just for fun! I tried to race a vet Howie across (also in 1800) but a diplo on the tracks stopped me from getting there. As for the contest for resource squares, like Tom I ensured my city was utilising any squares at risk and beyond this had no problems.  p.s. For me its getting remarkably close to exam time (setting, writing marking schemes etc.) perhaps since many of the posters here are of student age the drop in activity suggests the onset of revision (unlikely, but it might just be the case)  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Scouse Gits
b.02-15-99
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posted April 07, 2000 05:50
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A quick note about caravans: I would have completely agreed with Tom's remark above, but in this game I only had 5 trade good caravans (+ 1 oil caravan that I kept in the hope that someone would eventually demand it and finally used in the Apollo construction) All 5 went to local cities - yes I feel I missed out on something, but I also had my best ever game - so what is the 'right' answer - wish I knew  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Paul
b.02-15-99
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posted April 08, 2000 16:43
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I had a bit of a slow start, but an 18th century landing would still have been possible if that stupid Han Solo hadn't sneak attacked me while I was building my spaceship. I did not yet have any defensive units, so I had to build an armor and I also lost some more turns because he had units on my land and I could not get my 80 shields.3900 BC Persepolis Add second Settler 3750 BC Hut: Warrior Code 3650 BC Phalanx (I didn't actually want to build one; I just forgot to switch to Warrior when I settled the city) 3500 BC Warrior 3050 BC Ceremonial Burial 2700 BC Cloudy civ destroyed by Smugglers 2600 BC Barbs kill Phalanx 2500 BC Alphabet 2050 BC Smugglers: war 1900 BC Colossus Code of Laws Smugglers: alliance 1500 BC Smugglers: gift Map Making 1450 BC Smugglers: share maps 1300 BC Marketplace 1200 BC Smugglers: gift Monarchy, revolution Warrior 1150 BC Smugglers: gift Horseback Riding 1100 BC Barb Leader: 150 gold 1100 BC Smugglers: gift Wheel 1050 BC Gov: Monarchy 1000 BC Smugglers: share maps 825 BC Writing Rebels: trade Mysticism, Seafaring; alliance; share maps; gift 150 gold 800 BC Library Smugglers: trade Mathematics, Trade; gift 125 gold 725 BC Catapult 675 BC Build Silver Caravan 650 BC Catapult gets killed against Pikemen 625 BC Diplomat 600 BC Rebels: gift 75 gold Smugglers: gift 250 gold 575 BC Smugglers: share maps; gift 150 gold Bribe Smuggler Trireme (Unfortunately it's not a NONE) 550 BC Build Hides Caravan Rebels: gift Polytheism 525 BC Silver to Kells (demanded): 252 gold 500 BC Temple Construction 475 BC Jedi: alliance; share maps; gift 50 gold Robots: peace 450 BC Build Gold Caravan 425 BC Robots: trade Iron Working; share maps 400 BC Build Coal Caravan 375 BC Rebels: gift 100 gold Smugglers: gift 25 gold 350 BC Build Spice Caravan 325 BC Rebels: share maps; gift 100 gold Sand-People: peace; trade Literacy; share maps 300 BC Hides to Osaka (demanded): 176 gold Smugglers: trade Engineering 250 BC Jedi: gift 25 gold Smugglers: gift 50 gold Barb Leader: 150 gold 150 BC Colosseum 100 BC Aqueduct Bribe Rebel Trireme for 88 gold (again not a NONE) 75 BC Bribe Smuggler Trireme for 128 gold (finally a NONE) 50 BC Food Caravan 25 BC Republic, revolution Gov: Republic Jedi: gift 100 gold Smugglers: gift 200 gold Add Settler to Persepolis (now size 6) Start WLTCD 1 AD Food Caravan 40 AD Food Caravan Smugglers: gift 50 gold 60 AD Coal to Camarthen (not demanded): 196 gold 80 AD Build Wine Caravan 120 AD Food Caravan End WLTCD, size 12 Sold Colosseum 140 AD Astronomy Sold Temple Smugglers: gift 100 gold 160 AD Copernicus' Observatory Spice to Tenochtitlan (not demanded): 332 gold 200 AD Philosophy, Medicine Wine to Nottingham (demanded): 450 gold 220 AD Shakespeare's Theatre Start WLTCD, size 12 240 AD Sanitation Gold to London (not demanded): 256 gold 260 AD Sewer System 300 AD Build Spice Caravan 320 AD University 340 AD University 380 AD Food Caravan 400 AD Banking 420 AD Bank End WLTCD, size 20 460 AD Food Caravan Theory of Gravity Spice to Tenochtitlan (not demanded): 408 gold 480 AD Isaac Newton's College Bridge Building Rebels: trade Invention Smugglers: gift 150 gold 520 AD Democracy, revolution 540 AD Gov: Democracy Smugglers: gift 50 gold 580 AD Food Caravan Chemistry Sand-People: war 620 AD Gunpowder Food Caravan 640 AD Smugglers: gift Navigation 660 AD Food Caravan Explosives 700 AD Engineer Economics 740 AD Engineer Physics 780 AD Stock Exchange 800 AD Magnetism 820 AD Food Caravan 840 AD Metallurgy Smugglers: gift 75 gold 860 AD Food Caravan 880 AD Electricity 920 AD Robots: trade Steam Engine Refrigeration Food Caravan 960 AD Supermarket Railroad 1000 AD Industrialization 1020 AD Food Caravan 1040 AD Steel 1060 AD Food Caravan 1080 AD Corporation 1100 AD Food Freight 1120 AD Refining 1160 AD Food Freight Combustion 1200 AD Automobile Start WLTPD, size 18 1220 AD Superhighways 1260 AD Oil Freight Electronics 1300 AD Darwin's Voyage: Mass Production, Atomic Theory Rebels: trade Conscription, Feudalism 1340 AD Food Freight Chivalry 1380 AD Food Freight Leadership 1420 AD End WLTCD, size 27 Droids: trade Flight 1440 AD Tactics Oil to Tenochtitlan (not demanded): 274 gold 1480 AD Machine Tools 1510 AD Miniaturization 1530 AD Computers 1540 AD Research Lab 1550 AD Mobile Warfare 1560 AD Factory 1570 AD Robotics Sold Sewer System 1580 AD Power Plant 1590 AD Radio 1600 AD Manufacturing Plant Sold Aqueduct 1610 AD Advanced Flight 1630 AD Rocketry 1650 AD Space Flight 1660 AD Apollo Program 1670 AD Plastics Smugglers: cancel alliance 1690 AD Nuclear Fission 1710 AD Nuclear Power 1730 AD Laser 1750 AD Smugglers: sneak attack Jedi destroyed by Sand-People 1758 AD Superconductor 1766 AD Armor 1774 AD Fusion Power 1790 AD Launch 1791 AD Stealth 1794 AD Recycling 1795 AD Sand-People: peace 1796 AD Mass Transit 1797 AD Environmentalism 1798 AD Solar Plant 1800 AD Communism 1803 AD Espionage Sand-People: sneak attack 1805 AD Alpha Centauri
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Smash
b.02-15-99
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posted April 08, 2000 17:23
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well...um...my game went a little differently.My early game was ok and followed normal OCC plans.Perhaps I was in a bad mood or something but after keeping my island clear of ai cities for 4000 years I got tired of constantly warding off settlers and sacking new cities that I built 6 cities on my island and conquered the tiny tiny map in 1300 AD.This scenario was actually alot of fun but my inability to allow ai cities so close(goes against my OCC instincts) turned it into a mad bloodlust.Besides would Vader peacefully coexist with the likes of Han or The Alliance?I think not |
Paul
b.02-15-99
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posted April 09, 2000 11:37
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Table finished. SG has the best result in this game so far. [This message has been edited by Paul (edited May 06, 2000).] |
Hoss
b.02-15-99
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posted April 11, 2000 12:26
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I play using v2.42. At the end of the game my reputation was spotless. That's what it normally is (unless I'm offered alot of gold to declare war on a civ, in which case it is excellent). I had 4 alliances that I kept throughout the game and actually found the AI easier to deal with than in most games.The highlights of my game: Wonders Colossus -2100 Copernicus -400 Newton 20AD Shakespeare 260 Darwin 720 Apollo 1680 Governments Monarchy -1750 Republic -875 Democracy 400AD Trade Routes 480AD, 580AD, 700AD Techs Construction -2050 Trade -875 Sanitation 140AD Automobile 1240 Computers 1510 Space Flight 1670 (I never researched Refrigeration) City Size 12 (-700) 21 (580 but was size 20 in 340) Gold From Alliances/Barbarians 1475 From Trade 680 I played on the lower site because the grape special provided more shields. I only got into the low 60s for shields, but had about 30 freights to disband so I could build my space ship in the 24 turns. 3750 50g Hut 3650 Alphabet, Ceremonial Burial, Map Making Alliance Alliance with Alliance 3200 Writing and 25g Alliance 2350 Code of Laws 2200 Alliance with Cloudy Horseback Riding, Warrior Code, 100g Cloudy 50g Alliance 2100 Colossus 2050 Construction, Mathematics Alliance 1850 Temple Monarchy Cloudy 1750 Became Monarchy Marketplace 1650 Warrior 1550 Alliance with Pirates 50g Cloudy 25g Alliance 1450 Iron Working Pirates Seafaring Alliance 1350 Literacy Cloudy 1300 Mysticism Jedi Alliance with Jedi Diplomat 1000 150g Alliance 975 Colossuem 900 Philosophy Republic 875 Became Republic 825 Trade Cloudy Feudalism, 50g Alliance Banking, 75g Jedi 700 Size 12 650 Bridge Building, 100g Alliance 425 Astronomy 400 Copernicus 325 University 275 Bank 175 Theory of Gravity The Wheel Jedi 150g Alliance 50g Pirates 25g Cloudy 20 Newton Engineering 140 Sanitation Chivalry Cloudy 100g Cloudy 160 Sewer System 50g Jedi 25g Pirates 220 Coal to Armagh 57g 240 Bribe Trireme 260 Shakespeare 300 Invention 340 We Love to size 20 University Democracy 400 Become Democracy 460 Economics 480 Gold to York 360g 500 Navigation Pirates 520 Metallurgy Stock Exchange 580 Physics Size 21 640 Steam Engine 680 Peace with Droids 700 Spice to Teotihuacan 156g Railroad 720 Darwin Chemistry Industrialization 760 Explosives 820 Magnitism 880 Factory Electricity 900 Conscription Alliance 50g Alliance 100g Pirates 100g Cloudy 940 Steel 1000 Corporation 1020 Oil to Osaka 107g 1060 Electronics 1120 Refining 1180 Combustion 50g Alliance 1240 Automobile 1260 Superhighways 1280 Mass Production 1320 Leadership 1360 Mass Transit Tactics 1420 Machine Tools 1480 Minituarization 1510 Computers 1530 Research Lab 1540 Atomic Theory 1560 Flight 1580 Radio 1610 Advanced Flight 1640 Rocketry 1650 Ship killed by barbarians 1670 Space Flight 1680 Apollo 1700 Plastics (SS= 2-0-0) 1730 Nuclear Fission (SS= :4-1-0) 1754 Nuclear Power (SS= 8-1-0) 1760 The Laser (SS= 10-2-0) 1768 Superconductor (SS=14-2-0) 1774 150g Barbarian 1776 Fusion Power (SS=15-4-1) 1784 Launch 1790 Polytheism Alliance 1799 Land
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Scouse Gits
b.02-15-99
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posted April 12, 2000 09:47
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Well done Hoss - good game (he sobs)  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
crowatbitemedotcom
b.02-15-99
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posted April 12, 2000 10:00
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Wow, I feel like I just went 13 rounds...Here are the highlights. I was using MPG and chose the southern location. Monarchy -1650 Republic - 325 Democracy 1180 Colossus -2000 Copes 480 Shakes 920 INC 1550 Darwin 1790 Apollo 1865 1st trade -125 2nd & 3rd 1 AD Trade -1100 Cons -800 Sani 500 Refrig 1620 Auto 1800 Comp 1828 Space Flt 1852 Size 8 -250 12 -50 21 1772 max 25 1784 Tech City Imporvement Misc Diplomacy 2 -3900 Build Vaderville (southern location), add settlers to city 5 -3750 Warriors Start Colossus 7 -3650 WC(h) 20 -3000 Alpha 24 -2800 Meet smugglers, give WC, masonry, get alliance & mapmaking 27 -2650 Meet Sky People, get CerBur, CoL for Pottery & Mapmaking, get alliance & 50g 28 -2600 Satsuma overlaps oasis & 1 river square 29 -2550 Smugglers at war w Sky People (good for me!) 31 -2450 Two Smuggler Warriors waste themselves on Sky Settler 35 -2250 Writing for Currency from Smugglers, they demand war on Sky People, I refuse, alliance dissolved 40 -2000 Colossus 46 -1700 Monarchy Revolution! 47 -1650 Monarchy 49 -1550 Library 56 -1200 Sky, Horse for Mon, dissolve alliance 57 -1150 Marketplace 58 -1100 Trade 62 -950 Temple 67 -825 Hides caravan 68 -800 Construction 72 -700 Gold caravan 75 -625 Diplomat Sky demand 100g, declare war 77 -575 Literacy Phalanx 79 -525 Add settlers to city 81 -475 Colossieum 83 -425 Diplomat 87 -325 Republic Rev, Repub 88 -300 Coal caqravan WLTCD (6) 89 -275 Meet smugglers, get Astro, Math, Myst, Poly for Con, BW, Repub, WC, alliance 90 -250 Cease fire with Sky people, give Trade to Alliance to maintain alliance 94 -150 Aqueduct Smugglers demand trade, declare war; I capture Hastings, take 37g & Bridge, they ask for peace, given 95 -125 Coal to Satsuma, 64g 98 -50 End WLTCD I(12) 99 -25 Phil, Univ Silver caravan 100 0 Silver to Satsuma, 180g, Hides to Satsuma,72g 103 60 Spice caravan Could've had the caravans delivered sooner if I didn't waste time looking for a trireme to bribe 104 80 Medicine Start Copes 105 100 Sky threatening with cat & knights, switch to city walls 106 120 City walls Sky attack 109 180 Archers 111 220 Wheel 115 300 Bribe barb crusader 119 380 Engineering 124 480 Copes 125 500 Sanitation 129 580 Banking 134 680 TheoryofGrav 140 800 Econ 146 920 Chem Shakes Sell colossieum 147 940 Sell temple 148 960 Sewer 149 980 Start WLTCD (12) 150 1000 Phalanx 152 1040 Invention Phalanx 157 1140 End WLTCD(19) 158 1160 Democracy Bank Rev olution 159 1180 Phalanx Dem 160 1200 Phalanx 161 1220 Phalanx Meet Jedis, get Iron, Seafaring for Repub and Bank, alliance 163 1260 Gunpowder Phalanxes were a waste of time 164 1280 End war with Sky People 167 1340 Metallurgy Jedis expel Diplomat from within my own territory! 171 1420 Navigation 175 1500 Explosives 179 1540 Physics 180 1550 INC finally! Cloud demand 250g, declare war, Jedis assist 182 1570 Cease fire with Sky but no peace, Pirates, San for Feudalism, trade maps 183 1580 University 184 1590 Electricity Damn Sky cat on gold sq. 187 1620 Refrig Sky declare war 188 1630 Cease fire with Sky but no peace 190 1650 Steam 191 1660 Stock Ex Sand people damaging Jedis 193 1680 RR Engineers Sky threatening again 195 1700 Supermarket 196 1710 Industrialization 199 1740 The Corp 201 1752 Smugglers declare war, I take Warwick & Leadership 203 1756 Steel 204 1758 Factory Sky declare war - prepare to die! 205 1760 Musketeers Smugglers start Darwin 206 1762 Musketeers Sky start Darwin 207 1764 Refining 208 1766 Cannon WLTPD(18) 209 1768 Diplomat Steal Feudalism from Sky 210 1770 Diplomat 211 1772 Conscription Diplomat Peace treaty with Sky people 212 1774 Start Darwin 215 1780 Electronics Sky keep appropriating gold mtn 216 1782 Jedis destroyed by Sky 217 1784 End WLTPD(25) 220 1790 Combustion, Auto Darwin Sky cannoning away at barb pikemen on mountain 221 1792 Sky declare war again, I lose engineer 223 1796 Tactics 225 1800 Auto 226 1802 Hydro 227 1804 MobileWar 228 1806 SuperHighways 230 1810 Machine Tools Armor! Pollution getting out of hand 232 1814 Armor 233 1816 Minituarization Engineers Take Hladir, 28g; GD senate signs peace treaty. WTF am I going to do with these armor?!?!?!? 234 1818 Freight Rebels destroyed by Sky 236 1822 MassProd Freight Sky destroy Sandy 237 1824 Freight 238 1826 Freight 239 1828 Computers Freight Sky complete MC in 3 turns! 240 1830 Freight 241 1832 Low on food 242 1834 Robotics ResearchLab 244 1838 Flight MassTransit Lose engineers 245 1840 Freight 246 1842 Radio Freight 247 1844 Freight 248 1846 AdvFlt Freight 249 1848 Freight 250 1850 Rocketry Freight 251 1851 Engineers Meet Robots, they declare war 252 1852 SpaceFlt 254 1854 Plastics Pollution back under control 256 1856 Atomic Theory Manu plant 258 1858 Nuclear Fission Sell Aqueduct 259 1859 Sell Sewer 260 1860 Nuclear Power Should've sold sooner but I thought I could increase city size 263 1863 Laser 265 1865 Apollo 266 1866 Superconductor Engineers 267 1867 Component Prod at 74 268 1868 Component 269 1869 Component Pollution getting bad, prod @ 76 270 1870 Component 6 polluted sqs 271 1871 Component 272 1872 Fusion Component 276 1876 Prod at 79 277 1877 Module 278 1878 Recycling litle late for that! 279 1879 Module Prod at 81 finally! 280 1880 Structural 281 1881 Structural 282 1882 Structural 283 1883 Structural 284 1884 Stealth Structural 285 1885 Structural 286 1886 Structural 287 1887 Structural 288 1888 Structural 289 1889 Structural 290 1890 Environmentalism Structural 291 1891 Structural 292 1892 Structural 293 1893 Structural 294 1894 Structural 295 1895 Module Launch! ETA 1910 296 1896 Combined Arms Barracks 297 1897 Oil caravan Oil caravan to Nara, 160g, weak! It was demanded! 298 1898 Howitzer 299 1899 Howitzer 301 1901 Communism Airport 302 1902 Stealth Ftr Bribe robot cruiser for 256g, why so cheap?!? 304 1904 Recycling Center Sky start SETI, think I'll build it instead! 305 1905 Sell research lab 307 1907 SETI Sky declare war 308 1908 Espionage Howitzer 309 1909 Armor 310 1910 AC! Power Strong, rep Spotless, Sky Uncooperative, Droids and Smugglers Enraged I only delivered 4 caravans, my lowest total ever. Also, I didn't capture a single barb leader and got almost no money from demands/gifts. Did anyone else make it through on MPG? |
Paul
b.02-15-99
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posted April 12, 2000 11:35
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Well done Hoss. A bit unconventional to build INC before ST, but apparently it worked. |
Oldman
b.02-15-99
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posted May 04, 2000 04:51
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I know this is late, but nevermind!!! Here is my attept at OCC6, i was the slowest to AC out of you guys, but i beat the rest of the civs!! I wasn't really able to trade Techs with them cause i was quite a way out in front and they never caught up!! Anyway, here is the log!!!!! v2.42 Deity
Monarchy 925bc Republic 325bc Democracy 1260ad Colossus 1750bc Observatory 140ad Marco Polo 460ad Theatre 880ad Newtons 1500ad Darwins 1720ad Apollo 1886ad Trade 750bc Cons 875bc Sani 940ad Refrig 1720 Auto 1798 Comp 1846 Space Flt 1876 Size 12 75bc Size 24 1826ad Max size 27 in 1869ad 3900bc founded Coruscant started colossus started ceremonial burial 3400bc horseback riding from ancient scrolls 3000bc ceremonial burial invented starts alphabet 2550bc added settler to Coruscant 2400bc invented alphabet starts code of laws 1900bc formed alliance with rebels!??! exchanged pottery for writing 1750bc Colossus!!! 1500bc Code of Laws!!! starts monarchy gift of map making from alliance 1300bc rushed library 1250bc added settler to Coruscant (size 4) 975bc invented monarchy Revolution!!! 925bc King Daft Oldman!!!! 875bc exchanged monarchy for Construction with rebels 850bc gave smugglers 100 for peace treaty! built marketplace 825bc WLTKD started 750bc invented TRADE!!!!! exchanged construction for Mystisism with smugglers wheel from rebel alliance 600bc Exchanged Wheel for Seafaring with smugglers exchanged trade for polytheisism, and 300 gift from rebels 550bc 250 gift from rebels exchanged seafaring for literacy 425bc diplomat! 375bc invented republic - revolution!!!! WLTKD ends 325bc REPUBLIC!!! exchanged literacy for maths with smugglers 300bc WLTCD started size 5 Caravan 250bc rushed aquaduct 200bc rushed temple WLTCD ends size9 150bc WLTCD started size9 gift of 200 from rebels 100bc diplomat started marco polo 75bc SIZE 12!!! 50bc WLTCD ends 1st Trade (silver) unwanted 25bc invented astronomy changed to observatory! 120ad rushed observatory gave sand people construction for peace! 140ad built observatory!!!! 200ad catapult starts marco polo 220ad exchange republic for war code, and give banking to rebels 260ad bribed barbarian archer 320ad philosophy (not the 1st) 440ad fortification at pass rushed marco polos 460ad gave republic and war code to pirates built marco polo exchanged construction for feudalism with coud people gave seafaring and banking to robots for peace gave iron working, and got gift of 75 from rebels! 480ad 75 gift from rebels 540ad monothesiesm from rebels ally 560ad starts great wall (to get theatre!) caravan 580ad 2nd Trade - 64 revenue (unwanted) 600ad Invented Medecine changed to theatre! disbanded catapult 700ad exchanged astronomy for engineering with droids 760ad Bridge Building!! exchanged bridge building for navigation with rebels and 50 gift! 860ad gift of 100 from rebels rushed theatre 880ad theatre built 940ad Sanitation!! 960ad Caravan 980ad 3rd Trade - 32 revenue 1000ad rushed sewer system 1020ad sewer system built 1040ad WLTCD started size 12 1060ad gave navigation to jedi exchanged medicine for uni plus 100 gift from rebels sold aquaduct and bribed rebel Caravel - No trouble!!! 1080ad Invention invented?!? 1140ad built aquaduct again?!?! doh! started on wonder 1160ad declared war on sand people for 500!!! geography shared with rebels!! 1200ad Democracy - revolution!! 1260ad DEMOCRACY!!!!! 1280ad WTLPD size 16 1320ad invention for physics from rebels!! 1400ad bribed jedi tireme!! 1420ad Gravity?!?! 1500ad newtons college 50 gift from rebels 1530ad WLTPD cancelled size 19 rushed uni 1540ad university 1550ad steam engine invented exchange steam for chemistry with rebels 1560ad caravan 1570ad railroad!! 1600ad industrialisation bank 1610ad trade (spice) 144 revenue! 1630ad gunpowder 1670ad metallurgy 1680ad 50 gift from rebels 1710ad electricity!!! rushed darwin!! 1720ad darwin!! refridgeration! explosives! 1740ad engineer 1754ad caravan, economics 1756ad rushed supermarket 1758ad supermarket 1762ad corporation payed 50 tribute to jedi + railroad, shared maps!! 1764ad trade (oil) 140 revenue 1768ad electronics 1774ad engineers 1776ad refining 1780ad gave gunpowder to cloudies, and exchanged navigation for chivalry 1782ad allies invent communism - no more marco polo 1784ad combustion 1792ad steel 1798ad automobile 1802ad frieght - trade 218 revenue! WLTPD size 18 1804ad rushed superhighways 1808ad mass production 1810ad jedis wage war on me!! destroy militia bribe jedi chariot 1812ad freight 1814ad leadership 1818ad trade coal - 284 revenue rushed mass trans 1820ad mass transit and conscription 1826ad WLTPD ends size 24, tactics!!! 1834ad caravan, machine tools! 1840ad mianturization 1844ad sneak attack by cloudies destroys caravel!?! trade coal - revenue 870 1846ad computers!!! 1848ad rushed research centre 1850ad allied to pirates for 50 and railroad (twice) 1851ad atomic theory! 1853ad recycling! rushed recycling centre 1854ad recycle centre! disbanded engineers 1855ad Nuclear power! 1856ad rushed factory 1857ad nuclear fission! factory ceasefire with cloudies for metallurgy! 1859ad caravan 1860ad laser!!!! 1863ad flight - oh no!! trade coal - 463 revenue 1865ad WLTPD starts 24 1866ad radio! 1869ad WLTPD ends size 27! 1870ad advanced flight! 1873ad rocketry! 1876ad space flight 1879ad alliance steel space flight 1880ad environmentalism 1884ad plastics 1886ad apollo 1884ad superconductor 1923ad 3 modules 15 structurals 6 components launch - 1938 landing 1938ad [b]AC landing!!!!!! Daft Oldman the Cruel! 286 points, 38%
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Scouse Gits
b.02-15-99
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posted May 04, 2000 05:32
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Well done, Oldman! That does sound quintessentially English doesn't it?Just a couple of comments upon your log - hopefully helpful ones. Towards the end it appears that you did not have enough caravans on hand - you should be aiming for somewhere around 30 caravans in stock for when space flight comes - you can now rush Apollo and each SS part in one turn for no gold cost (assuming 80 production) - if you have fewer caravans you need more gold to compensate, but the cost effective solution is to invest early in caravans rather than save the money for later use. It also appears as if you only had techs every two turns for a short while - on this map (for the first time ever in my OCC experience) I managed 1 tech per turn for a short period - you should certainly have been at tech per two turns for longer - don't be afraid of running a deficit economy in order to have that science cranked up to 90 or 100% - as a rule of thumb (definitely NOT carved in stone) set you science rate at the lowest that maintains the highest science rate - (that was gibberish - what I mean is if you can get an advance in 3 turns on 100% science you will often find that it is still 3 turns at 80% - so use 80%!) A certain amount of fine tuning is possible by the use of Einsteins and Taxmen and I'm fairly certain that the perfectionists such as Tom, Paul and vik are carefully counting beakers (you can determine the actual cost by taking off all Eins and moving the science rate to 0% the number of turns now shown is the actual beaker cost for the advance - you note this down reset your tax rate and Eins and count off the beakers as they are contributed each turn - I may once have been a mathematician, but I'm certainly not an accountant and that smacks of too much hard work to me - but each to their own! Does this help - it began to feel rather too much like a diatribe.  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 06:46
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Cheers Scouse, yeah i really wanted to have a stock of caravans or a wad of cash. But somehow time kind of got away from me?!?! I'm not quite sure how you got techs every turn?!?! did you manage to get that rate for very long? Am i right in thinking that the amount of beakers required is dependant on lots of stuff, including how far ahead you are? because i was along way out in front!! the alliance were the closest and were only on Automobile until they stole space flight!!! should i give them more and let them research "useful" stuff for me and then trade, or beg for it, does that kind of thing work? but i'm just hopeing it's an excuse!!! But it was a good game all the same!! i enjoyed it!!! I'm still getting to grips with the whole OCC strategy thing! my usual tactic is to spread like rabbits, occupy every bit of vacant land!! grow fast, and build everything! i usually get such a tech advantage i can be lazy and not pay too much attention to any one city!!  But, i think i'm getting better with practice!! I'm hopeing to be within about 50 years of the winner this time and not over 100!!! have you started viks new one? |
Scouse Gits
b.02-15-99
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posted May 04, 2000 07:10
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Just had another look at your log - two aqueducts didn't help, but the mass transit and recycling center were way off mark - two engineers can handle all polution problems - to get a decent OCC landing date you have to cut all those corners - environmentalism (what's that?) and don't forget each 'uneccessary' tech increases the cost of every single tech you research after it!!!!! There has been a lot of discussion about what influences the cost of techs - the consensus appears to be that the more powerful you are the more expensive they get, not as far as I recall the more advanced you are - but I believe the jury is still out on the fine detail. It seems to work well keeping your allies more or less abreast of you with techs at least until somewhere around the automobile stage - that way they have worthwhile stuff to trade - remember to always give the guy with The Library any tech first - otherwise he gets it for free. This strategy can come unstuck - note vik getting beaten last time out even though his landing was incredibly early - my personal style is give anything (except unreasonably large sums of money to the AIs and regularly demand tribute in return - if they are allies you are informed when they discover/acquire a useful tech and then you trade for it and give it to your other allies thus making them all v happy and donate large tribute - once an ally falls to Neutral or below tread very carefully - I feel it is generally worthwhile to maintain the alliance at nearly any cost.So endeth the Second Lesson.  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 08:50
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Yeah, the double aquaduct thing!!!! i read that you guys sold off your aquaducts once you'd no longer need them!! but i didn't realise that you could grow without it, a bit of short sightedness on my part and my being unable to reload to correct the mistake i learnt from - but i'll know next time!!!I shall remember about the mass transit and recycling, environmentalism was to get solar plant - same reasons!!! It's just a case of cutting as many corners as you can, but i'm slowly learning which ones!!!!  I pretty much try to keep my alliances as long as i can, to help with tech exchanges and trades. which is why i usually go to marco polo!!! i always have, it saves building diplomats, and i think it's actually cheaper and quicker than building 6 dipolmats - but don't quote me on that!!!! And that's a good point about the library! i'll remember that!! !! |
Scouse Gits
b.02-15-99
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posted May 04, 2000 09:23
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Marco's!! You built Marco's! - goes back and checks log - you built Marco's!  In a 'normal' OCC it is rare that we ever build even one diplo - you don't need an embassy with the AI - just meet, talk and hopefully ally -- you have been misled by the seriously wierd nature of the last few challenges on this board - for instance on the polar ice it was a choice between the Lighthouse (my way) or wait until caravels for trade and get the early treaties (and tribute) via Marco's - I think if you do the sums Marco's + Aqueduct + Mass Transit + Recycling Center = enough caravans to rush SF to AC in 40 turns!!! Your city cannot grow at all once you lose the aqueduct (as you discovered) you might consider losing once you have achieved size 21 or whatever goal you need (I dont think that it increases pollution - as losing the sewage plant would - but then who cares about pollution?)  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 09:50
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So you wouldn't build Marco's??? I know that it's not down on the list of wonders you normally build!! But isn't it really helpful for knowing who's inventing what and when!!! you can then plan what you invent around what they're inventing, to get better trades, possibly to get more alliances?!?! I know when the un comes along i miss it something rotten if i don't get that too!!!!!!It's funny this has cropped up, i almost rushed baught marco's before i shut down last night, but i wrote a post it note to do it tonight, maybe i won't now!! but i don't think that the observatory will be available in time?!?! I can see i need plenty of practice here!!!!  |
Scouse Gits
b.02-15-99
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posted May 04, 2000 10:02
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Hey - this is getting to be a bit of a sermon... Sorry if you feel that I am preaching - I guess its the lecturer in me.When you say you don't think the Observatory will be available in time - does that mean that you have set your city to building a Wonder from scratch? Once you have trade you NEVER set off to build a Wonder - you can be seriously inconvenienced by all sorts of random variables - barbarian landings, surprise builds by the AI, unexpected techs just landing at your feet - always build and stock pile caravans - any rushing you do costs 2.5g per shield in a caravan and 4g per shield in a Wonder - but the caravan to Wonder transformation is 1:1 so you can get your 6 caravans = Copernicus' Observatory faster than you can build it any other way! Good civin'  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 10:15
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No, it's fine!! you're not lecturing!! it's all good advice!!!!! I mean, i said earlier about my normal strategy being to spread like rabbits, 20/30 cities ASAP!!! but it's taking me a little while to adjust!!  It's very useful info about the caravan/wonder thing!!! problem is i'm 60% complete on marco's, i may have to be creative with my research!! But i'm sure going to miss marco's!!!!!!! cheers for all the advice scouse!!! i hope i can do some of it justice this time!!!! So are you at work right now? earning your pay packet just like me?!?!?! |
Adam Smith
b.02-15-99
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posted May 04, 2000 11:04
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Scouse: quote:
 rare that we ever build even one diplo
 | I am new to OCC. Please explain. The one time I tried OCC (Sten's four whales game) I only got one unit from huts, and I had such puny land area everybody laughed at the prospect of trading maps with me. I build three diplos (two movement, no support, cheap) and turned them loose to get my land area up. Is there some other way to get around this problem?? |
Scouse Gits
b.02-15-99
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posted May 04, 2000 11:25
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Oldman - yep - I am nominally reviewing a PhD thesis at this moment! Enjoy.Adam - in the last few games I have built the two Warriors for martial law, the two Engineers for (eventual) pollution control, a selection of triremes and other naval vessels in order to expedite the loads and loads of caravans - no dips at all in fact no other military units until after launch. However, your point is well taken,if you are unlucky with hut tipping you do need some exploration and ofttimes dips are available before horsemen (which would be my choice) as you say there is no support (a point I had not previously considered) so perhaps the decision can be tipped dip-ward, but I always try to get at least one non unit prior to founding - this time (OCC#8) one of my settlers found an archer - this delayed that settler getting back to the city site, but I finished up with 2 archers, 2 horse & a chariot - so although I lost a horse and a chariot to barbs my city is now (First Millenium AD) held by the archers and a horse and the only supported units are the engineers.  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 11:42
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Scouse, you had to be a lecturer!??! let me guess - you lecture history? Ha ha!!!! I keep on meeting these intellectuals on the net!!!! I met a guy called George on a board about Dungeon Master (my other Fav game!) he was doing his PhD in astro-physics or something?!?!  I'm a Mech Eng student myself, on work placement this year!!! finals next year - fun, fun, fun!!! and i would get back into civ only months before i start my final year - i might as well quit now!?!?!?  And Adam, let me guess you're into economics?? right?!?! ha ha, just joking!!!  Join in for sure!!!! I've played the last 2 and been over 100 years behind the winner it's just good fun to try something different, you've not done before!!!!! |
Scouse Gits
b.02-15-99
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posted May 04, 2000 11:51
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Oldman - check out our profiles - one of those little button things on the bar above each post - Adam is indeed an economist and I'm a lecturer, but Information Systems not mystery (sorry history)If I had realised that you were an Engineer I ... would ... have ... spoken ... more ... slowly ...  Good civin'  ------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |
Oldman
b.02-15-99
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posted May 04, 2000 12:19
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HA!!! We laugh at your petty boasts!! we will crush your puny civilization, Prepare for WAR!!!!! ha ha aha!!!!  |
Tom DeMille
b.02-15-99
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posted May 04, 2000 16:02
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Oldman, a tip on trading science with AIs. You say you were way ahead of the AI in tech, and were not able to trade.This is typical for an OCC game. The AI rarely contributes more than a handful of techs to the overall effort. So don't trade techs with them - just give them everything. That way you won't be ahead on techs, and any advance that the computer makes will be a new one for you too (so no need for Marco Polo/ embassies to see what the AI is researching. You don't care, because it will always be something you don't have yet). The key point with this is that the # of beakers that you need for the next advance is partially related to how far ahead you are in techs. So if you want to advance more quickly, the best thing to do is give away all your science. You'll find it a lot easier to get the magic 2 turns per science if you do this. You will find it difficult being so generous your first game or two. But you'll get used to it. Even with all your help, the AI is rarely a challenge to beat you to AC. You will also find that your allies are quite friendly until very near the end of the game (it's best to start avoiding them once you've discovered space flight - they tend to become mean and nasty at that point). |
Ribannah
b.02-15-99
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posted September 01, 2000 20:47
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OCC #06 Deity MGEThat was hard work, keeping friend & foe alike from our city tiles! The key to the early landing was probably that we took care not to ally with any party present on our continent. And adding one none-settler to the city gave a fast start! Of course we just HAD to take out those Barb Pikemen , where even Cavalry of the AI tribes could not . The Sand-people were waaaaaaaayyyyyy back in development. ================================================ AC: 1777
Monarchy: -2650 Republic: -1250 Democracy: 540 Colossus: -2050 Shakespeare: -250 Copernicus: 420 Newton: 600 Leonardo: 780 Darwin: 1080 Apollo: 1570 Trade routes: -1800,-1600,-1350 Size 12: -125 Size 21: 420 Trade: -1850 Construction: -1025 Sanitation: 240 Refrigeration: 880 Automobile: 1100 Computers: 1380 Space Flight: 1560 =================================================== -3900 PERSEPOLIS founded by Fiona (north) N-Settler joins city -> S2 -3800 N-Archers(h) Barbs hold pass -3350 Sky-People, Bronze Working<->Alphabet(S), Pottery<->Code of Laws(S), Currency<->Map Making(S), Ally(S), Maps(S), no Gift  -3250 Rebels, Bronze Working<->Ceremonial Burial(R), Pottery<->Writing(R), Masonry->R, Peace(R), no Ally, no Maps, no Gift  -3100 Alliance(S) dissolved over War(S/R) (the Rebels had Archers next to my Settlers) -3050 S3 -2650 Monarchy, MONARCHY ========================================= Part of the Log was lost due to computer crash  From notes/memory/calculations: ========================================= -2200 S4 -2050 COLOSSUS -1850 Trade ? Satsuma (overlapping) and Armagh (not!) on our continent ? Barbs take Osaka, later retaken -1800 Route #1 (Satsuma,34) ? Literacy ? War(S) -1600 Route #2 (Satsume,34) -1450 S5 -1350 Route #3 (Satsuma,36) ? Rebels first to Philosophy ? The Republic -1250 REPUBLIC ? Peace(S), Literacy<->Mathematics(S) ? Literacy, The Republic -> R -1025 Construction ========================================= -925 Pirates, Construction->P, The republic->P, Maps(P), Pottery<->Iron Working(P) -900 Mysticism, Iron Working->S, The Republic->S, Mysticism->S, Trade<->Horseback Riding(S) -875 We Love  -850 S6 -825 S7, Jedis land, Construction->J, Peace(J), The Republic->J, Maps(J) -800 We Love ends  Iron Working->J, Ally(J), Writing->J, no gift  -775 Marketplace -750 Astronomy -700 Rebels settle Caernarfon, overlapping  -675 Food -650 Mysticism->P Iron Working<->Philosophy(R), Astronomy<->Banking(R) Iron Working->S Banking->S, Astronomy->S Philosophy->J, Pottery->J, Mathematics->J, Horseback Riding->J, Banking->J, still no gift  Smugglers found Hastings, overlapping  -625 (MARCO POLO'S EMBASSY-R) -575 Hides, Astronomy->J, 75<-J  Philosophy->P -525 Hides, Bridge Building -425 Hides, War(P) <- Ally(J), Bridge Building->J, Literacy->J, Mysticism->J, 75<-J  Masonry->J for refusing War(R) -375 Hides, Bridge Building->P, Cease Fire(P) -300 (HANGING GARDENS-Droids) -275 Medicine -250 SHAKESPEARE'S THEATRE, S8 -225 We Love  -200 Aquaduct, S9 -175 S10, bridge Building->R -150 S11 -125 Bank, S12 -100 We Love ends , B Leader (150) -75 Diplomat -50 Br N-Legion (82) -25 Wine, War(P), Medicine<->Warrior Code(J), Alliance(J) dissolved <- we refused War(R) 1 Br Rebel->N Trireme (350) (finally!) (GREAT WALL - Droids) 20 Gold 40 War(S), St The Wheel(S) 60 Diplomat (GREAT LIBRARY - Pirates) 80 University, Wine to Satsuma (d,204) 100 University 120 Droids, Literacy->D, Peace(D) Refused 50<-J for War(R) 160 Engineering, Gold to Tlatelolco (d,486) (SUN TZU'S WAR ACADEMY - Sky-People) 180 Gold, University<->Feudalism(R), Engineering<->Seafaring(R) 200 Refused 150<-D for War(R) 240 Sanitation, We Love  260 S13 280 S14, 50(h) (Diplomat on north pole) 300 Food, S15 320 S16 340 Food, S17 360 S18 380 Food, Economics, S19 400 S20 420 S21, COPERNICUS' OBSERVATORY 440 Theory of Gravity, We Love ends  Sanitation->D Sanitation, The Wheel, University->J Economics->R 460 Stock Exchange 500 Coal, Invention, Gold to Tlatelolco (d,572) 520 Democracy, Revolution, S Archers 540 DEMOCRACY, 50(h) 580 Chemistry 600 ISAAC NEWTON'S COLLEGE 620 Gunpowder 640 Gold, sold Temple (KING RICHARD'S CRUSADE - Pirates) 660 Explosives 700 Metallurgy, Coal to Cathmarten (172), Cease Fire(P) 740 Navigation, Gold to Tlatelolco (d,642) Droids have taken Caernarfon! 760 Physics 780 LEONARDO'S WORKSHOP, We Love  800 Magnetism, S22, S Settlers/Catapult 820 Gold 840 Electricity 860 Food 880 Refrigeration, Gold to Tlatelolco (d,642) 900 Supermarket, Steam Engine 940 Engineers, Railroad, S21 960 Hills into Plains 980 Engineers, Industrialization, S20 1000 * Gave all my tech to the Jedi's, the only one with just 3 cities , Maps(J) * 1020 Food, The Corporation, Railroad->P 1040 * Gave lots of techs to the Pirates, Maps(P), Peace(P) * 1060 Refining, Refining->J 1080 DARWIN'S VOYAGE -> Steel, Combustion * Beaker requirement goes from 1200 to 1800 * * Lots of techs to Droids -> 1400 * grrrr we make 1398  2 techs->P Sky-People take Hastings! 1100 Automobile * now 1326 * 1120 Superhighways, We Love  1140 Electronics, S21 Peace(S), 2 techs->S 5 techs->R 1160 Factory, S22 1180 Conscription, S23, Conscription<->Chivalry(S) 1200 S24 1220 Leadership, S25 1240 S26 1260 Hydroplant, S27 1280 Gold, S28 1300 Wine, Machine Tools, We Love ends  Grassland/r into Hills/r, Gold to Cardiff (d,990) 1320 Oil, Mass Production (STATUE OF LIBERTY - Droids) 1340 Mass Transit 1360 Food, Miniaturization, Oil and Wine to Tlatelolco (2x444) 1380 Food, Computers 1400 Research Lab, Mobile Warfare, War(D) over ->400 1420 Robotics (EIFFEL TOWER - Sky-People) %$#()@ Beaker req up again! Costs a turn (everybody hostile)  1440 Manufacturing Plant, D Cannon 1460 Oil, Flight, Br D->N Destroyer (294) 1480 Food, War(R) over ->650, D Transport, R Knights 1500 Radio, Grassland/r into Hills/r, hunger=4 R Cannon, D Cannon, D Engineers 1520 Advanced Flight, Hill/r mined, hunger=7 1530 D Destroyer, R Caravel, * Beaker req down * 1540 Rocketry (WOMEN'S SUFFRAGE - Rebels) 1550 (MAGELLAN'S EXPEDITION - Sky-People) 1560 Space Flight, R Cannon 1570 APOLLO PROGRAM 1580 SSS, Plastics 1590 SSS 1600 SSS, Atomic Theory 1610 SSS, Cease Fire(R) (they are at war with the Sky-People) 1620 SSS, Nuclear Fission, Hills into Plains, D Dragoons 1630 SSS, D Engineers 1640 SSS, Nuclear Power, hunger=4, D Destroyer 1650 SSS, Forest/r into Plains/r, D Cannon 1660 SSS, The Laser 1670 SSS, hunger=2, D Destroyer (MICHELANGELO'S CHAPEL - Rebels) 1680 SSS, Superconductor 1690 SSS 1700 SSS, Fusion Power, D Destroyer 1710 SSS, Plains into Grassland(s) -> hunger=1 (UNITED NATIONS - Sky People) 1720 SSS, D Cavalry 1730 SSM, D destroy Destroyer 1740 SSM, D Engineers 1750 SSM 1752 SSC, Sky People take Armagh 1754 SSC, Plains into Grassland -> no hunger 1756 SSC 1758 SSC 1760 SSC 1762 SSC, LAUNCH the "FIONA" + 1763 Airport, Stealth 1764 SAM Missile Battery, Plains/r into Grassland(s)/r 1765 City Walls, Recycling 1766 Barracks, S Sneak kill N-Transport, S Cavalry 1767 Armor, S Alpine Troops, S Riflemen, S Cavalry 1768 Howitzer, Environmentalism, sold Hydro Plant, Plains into Grassland(s), S Marines, St Polytheism(S) S Cannon, S Cavalry 1769 Solar Plant, S Marines, S Cannon, S Cavalry 1770 Alpine Troops, Genetic Engineering S Engineers, S Riflemen, S Alpine Troops 1771 Alpine Troops, S Riflemen * oops! Almost took Hastings * S Marines 1772 Gold, Combined Arms, Gold to Armagh (d,243), di N-Musketeers D Cavalry, * S Cavalry runs dead against Barb Pikemen * 1773 Stealth Fighter, We Love Plains into Grassland 2 S Cruisers 1774 S29, Stealth Fighter kills 2 Barb Pikemen 2 S Alpine Troops, D Cavalry/Engineers 1775 Communism, S30, di 2 Engineers, S Marines, Peace(D) 1776 ORACLE, S31, Stealth Fighter kills remaining 2 Barb Pikemen  + 1777 The "FIONA" lands on ALPHA CENTAURI Score: 335 (43%) ------------------ If you have no feet, don't walk on fire | |