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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:12
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Played my first OCC game yesterday. I used Bird's comparison game from Paul's site. I didn't do too well -- the Egyptians landed on AC before I even had space flight (and after they had conquered the whole world except me).
I had two particular problems. First, I was very late getting to Monarchy because the tech path didn't allow it. I can't recall the year, but it was by far the latest I've ever seen.
Second, and more important, I was relentlessly harassed by the Persians. They attacked me incessantly in the early years. I gave them every tech I had, but still they attacked. Either they just sneak-attacked, or they demanded tribute which I didn't pay (because I needed the money for rush-buying) and they declared war. Dealing with the fighting slowed down my progress enough so that I lost Copernicus. Finally, about during the gunpowder era, they left me alone. However in the later game -- about 1900AD -- they built a city just outside my city radius and resumed the harassment. They had troops roaming my city squares, and eventually they attacked with tanks. I held them off, but it was a big delay -- I had to use too many resources for military units. They also killed two of my engineers.
Is this normal for OCC? I didn't expect these kinds of sustained attacks until after I launched a spaceship. I generally don't mind a good battle, but it was really aggravating to not be able to field an army to wipe them out.
One other question: I didn't see anything in the rules about bribing engineers. I sent a spy around and ended up finding three relatively cheap NONE engineers. That helped a lot, until the Persians killed two of them. Is that "legal"?
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Tom DeMille
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Kingston, Ontario, Canada
Jan 2000 time: 00:12
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Nothing illegal about bribing units, so go for it. Accepted theory goes that the money spent on bribing NONE units could be better used to rush buy Wonders, but there are always exceptions.
Constant war with an AI is pretty uncommon in OCC. If you are able to find AIs early enough in the game (before they find each other and start wars amongst themselves), you can generally form an alliance with them (just give them tech, and keep on giving). I can often form an alliance with all but 1 or 2 of the AIs, and the one or two that do not ally with me are too far away to harass me.
Good luck in future OCC games. Try the fortnight competitions - there's no "expiry" date on them, and anyone can join in on the fun 
edit: Oldman raises a point that should be clarified with OCC games. If you play a scenario (such as the fortnight games), the tech tree is completely available - as long as you have the prerequisites, you can research it.
In a regular non-scenario game (such as birds saved game), the choice of techs to research is limited. After researching alphabet, ceremonial burial and code of laws, you might be offered a list of techs that consists of: Pottery and Warrior Code. Pretty annoying, but thats the way it goes.
We are generally able to finish a scenario at a much earlier date than a comparable regular saved game (early 1800s landings aren't too hard on some scenarios, but only Paul can consistently get early 1800s landing in regular games).
[This message has been edited by Tom DeMille (edited May 15, 2000).]
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The Lame Duck
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Chicago
May 2000 time: 05:12
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I've had the same problems when playing an OCC in MGE. I can usually form an alliance with each civ I encounter on the turn I encounter them, but then our relationship rapidly deteriorates. It seems that the baseline relationship is uncooperative, unless you've given them something that turn. Consequently, the other civs are always harassing you and will usually cancel alliances the next time they come in contact with you. This makes it really hard to trade techs (because they constantly demand all your techs, so you have to go up two on the computer before you can trade one) and pretty much impossible to get money. Plus the added pain of fending off technologically and numerically superior attacks.
Because of the hostile AI, I have yet to win an OCC game on either one of the 'approved' scenarios or a randomly generated map (although I did come close one time- only losing to the dratted Chinese by ten turns or so). When I really want to play an OCC game, I'll usually generate a random map and then create a city grid sized island linked to the mainland by a single square. Then I put a mountain on that square, so I can stick a defensive unit on it early in the game and prevent anyone from messing with my city squares. That usually lets me hold out long enough to gain a technological edge, and then it's all over.
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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:12
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Oldman:
And with your techs you really need to streamline what you research!
The problem was that I wasn't offered first Ceremonial Burial and then Monarchy as research choices. I did Alphabet right away, then Code of Laws. Then Ceremonial Burial wasn't a choice -- I had to do pottery, masonry, and I think one other. Then I got Ceremonial, but after that it was 3 or 4 other techs researched before Monarchy as a choice. I've never had to wait that long.
Make sure you read Pauls occ rules
Thanks, I did. I wouldn't have had any clue otherwise.
Tom:
Nothing illegal about bribing units, so go for it. Accepted theory goes that the money spent on bribing NONE units could be better used to rush buy Wonders, but there are always exceptions.
I was able to bribe three Greek engineers for 320 gold each, because the Greek treasury was pretty low. I thought that was a good enough deal to warrant doing. That didn't happen until I had built one engineer of my own, which I disbanded after I had the three NONEs.
Paul:
Campo, which version of Civ2 do you have?
Actually I have them both. I originally got MGE but got frustrated with the AI attitude, so I picked up a used 2.42. That's what I played this game with, which made the Persian aggressiveness all the more surprising.
Lame Duck, you might want to look for 2.42. It really does make a difference. (Well it always has before anyway.)
Thanks all.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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Some time back, there was a thread which looked at the fastest way to research to monarchy. The best theory(which was not proven) is that you can't research two consecutive techs in the same category. Monarchy, code of laws, and ceremonial burial are in the social category, and alphabet is in the academic category.
When given a choice, I start with ceremonial-burial instead of alphabet. This gives me the ability to build a temple which I might need, and gets one of the social techs out of the way. I don't remember not getting the option to research alphabet(acaademic) next.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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It might not always be the idea option, but I try to wait to pop huts until after I have Monarchy. I have played OCC in MGE quite a few times and it is fractionally harder, because tribute isn't as easy, but it helps if you:
1) give a lot of techs away
2) trade maps, espec with your nearest ally
3) look weak - don't build a lot of units
4) spend all of your money before you talk to any AI. "gosh, I'd love to give you money, but I just rush built Copernicus' Observatory - sorry!"
5) get allies early and make sure you keep the ones close by even if it means declaring war on a civ farther away - in fact this is a good way to keep them happy.
6) I research in this order - Alpha, Bruial, Code, Bronze, Monarchy. If I don't pop huts in MGE I have always gotten Monarchy 5th. geofelt's comment about consecutive techs is why I split Alpha, Code, and Monarchy - I am sure there are other patterns that work, but I am scared to change now that I found one that works. 
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:12
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I tried OCC once without going very far. After comparing with Paul's records I felt that my strategy was bad. However I did not notice that he played on a small map! Later I was onto something else and have forgotten about OCC for a long time.
My instinct is that, since your city has 3 specials at least, you should add the second settler to the city after building your first warrior. Your first tech should be pottery, and your first city improvement granary. After granary it will be two more warriors then the Hanging Garden (Switch to Collosus later). Tech path should lead to Monarchy, with Bronze (must finish before Hanging Garden is done), writing, mapmaking, seafaring, currency, trade, masonry, construction as alternatives when you cannot choose the techs lead to Monarchy. Build a settler back after reaching size 5.
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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Personally, I would keep the "NONE" settler under most circumstances, but the above several posts have made some good counter-arguements.
The part I disagree about more in Xin's suggestion is building a granary before building a wonder.
If you do this, you lose out on a whopping 1 (one) gold per turn while you build the colossus. That will add up to enough money to finish rush-buying your temple or library or marketplace. In addition, the merits of owning a granary in OCC are rather dubious, because you only grow your city via We Luv days, and ideally you only do it maybe 3 or 4 times a game.
Once you reach size 4 or 5, with your young republic working irrigated grassland squares, growth due to food-stocking comes pretty quickly even without a granary.
In any event, it Xin's plan sounds interesting enough for me to give it a try.
EDIT: I also realized that you would lose out on quite a few trade arrows when building the granary first. This is probably obvious, but another potential drawback is that, assuming you have no units from huts, building that 2nd settler into the city will lead to instant disorder until that first warrior is built. There is a good chance you will go to a size-3 population before the granary is built, which will lead to more disorder unless you cut back on your science and raise the luxury rate to compensate.
[This message has been edited by vik (edited May 16, 2000).]
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:12
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vik: let's suppose you play a 4-whale OCC game, and the first advance needs 10 bulbs.
The first turn you set science 60% and luxury 40% to keep the city from revolt.
The second turn put science 60% and tax 40% since your warrior will be ready (your shield production is 5).
The third and fourth turn put science 40% and tax 60%, and keep on building warrior. On the fourth turn your first warrior goes out of the city to explorer.
You should get pottery now.
On fifth turn start building granary, set science to 60% and tax to 40% again. Turn 11, buy a barracks on the way when you have 30 shields and 20 bucks then switch back to granary.
Turn 11, another tech (18 bulbs).
Turn 15, granary ready, just on time to save you half of food box.
Turn 16 the first warrior should be back to city. City grow to size 3 and produce 7 shields and 7 trade icons. Build another warrior.
Turn 18, start building HG.
Turn 21, the third tech (27 bulbs).
Turn 26, city size 4, produce 9 shield and 9 trade. 56 shield towards HG.
Turn 30, the 4th tech (36 bulbs).
Turn 38, city size 5, hire one scientist (total science output 8). City stop growing. Sell granary.
Turn 39, 5th tech (45 bulbs).
Turn 43 Collosus ready. Start building temple. Buy temple. Put the scientist back to work. City start growing again. Start building settler.
The above is based on the situation without any luck from huts.
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vik
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Colorado Springs, CO, USA
Jan 2000 time: 05:12
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Xin,
Okay, here's how I would have played the same thing, where I save the NONE settler to improve the land. Keep in mind that I am nothing more than average at OCC. It's a pretty interesting comparison, with advantages and disadvantages to both ways. I hope everyone will chime in on anything that stands out to them.
4000bc (turn 1): Rome founded; TLS at 4.0.6; since I have four whales, settler moves to clear jumgle
3950bc (turn 2): researching bronze working
3800bc (turn 5): warrior built; he explores; building warrior
3750bc (turn 6): discovered Bronze working; researching alphabet; leaving all huts alone
3600bc (turn 9): 2nd warrior built; building 3rd
3500bc (turn11): alphabet discovered; researching ceremonial burial
3450bc (turn12): pop=2
3400bc (turn13): 3rd warrior built; building colossus
3250bc (turn16): settler cleared jungle; will road and irrigate next
3200bc (turn17): ceremonial burial discovered; researching code of laws
3000bc (turn21): that warrior dispatched on turn 5 happened to find the greeks. I didn’t trade knowledge or ask for gifts; I just made peace to keep the integrity of this experiment in tact
2800bc (turn25): discovered code of laws; researching monarchy
2700bc (turn27): pop=3
2350bc (turn34): monarchy discovered; REVOLT; researching writing. I could have picked currency, but writing allows the diplomat which is good for incremental rush-buying of units (that 30 gold unit).
2250bc (turn36): Monarchy established; altered TLS to 3.0.7
2000bc (turn41): moved warrior back into city, even though it will be about 6 more turns before pop4
1900bc (turn43): discovered writing, researching literacy
1700bc (turn47): pop=4; colossus built.
My treasury is at 99 gold (surprisingly less than on Xin’s line of play), and in either one or two more turns I will discover literacy (going for early republic). I still have my NONE settler, and so far he has laid four roads and irrigated four squares, not to mention clearing a jungle. My warrior, eligible to explore from 3800-1700bc, has uncovered a lot of ground. At 1750bc, I could have chosen to bump the luxuries up to 10% and let the warrior keep on exploring, but I brought him back to the city anyways. I also cheat-deleted a barbarian archer for fairness in comparison with my first log.
Despite not getting the colossus until 6 turns later, I feel better prepared to jump into Republic and WLTxD. I have contacted another civ, and hopefully they can help me out with either currency, mysticism, or a pre-req for construction. As it turned out, in this case the Greeks did have mysticism, so I’m on the inside track to Philosophy. I would gamble that they would discover masonry or currency before I discover republic. If republic was not a researchable option after literacy, of course I would go with either currency or philosophy.
As far as Xin’s line of play, I also noticed (after the fact) that the exploring warrior could go twice as far without returning, but I didn’t feel like editing it, then. But you’re right, it’s bang-bang right on time with that 3rd warrior being built right as the population goes up. So there is a much better chance of that warrior making contact with the AI if he can move 10 squares instead of just 5.
Lots of things to compare here, and I’m sure other people would play it different. I’ll let some more astute people comment more on it. To play, I used the 4-whale comparison game from Paul’s homepage, deleted all of the Romans’ starting technologies, and moved both the settlers one square to the SouthWest so that they are exactly on the ideal city location.
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