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Akron
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It shouldn't be possible. Even the best of players should have a real hard struggle on deity. There must be games that can only be won very slimly even with perfect play. Unfortunately, this isn't about to happen. So long live OCC.
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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I cant beat occ deity
i betat it on prince, but thatts the hardest ive tried besides diety
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d_dudy
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i think leaders will be too rare for much rushing but i believe cultural occ and space will be possibe, at the least on the easiest level
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JellyDonut
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Köln, Deutschland
Jul 2001 time: 06:15
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quote: Originally posted by Blake
I think it will be possible... probably not on diety though.
A couple of death blows to current OCC strategy.
Cant cash in carvans to build wonders.
Diplomat /spies abstracted, no buying off enemy units. (unless this can be achieved by another unit...)
Small wonders often have a pre-req of several facilities...
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On the lower levels, I can beat OCC without caravans or diplomats/spies. Since they said the lower levels will be easier than in Civ II, I am assuming OCC will be too.
quote: A couple of bonuses:
One city can win the Culutre victory. Thus OCC culture victory should be possible.
Civ specific abilities. Some civs may be easier for OCC (commercial and scientific comes to mind...) |
Right. Although I think some of the other methods of winning will be possible, too. I wouldn't be surprised to find the Science, Culture and Diplomatic victories possible here, although I wouldn't limit it to just that. There were people who beat OCC by taking over the world in Civ II 
(I did this once in Zero City Challenge, in which I played the French on the small word map on Chieftain against England and Spain. I beat the game in 4 turns taking over the cities with my settlers before they could build any defensive units ).
quote: Neutral:
Depending on how great leaders work it may be possible for an OCC player to get his fair share of great leaders for rushing Wonders...
Resources required for some builds, depending on how usfull Colonies are this may or may not be a problem. Also seeing OCC's dont need much military you may not need any strategic resources at all... |
They said Great Leaders were a very rare occasion. I doubt the spending on units, defense and the loss of a trade partner due to war would be worth the Great Leader.
The resource problem is my biggest concern about OCC in Civ III. You may have to sacrifice many pop points to get workers, or if you can capture some enemy workers. I think, however that having that wonder- and building-filled city will expand the city borders a bit, alleviating this problem a little. You can then trade unused resources for those you need.
As far as civ-specifics go, I think the best would be a combination of scientific, commercial and/or industrious. I think my first OCC will use a "modified" civ, with an upgraded worker for a special unit and all the civ abilities (even Militaristic, because it gives you the Warrior Code or Wheel), on Chieftain, against 15 civs (for 15 trading partners) just to start out in the shallow end.
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Bleyn
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There is one thing about Civ3 that I haven't seen anyone mention, and I would have thought it would be a boost to OCC. And that is the change in the support method for units.
No longer having even the possiblity of having to support units with shields should be a big boost to OCC. As long as your economy is strong enough, you'll probably be able to support quite a number more units than you would have in Civ2, and it won't hurt new construction at all.
Or is there something about the new support system vs. the old that I am missing?
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korn469
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Poetic Justic
Apr 1999 time: 00:15
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from the ask the team site
quote: Philip,
Here's a quick primer on the new victory conditions in Civ III:
*A cultural victory can occur if one of your cities amasses 20,000 culture points, or if your entire empire amasses at least 80,000 culture points and no rival civ has more than half of your cultural value. (These values may fluctuate as we test them out, but you get the general idea.)
*The diplomatic victory condition is enabled after the United Nations wonder has been built. Once built, the UN will meet periodically to vote on a leader. Any civ that receives a majority of votes from the U.N. council wins the game. The catch here is that in order to even be on the U.N. council (and thus eligible to be elected U.N. leader), you must either control 25% of the world's territory or population. The civilization who builds the United Nations wonder automatically gains a permanent council position.
*The domination victory occurs if you control a majority of the world's land surface within your borders. This can be achieved through various means, either by cultural tactics or military ones, or a combination of both.
*Finally, if the game ends and no one is victorious by any of these, the game uses a "histograph" to determine the winner. The histograph averages the "score" of all the remaining civilizations, taking into account their score across the entire game. The civ with the best average "score" wins. Thus, your performance in ancient times is every bit as important as in the modern era |
so a cultural OCC might not be too bad
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RallyK
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Georgia
Aug 2001 time: 00:15
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Something else to consider would be stopping the computer from winning first. That is ofcourse assuming the computer can win using the same means as the player. Wouldn't be very fun to have 19000 cultural points, but have an AI civ win by controlling the majority of land mass or leading the UN. I suppose you could turn those victory conditions off, but...
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