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schwett
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San Francisco
May 2002 time: 05:19
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My brother and I have been playing OCC for a few months now. I can consistently make it to AC on most decent maps, but NEVER before 1900. I think my best game would have netted a late 1800s launch if i had not screwed it up with some diplomatic gaffes.
When playing OCC, do you guys start dozens of games before finding a suitable start spot? I almost *NEVER* get monarchy before 2000BC, and a good game sees a 1500BC colossus.
My very best OCC got to 1T discos once, and only once. Usually I'll get down to 2T and then it starts drifting back up to 3, then 4, even with production of 800 beakers or so.
I've read Paul's strategy guide, and generally follow that route for discoveries. I've seen posts on this site referring to "2 techs per turn, or "3 techs per turn." How is this possible? I've had cities of size 28-30 using every square, with trade specials, with three 20+ trade routes, every improvement, and every science wonder that barely net 2T.
I have the feeling that I must be missing something major. Any suggestions on frequent pitfalls by those of you who were stuck in the 19xx arrival doldrums but then broke out?
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:19
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6kman, it usually doesn't take that long. You know within a few turns that you don't have a prime city location: restart. You might succeed with only two specials, if you've got rivers you can eventually forest, and the site touches the ocean, etc. You won't set a record without four specials, or two wines and a whale or something awesome like that.
SG[1], by the time you have a chance at a 1T interval you may be Supreme. Bribing barbs can add enough power to a tech lead, if there aren't any wars going on to inflate other civs' power. But, yeah, I gotta study that key tech stuff since I haven't OCCed for a year.
schwett, my city is almost never empty because treaties can be broken and there are no treaties with barbs. Have a Dip hanging around to help deal with them. Then there's always NON units from huts. If you don't keep one or two around you can't chase the barb leaders down. That can be a significant source of money.
Of course, we don't research or trade for dead-end tech like Fundies or take time to build a Mech Inf "just in case." That expense will cost you one turn when you cold be building a freight you need to rush SS units.
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schwett
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San Francisco
May 2002 time: 05:19
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thanks to everyone for all the advice.
i am clearly missing something major, because i have improved somewhat, but only by small refinements here and there. my best arrival is 1898.
i made myself a map which i felt was ideal, isolated yet near enough to make contact, coastal but few ocean squares, 4 specials (wine, wine, silk, whales), and an unfair amount of river.
still though, i get about the same result. i had the 'suss and monarchy around 2000bc, but it was a long ride from there to coperni, and by the time i had all the key wonders and was maxed out on size it was nearly 1800!

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schwett
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San Francisco
May 2002 time: 05:19
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i tried the "smash" game from the paulicy page.....
first try arrived in 1885. it seemed easier. i guess my map wasn't as optimum as i thought it was. i think i can get this one down to 1850 or so, as i forgot to establish trade routes until pretty late.
i had good luck with the huts and trib tho.
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