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Vev
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I am so out of touch
Nov 2000 time: 15:31
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After managing 100+ cities I decided to give OCC a go.
Setting:
Transcend
Custom Huge Map
every option at middle, e.g. avg land size, erosion, moisture, fungus, etc
All victory available
no pods
Custom Faction:
No Social bonus or negative
Have 'TECH, 1' as starting tech
No SE restriction
Opponents:
Uni
Cycon
Peacekeepers
Drones
Believers
Morgan
Whee I transcended in 2313
I was largely ignored, although later in the game I heard around 5 PB explosions.
After a slow start, I flew away after nabbing Supercollider and Theory of Everything.
Learnt that Echelon Mirrors does not work outside your territory.
Last edited by Vev on 27-09-2003 at 18:57
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spartak
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Nice one, well done.
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Vev
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I am so out of touch
Nov 2000 time: 15:31
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I had fun making a a plateau. Now if I know beforehand that echelon mirror only work within your territory, I would not have extended my plateau so far away from my city.
Last edited by Vev on 27-09-2003 at 18:02
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Mead
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quote: Originally posted by Vev
I had fun making a a plateau. Now if I know beforehand that echelon mirror only work within your territory, I would not have extended my plateau so far away from my city. |
I have done OCC a couple of times. Yes it's fun and requires lot less management. It is nice have to worry about 1 build que verses 100+.
When I did do OCC I would try to make myself an island and try to ensure that there was no land on the island that was not my territory. This was because I was afraid that a friendly faction would decide to build a city on the 'free' space and begin to encrouch on my territory.
I would make a nice energy park, but work work to ensure that I did not make any new land that would be outside my control.
Mead
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Pandir
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I did a Hive OCC, was a pain because everyone hated me for being the weakest and/or my social engineering choices.
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Pandir
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Yeah keeping up in research is always the big problem in the ones I have done. Gets to the point were I was glad to be getting a tech ever 8 turns. :P
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wrg
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I assume the "multipliers" mentioned are facilities and projects that multiply tech production. Of course, since in any OCC game one effectively follows the Super Science City centralized research approach, the facilities and projects that boost research (or anything else) in one city are very useful.
I recently finished a Thinker OCC (not quite up to mature, Transcend play yet) and, after spending a while with techs taking more than 10 years each, came up to speed after building the Supercollider and Theory of Everything. In the end, with a decent little energy park, I reached slightly better than 2 turns / tech, and came from behind to a decided superiority over the AIs. So I can definitely vouch for the effectiveness of the research projects in OCC.
I agree with some other posters that OCC can be difficult. My finally mighty city started out small and weak, constrained by nutrient and habitation requirements. In the attempt just before that one, I'd actually been wiped out by Morgan, of all people. In order not to repeat it, I had to settle for some unpleasant diplomatic compromises, and postpone some infrastructure projects for player and mindworm security. One city that produces 60+ mins a turn can really get a lot of pops.
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Lazerus
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Empires were built by dictators, not democracies.
Jul 2002 time: 05:31
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OCC's are quite easy once you've got the hang of them, they all follow the same pattern in the end. Build a few formers, rush a SP, get crawlers out, build some infrastructure, more crawlers to an energy park, shoot a few AI that are coming for you, trade a few techs, more SP's and before you know it its 2300 and you've transcended 
Weather paradigm first, then merchant exchange if you can. HGP, VW and all those other usual nice SP's are basically useless for this.
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