The Civilinic Books

Civilization II

One City Challenge Strategy Guide

By Paul van den Belt


Contents

Quick reference table

The reference table is a seperate page with a recommended chronological order of research and building. It will fit on one page so you can print it and keep it next to your computer while you're playing OCC games.

1. About OCC

1.1. Objective of the One City Challenge
1.2. Rules
1.3. Comparison Games
1.4. Tricks and Cheats

2. Strategy

2.1. The Opening
2.2. Period after the Opening
2.3. Middle Game
2.4. Modern Age
2.5. The Dawn of Flight
2.6. To Infinity and Beyond
2.7. More OCC Strategy

3. Comparison Games

3.1. Bird's OCC Comparison Game
3.2. Four Whales OCC Comparison Game
3.3. Island OCC Comparison Game
3.4. Aurelius' OCC Comparison Game
3.5. Smash's Two Whales/Two Gold Comparison Game

4. Fortnight Comparison Games

4.1. First Fortnight Comparison Game
4.2. Second Fortnight Comparison Game (Monarchy start)
4.3. Third Fortnight Comparison Game
4.4. Forth Fortnight Comparison Game
4.5. Fifth Fortnight Comparison Game
4.6. Sixth Fortnight Comparison Game
4.7. Seventh Fortnight Comparison Game
4.8. Eighth Fortnight Comparison Game
4.9. Ninth Fortnight Comparison Game
4.10. Tenth Fortnight Comparison Game
4.11. Eleventh Fortnight Comparison Game
4.12. Twelfth Fortnight Comparison Game
4.13. Thirteenth Fortnight Comparison Game
4.14. Fourteenth Fortnight Comparison Game
4.15. Fifteenth Fortnight Comparison Game
4.16. Sixteenth Fortnight Comparison Game
4.17. Seventeenth Fortnight Comparison Game
4.18. Eighteenth Fortnight Comparison Game
4.19. Nineteenth Fortnight Comparison Game
4.20. Twentieth Fortnight Comparison Game
4.21. Twenty-first Fortnight Comparison Game
4.22. Twenty-second Fortnight Comparison Game
4.23. Twenty-third Fortnight Comparison Game
4.24. Twenty-fourth Fortnight Comparison Game (no wonders)


1. About OCC

 

1.1. OBJECTIVE OF THE ONE CITY CHALLENGE

The objective of the one city challenge (OCC) is to win the space race in the earliest possible game-year without ever having more than one city.

 

1.2. RULES

You are allowed to settle one city. You are not allowed to settle more cities or to get cities through conquest or bribery. It is of course not allowed to access the cheat menu. It is also not allowed to reload a game to change anything that did not go as you wanted it to go. There is only one occasion where reloading is allowed which is explained in section 1.2.2 (advanced tribes).

1.2.1. GAME SETUP

A game must be started with the following options set: random map, raging hordes, 7 civilizations. You may also start a game by loading a one city comparison game. Results of comparison games will only be recognized if they are made at the first attempt on the game. See section 3 (comparison games) for more details.

1.2.2. ADVANCED TRIBES

If a goody hut results in an advanced tribe you should reload. The easiest way to handle this is to save the game just before you enter the hut. You can then just reload that save and enter the hut again. If you forget to save you may reload the autosave from the beginning of the turn. In that case you must move your units the same as the first time, you must handle all diplomatic contacts the same way as the first time, all battles must have the same outcome (not only the winner, but also the amount of damage) and any huts you entered before the one that gave the advanced tribe must also give the same results as the first time you played the turn.

 

1.3. COMPARISON GAMES

In order to be able to compare results of players in similar circumstances comparison games may be distributed. In order to prevent players from getting advantages by knowing the map and the other civilizations in the game results of comparison games will only be recognized if they are made at the first attempt. Results of second and later attempts at the same game will not be recognized.

1.3.1. COMPARISON GAME SETUP

A comparison game must be started with the same options as set in section 1.2.1 (game setup). The game may be saved in 4000 BC, but if you want to give players more equal circumstances from goody huts you may also save at a later year. In the second case the following restrictions apply: the game may not be saved later than 3000 BC, you may not yet have settled a city and you may not have made contact with other civilizations.

1.3.2. COMPARISON GAME DISTRIBUTION

A comparison game must be made available to all players who want to play it either by e-mail or by making it available for download from the internet. The existence of a comparison game must be published on the Apolyton Civ2 Strategy forum where you must also announce how players can get a copy of the comparison game. You can find some comparison games in section 3 (downloads) where you can also find my email address if you have a comparison game you want to make available for download from this site.

 

1.4. TRICKS AND CHEATS

Civilization II has some features that are not described in the manual. Some players consider the use of these features as cheating, others don't. We have had a vote among OCC players at Apolyton to decide how to deal with these features. This vote has resulted in the following results:

1.4.1. AIRBASES ON HILLS

Besides their official effects airbases also work as farmland and railroads. This gives players extra food on mined hills. The majority of the voters decided that it should NOT be allowed to build airbases on hills in the city radius.

1.4.2. "SUPERSTACK"

Bombers can only be attacked by (stealth) fighters. This means that if you let a bomber end its turn on the same square as one of your units that unit can't be attacked by other units except fighters. The majority of the voters decided that you may use this feature in OCC games.

1.4.3. MINING THE CITY SQUARE

If you build your city on a hill you can't mine that hill. However, if you start mining the hill and build a city on that hill before the mine is finished you can get a mine on the city square. The majority of the voters decided that you are allowed to mine your city square.

1.4.4. INCREMENTAL RUSHBUYING

Rushbuying a unit is cheaper if you first buy the cheapest unit you can build, then switch to the next cheapest, buy that and so on until you buy the unit that you wanted to build. This incremental rushbuying may be used in OCC games.

1.4.5. FOOD CARAVAN TRICK

It has recently been discovered that a city can use food caravans to set up food trade routes with itself. Using this trick it is also possible to get your city to grow in population even if you have a food shortage. It is not known exactly in what circumstances this will work and it may be version specific. This use of food caravans is NOT allowed in OCC games. You are of course still allowed to use caravans to help build wonders or to disband them to contribute to whatever you are building.


2. Strategy

 

So, you want to reach the Alpha Centauri system with only one city, eh? Hopefully this walk-through will help. If this is your first time playing this style, the first thing you need to do is to forget everything you have already learned about winning. You will not need the Pyramids, and you will not need a cathedral. You will not build phalanxes or AEGIS cruisers. What you will be focusing on is science and caravan production. By the end of the game, you should be producing 80 shields with your city site, and normally you will produce over 1000 science beakers to go along with it.

 

2.1. Opening

When you start the game you will be very lucky if you start at the ideal OCC city site, so you will first wander around looking for a good city site. During this search you will also find goody huts and I recommend to always open the huts. Before you settle your city you will not get barbarians from huts, so you don't have to worry about that. In the ideal situation your first couple of huts give you some fast units to help you search for your city site and to find more huts and other civilizations. It would be a good idea to keep your settlers not too far away from each other so that when you find a good city site it doesn't take your second settler too long to get there and start improving the land.

Finding a suitable city site is the most important part of the opening. A poor city site will add many turns to your landing date, while a superior site will greatly lower your launch date. Before I begin, I will assume you know that there is a pattern that the "special" terrain features appear in. If you place a city in the middle of the pattern, you will have access to either three or four of the special squares. This is where you want to be. Another note: if you find only 3 specials, take a close look at the terrain where the fourth special would normally be – is it a grassland square? If so, there is a good chance that this may also be a special. To quickly determine this, you can move a settler on to the square and mine it into a forest.

The second important consideration when choosing a city site is the number of river squares in the area. A 4-special location with rivers running around is vastly superior to a 4-special location with no river squares. The main advantage of the river squares, apart from the extra trade arrow you get from a river, is when you need shields and trade arrows later in the game. A forest or a mined hill is a common need for a city in order to produce a lot of shields. Unless it is on a river, you will lose out on the trade arrows from this square. With river squares, you can terraform a grassland river square into a forest or a hill. This way, you will get both the shield bonus you would expect from a forest or a mined hill, and also the trade arrows from the river. In most cases, I would prefer a 3-special location with a lot of river squares over a 4-special location with no rivers.

Of course, watch out for bad terrain. Forests, jungles, and swamps are not preferable, but they are not too bad. You can convert these into more suitable terrain with just a settler over time. I consider ocean squares to be pretty neutral, allowing a little more trade, but initially only one food and no shields, and only two food and one shield after certain city improvements are built. You will need access to an ocean square in order to build these improvements, but land-locked city sites are acceptable, too. Deserts, tundra and glaciers are much more inferior, because it commonly takes some engineer work to maximize the usefulness of this terrain. Too many mountains or hills will choke a city’s growth later in the game.

Find your location, build your city, and put the other settler to work improving the land. What should the settler improve first? If you have whales for your first worker, consider mining a wine or gold square. Otherwise irrigate one or two grassland shield river squares first, or road and irrigate one or two land grassland shield squares if you don't have rivers in your city radius. Early on you want trade, but you also need to be prepared to support a rapidly growing city, so balance out settler improvements with this in mind. Mining non-special hills is usually of later concern unless you have a very low shield production.

What do you build first? One of two things, depending on your situation. Depending on how many units you got from huts, you should build warriors or start a wonder. If you have a lot of units, or think you could get some more from huts relatively quickly, go ahead and start on the wonder. If not, I suggest cranking out between one and three warriors (depending on how many units you already have). The purpose of building warriors is to fight civil disorder when your city increases in size. Based on your situation, decide what is best. Ideally, you want to be able to have one unit in the city before it goes to size 2, with an additional unit moved into the city when it increases to size 3 and size 4, with a maximum of three units inside the city. You should choose to build warriors instead of phalanxes for two reasons: warriors take half the time to build, and because of some game mechanics, barbarians can never conquer your first city if it is the only city you have, provided you have "some" defense in it. A diplomat or a caravan will defend your city against barbarians in OCC just as effectively as mechanized infantry will. This rule does not apply to the AI, but the plan is to stay at peace with the AI. After you have taken care of any future disorder with these martial law units, begin building the wonder.

Now your tech goals will be monarchy and bronze working. Perhaps you do not have bronze working. If you have another tech that allows you to start on a wonder (such as pottery or masonry), go ahead and start building whatever wonder you can, and later switch to the Colossus after you discover bronze working. If you are able to start a different wonder, don’t research bronze working until after you get monarchy. If you start with no technologies (which is often the case), go ahead and research bronze working first, then monarchy.

Whatever military units you have out there need to be searching for contact with the AI civs. Early AI contact and successful diplomatic relationships are crucial to OCC success. When encountering AI civs, feel free to offer any technology you have in order to gain favor. It is perfectly alright (and encouraged) to give away all your technologies. Remember, you have to unlearn what you have learned about regular civ sometimes in order to be successful in OCC. Giving your technologies away actually helps you in several ways. First, it lowers the amount of time it takes you to discover your next technology advance. Second, it allows the AI to quit researching something you’ve already discovered and begin working on a different technology that you may need later and that you can trade for later. Third, it pleases the AI so that hopefully peace will endure longer and alliances are more likely. Gifts and tribute will be more bountiful.

Be careful with what technologies the AI offers you. Before monarchy, I suggest only trading for alphabet, ceremonial burial, code of laws or bronze working. I realize you will eventually need techs such as warrior code and horseback riding, but if you take these now, it will delay the discovery of monarchy. After monarchy, however, you might want to trade for more technologies even if they are not in your immediate research path. I always hate it when I get an advance from a hut that I could have gotten from the AI and when you ask the AI for a gift or tribute you may sometimes get science when you would prefer to get gold. Besides, the AI may have other (more useful) advances besides the one it's offering to you. One advance you should always take when you get the chance is map making. With map making, you can trade maps with enthusiastic allies, or any AI civ that is worshipful. The benefit of trading maps, aside from gaining favor with the AI, is to realize where the other cities are and know where to send your trade caravans.

A successful opening, in my opinion, is the establishment of monarchy and the completion of the Colossus prior to 2000 BC. But you can still have a very successful game even if you don’t complete these until 1000 BC.

 

2.2. Period after the Opening

After monarchy and Colossus, your research goal should be writing, currency and trade. Build a library as soon as possible after the Colossus. While you are researching writing, you have the technology to build a temple. You can go ahead and do that, but the priority is to build a library. Remember that AI civ that tried to trade you currency? Go trade for it, because you need a marketplace after a library. If you haven’t built a temple by now, do so after the library and marketplace or wait until after you have built your first three caravans. Remember, with three units for martial law you only need a temple when your city grows to size 5.

If you are waiting around for the trade technology to come, and really have nothing to build, I build a diplomat at this time. If you already have trade and have nothing to build, build caravans. Either commodity caravans to send to other cities for the gold and science bonus or food caravans to help you build wonders.

One thing that you should understand is that by the time you discover trade, you should just about drop everything you are doing and build 3 caravans. The sooner you get those caravans delivered, the more it will benefit your science research. Now, if your city is producing 10 shields, and you have some extra gold from gifts or tribute, there is a way you can manipulate the game to get caravans completed sooner. It is called incremental rushbuying, and perfectly acceptable to do in OCC. For the first turn of caravan construction, let the city contribute 10 shields. On the next turn, you see in the production box that there are indeed 10 shields. Now, change production to a phalanx. You only need 10 more shields to complete the phalanx, but go ahead and buy it for 25 gold. Next, on this same turn, switch production to a diplomat. You will see 20 shields in the box (10 the city produced and 10 more from rush-buying the phalanx), with 10 shield remaining for diplomat completion. Buy the diplomat for 25 more gold. Now switch to building a settler, and spend 25 gold to complete that. Finally, switch back to producing a caravan. Through all the rush-buying you did at different increments, you will see that the caravan only needs 10 more shields until it is completed – therefore it will be complete on the next turn. This way, provided you have the gold, is quicker than waiting for the city to build a caravan normally. Additionally, buying the caravan this way is cheaper than if you were to just directly buy a caravan. Finally, if your coffers fall to below 50 gold while doing this, I encourage you to contact any AI civ that you are at war with. In order to gain a cease-fire, they will not ask for gold if you have less than 50, they will ask for some of your technology instead. Now, if you have a lot of gold, then you can, instead of waiting for the city to contribute 10 shields towards the caravan on the first turn, go ahead and buy a warrior for 50 gold on the first turn, then follow the procedures for the second turn above during the first turn. If you have 375 gold, you can build three caravans in three turns using incremental rushbuying. If you only have 225 gold, you can build three caravans in six turns using this method.

Deliver the caravans to the nearest, biggest, demanding city you can find. Normally you would want to deliver the caravans as soon as possible to get the advantage of the continuing trade bonus, but there are circumstances where it may be wiser to delay the delivery of the caravan by one or two turns. For example, if you have almost discovered your next science advance the one-time science bonus of the caravan will be mostly wasted so you could park your caravan next to the destination city until you discover that advance and apply the full science bonus to the next advance. Also, if you are growing through WLTCD when your caravan arrives at its destination you may want to wait until you finish growing. The one-time bonus is related to your own city's trade arrows, so your bonus will be bigger if you deliver the caravan when the city has stopped growing. Another way to get a bigger bonus is to put your workers on the squares that produce the most trade before you deliver the caravan. Don't forget to put them back before you end the turn.

After discovering trade, your research path should point towards construction and republic. Has any AI civ discovered masonry yet? If so, trade for it. The same goes for any other techs that will help you. While waiting for these discoveries, I suggest building more caravans which will help with wonder building later on. Construction will allow you to build a colosseum to help with happiness, and an aqueduct to reach size 12. The republic will allow you to rapidly grow to size 12 through celebration of "We Love the Consul Days" (WLTCD). Make sure that your city has reached size 3 by the time you get republic. This should usually not be a problem, but it could be if you put your second worker on a gold mountain and discover republic early.

After a republic is established, bump your luxuries up to the minimum that will make at least half your citizens happy and makes no citizens unhappy, which is usually 20-40%. Each turn that at least half your citizens are happy, your city will grow by one population, provided there is enough food available and provided that there are no unhappy citizens. If you do not have mysticism, be sure and trade for it now or research it, because that is critical to getting all the way to size 12 from a happiness perspective. From a food perspective, your settler should have worked enough squares by now to support 12 citizens. You may also need to build a harbor if you have a lot of ocean squares.

 

2.3. Middle Game

After size 12 population is reached, go ahead and cancel WLTCD by lowering the luxury rate back to 10% or 20% - the lowest rate that will not cause disorder. You may be able to sell your colosseum at this time. Your next research goal should be astronomy, followed by medicine. Being the first to discover philosophy can help here. Maybe another AI civ has already discovered mathematics. While you are researching, build caravans. The goal here is to complete the Copernicus’ Observatory and Shakespeare’s Theatre wonders to improve science output and to quell unhappiness for the remainder of the game. It is more efficient to build caravans rather than starting on a wonder at this point, because you can incrementally rushbuy the caravans. Six caravans each will buy each of these wonders. If you have enough gold you may be able to complete these wonders a bit faster by only using caravans to contribute partly to the wonder and directly buying the remaining shields. I think Copernicus should come before Shakespeare, because you will benefit more from the science sooner. Some have built Shakespeare’s first and have had very successful games. After medicine is discovered, make sanitation your research goal. Likely, the AI will have discovered horseback riding, the wheel, and possibly engineering.

Once Shakespeare’s is built, you are guaranteed a city of content citizens for the rest of the game. As a result, the temple and the colosseum are no longer needed. Sell these off. This will help you buy a sewer system, which is the next thing you need to build. Bump the luxuries back up to begin WLTCD. With a sewer system, you can go to size 21. You may have food to support more people, but under a Republic without Hanging Gardens, size 21 is the max you can grow using WLTCD. After reaching size 21, I suggest clicking on the "Top-5 Cities" option in the game and pat yourself on the back.

Now you want to move towards discovering the theory of gravity to build Isaac Newton's College. First you need to research university, and then build a university. Have you been giving all your techs to the AI? I find that usually the AI likes to discover banking, and you can trade for it. If not, research that along the way. Upon the discovery of theory of gravity, hopefully you will have 8 extra caravans sitting around. If not, build some after building the university and bank or if you have enough money buy any remaning shields for Isaac Newton's College. Begin researching towards democracy. While you are researching democracy, the AI will usually research economics (provided you’ve given them the prerequisites). Upon the establishment of democracy, you are ready to celebrate WLTPD up to the maximum population your food supply will support. When you switch to democracy, there may be a period of anarchy for a turn or two. This will be the last time you can demand tribute from any AI civs that you are either peaceful with, or have a cease-fire with. Use it to your advantage.

At this time you should start paying even more attention to micromanaging your science output. In Civilization II the science output of one city can only contribute to the research for one scientific advance; any excess beakers from the city making the discovery are wasted. Since you will have only one city in an OCC game, this means that you should carefully adjust the science rate and the number of scientists in your city to minimize that waste. The way I do this is as follows: first I will set all surplus citizens to scientists and then I will maximize the science rate. You will now see that you will make your next discovery in for example two turns. Now you will lower your science rate to the lowest percentage that will still allow you to make a discovery in that many turns. After that you may be able to change scientists to tax collectors until you have just enough scientists to keep your discovery rate at two turns. When you make your next discovery you will usually have to change one more tax collector to a scientist to keep your discovery rate or you may have to raise your science rate by 10%. In the latter case you can of course change some scientists back to tax collectors.

If during this period you deliver any freights or caravans I suggest that you deliver them when you have just discovered a new advance and your beaker counter is still empty. You can find the total number of beakers needed for the next advance by having no scientists and setting your science rate to zero. The number of turns for the next discovery that is now displayed is the same as the number of beakers you need. Subtract from this the one-time science bonus from the caravan (which is the same as the gold bonus) and you will have the number of beakers you still need to discover the next advance. Now, maximize your beaker production and check the trade advisor (F5) to see how many beakers you produce and how many turns you need to discover the next advance. Use the methods described in the previous paragraph to optimize your science production to get just enough beakers to discover the advance in that number of turns.

 

2.4. Modern Age

From now on, if it hasn’t already happened, you will begin to discover technology much faster than your AI counterparts. If you haven’t gotten economics, research it now and build a stock exchange. Otherwise, you need to focus on refrigeration and explosives. Whether to go for refrigeration or explosives first depends on your situation. Usually, I prefer explosives so that I can have my river-grassland squares turned into forest or hills sooner. Choose which one you want to research first, and go for it. You can probably trade for or ask for a few of the prerequisites from the AI at this time.

Upon discovering explosives, you should build two or three engineers. These will help modify all the terrain to your desire, and later in the game service as quick pollution clean-up, so you won't need to build a recycling center, a mass transit, and/or a hydro/nuclear/solar plant. Upon discovery of refrigeration, build a supermarket and begin upgrading your irrigated land to farmland. While all this research is going on, you should stick to building caravans. Build them exclusively until you discover a technology that allows you to build a beneficial building.

The next goal is automobile. Along the way, you will discover railroad. If you build railroads on squares that produce at least two shields, you will get 50% extra shields (rounded down), but I recommend doing this after you have upgraded all irrigated terrain to farmland. If you need to transform any grass or plains to forest or hills I recommend building railroads before you transform the terrain because railroads can be built faster on grassland and plains. The purpose behind changing grassland or plains to forest or hills is to achieve a 32+ base shield production so that you will be able to get a total production of 80+ shields with factory, power plant and manufacturing plant. The base shield production is the number of shields that are produced by your terrain plus the shields added by the offshore platform plus the extra shields from railroads on terrain producing 2+ shields. Don't forget that you also need to support your units, so I would recommend 34 shield base production, allowing you to support 5 units.

You must also consider building Darwin’s Voyage. It is not essential to have this wonder, but it comes highly recommended. It will make the automobile discovery come faster. Immediately after automobile is discovered, build the superhighways. This results in an enormous boost to your science and gold income. The final science boost comes when you build a research lab after discovering computers, which is your next goal.

If you don’t have warrior code by now, or any of the other prerequisites that will assist you in getting computers, go trade for it. At this point, I will give the AI anything but combustion, since combustion is a prerequisite for flight. You do not want flight discovered before you’re ready to discover it yourself, because a premature flight discovery will obsolete the Colossus and thoroughly impede your science progress.

Along the way to computers, I hope that your engineers have finished putting the final touches on your terrain. Once they have, you can celebrate WLTPD to get to your maximum city size. You may start celebrating while your engineers are still making farmland. If you time this properly you should be able to reach max size at the same time your engineers finish making farmland. After this, there is no need to hang on to your aqueduct or your sewer system (since you won’t grow anymore), so go ahead and sell those off. Also, once your engineers finish the terrain modifications, they are ready to start cleaning up pollution. Therefore, at this time, you can start building your factory, power plant and offshore platform, if applicable, when miniaturization is discovered.

 

2.5. The Dawn of Flight

After you discover computers, your next goal may not be space flight. If you are under 80 shields, you will need to first discover robotics and build a manufacturing plant. If, after building a manufacturing plant, you are still under 80 shields, see if you forgot to build a railroad somewhere. Your endgame will be much easier if you have 80 shields, so as a last resort, you will have to change a number of grassland or plains squares into forest. Use the settler for this because you never know when pollution will require the engineers’ services. Keep pumping out those caravans or, by now, freights. Should be one per turn by now.

The last four techs before space flight should be flight, radio, advanced flight, and rocketry. Upon the discovery of advanced flight, I recommend changing production to some wonder. The goal is to have the Apollo Program built on the very next turn after space flight. Since your city is producing 80 shields, and a caravan or freight will only contribute 50 shields, building a wonder at this point seems economical. When you should start on this wonder depends on your game and your discovery rate.

 

2.6. To Infinity and Beyond

After the Apollo Program is built, take a look at your city. You will usually build a spaceship consisting of 15 structurals, 3 propulsion components, 3 fuel components, and one of each module (habitation, solar panel, and life support). If you have 27 caravans or freights sitting there, then you won’t have to spend any gold on producing the space ship parts. You probably won’t have this many caravans/freights, which is not a problem. Having 9 units, whether they are caravans, freights, diplomats, or archers, is really all you need. You can do it with less if you have a big treasury. But first begin building the SS structural parts. You will need to build 15 of these, which gives you 15 turns to finish up on the last technologies and begin building your treasury.

If you can launch your ship before 1750 AD when turns still go in 10-year increments you can consider building a ship with only one or two of each type of component (propulsion and fuel). This will give you a slower ship and a less than 100% chance of success, but when you launch the ship turns will always switch to one-year increments, so you can get an earlier landing date. A ship with one of each component launched in 1710 will land in 1746 with a 79% chance of success. A ship with two of each component launched two turns later in 1730 will land in 1755 with a 95% chance of success, while a ship with three of each component launched two turns after that in 1750 would arrive in 1765 with a 100% chance of success.

The two major dangers of these smaller ships are that they can crash on their way to Alpha Centauri and that this will gave the AI civs more turns to build their own ships and overtake you. If you discover space flight before 1500 AD you could consider building these smaller spaceships.

The research path after space flight should be plastics, followed by the necessary techs to get superconductor, followed by fusion power. After fusion power, you really do not need to discover anything else, so at this time, set your research rate to 0%, your tax rate to 100%, and convert all the extra citizens into tax collectors. You may also sell off your research lab, your university, and your library at this time. Don’t sell the superhighways, stock exchange, bank, or the marketplace, because these things will increase your tax income. Hopefully, you will pull in over 300 gold per turn in taxes.

For the SS components (the engines), you need to first switch to building a wonder. If you donate 2 caravans to building the wonder, you can switch back to building the component and it will be completed on the next turn. This takes advantage of the fact that switching between wonders and spaceship parts does not cost you a shield penalty. If you don’t have a lot of caravans, then only contribute one caravan to the wonder, switch to building a SS structural, buy that, and then switch to building the SS component. This way will also complete the component on the next turn. Do this 6 times – one time for each component you will build.

There are more options to consider building cheap modules. They cost 320 shields, so the easiest way, provided you have 5 caravans, is to contribute 5 caravans towards a wonder and then switch to a module and have it complete on the next turn. Assuming you do not have 15 caravans left at this point to build 3 modules in this fashion, I offer alternatives.

If you can afford it, you can contribute one caravan to the cause, then rushbuy the rest. This costs about 1080 gold per module to complete it in this fashion. If you have less gold and more caravans, you can contribute more caravans before buying. Also, look at which wonders are left to be built. Instead of buying the entire SS module, you can purchase a 300 gold wonder (if any remain) and let the city build the remaining 20 shields. If there is a 200 gold wonder still remaining, you are in luck! Contribute one freight towards it, then buy it, then contribute another freight for 250 shields total. Your city will crank out the remainder of the module on the following turn. And on your very last module left to build, do not hesitate to sell off the manufacturing plant if you need extra cash to rushbuy it.

After the launch, begin fortifying your city with units and/or defensive improvements. If you are able to easily build the United Nations, consider doing so. It may help you get back to peace if an AI civ decides to attack you and it will prevent them from starting a war if you refuse to give in to their demands.

If you can't remember all this and want a one page short reference to research and building in OCC to print and keep with your computer while playing OCC games, check out this reference table which contains a recommended chronological order of research and building in OCC.

 

2.7. More OCC Strategy

If you want to find more OCC strategy advice and meet other people to discuss about OCC strategy or Civilization related topics in general you can go to the Apolyton Civilization Site forums. The Civ2 Strategy forum and archives have threads on OCC dating back to february 1999 and they have certainly helped me become a better Civ2 player, so I would recommend it to all of you. Many of the strategies described on this page were originally posted there and I would like to thank the people at Apolyton for their contributions to this guide, especially Vik who did some good work editing and expanding the guide.


3. Comparison Games

 

Here you can download OCC comparison games. For each game there is a short description of the game situation, including special terrain in the city radius of the recommended city site. You can also find links to threads in the Apolyton forums about these comparison games. If you are new here and want to get all the comparison games I have made a zip file containing all these saved games: occ.zip. All games were saved using version 2.42 of the original single-player Civilization II. They can also be loaded in the multiplayer versions and the Mac version of Civilization II.

 

3.1. Bird's OCC Comparison Game

Game saved by: Bird
Game year: 3250 BC
Settler is at recommended city site
Specials: 1 Gold, 1 Wine, 1 Iron, 1 Buffalo
Units: 2 Settlers, 1 Archer, 1 Horseman, 2 Chariots
Advances: Warrior Code
Treasury: 50 gold
Download: bo_b3250.sav
Apolyton threads: no longer available

 

3.2. Four Whales OCC Comparison Game

Game saved by: Sten Sture
Game year: 4000 BC
Recommended city site is one square to the left from Settler
Specials: 4 Whales
Units: 2 Settlers
Advances: Alphabet, Bronze Working, Masonry, Warrior Code
Treasury: 0 gold
Download: ar_b4000.sav
Apolyton threads: no longer available

 

3.3. Island OCC Comparison Game

Game saved by: Paul van den Belt
Game year: 3650 BC
Settler is at recommended city site
Specials: 3 Whales, 1 Silk
Units: 2 Settlers, 1 Horseman
Advances: Alphabet, Bronze Working
Treasury: 0 gold
Download: pa_b3650.sav
Apolyton threads: no longer available

 

 

3.4. Aurelius' OCC Comparison Game

Game saved by: Aurelius
Game year: 4000 BC
Settler is at recommended city site
Specials: 2 Whales, 1 Silk
Units: 2 Settlers
Advances: Alphabet, Bronze Working, Masonry
Treasury: 0 gold
Download: ir_b4000.sav
Apolyton threads: announcement and logs

 

3.5. Smash's Two Whales/Two Gold Comparison Game

Game saved by: Smash
Game year: 4000 BC
Recommended city site is several squares to the left from Settler
Specials: 2 Whales, 2 Gold
Units: 2 Settlers
Advances: Alphabet, Bronze Working, Horseback Riding
Treasury: 0 gold
Download: occsmash.scn
To start select scenario; choose deity level and Japanese civilization.
Apolyton thread: announcement


4. Fortnight Comparison Games

 

Here you can download the fortnightly OCC comparison games, see also this Apolyton thread. You can also download a zip file containing all fortnight comparison games: occfort.zip. Some scenarios also use a modified city.txt with new city names for the scenario. In this zip they are called city10.txt and city14.txt for the 10th and 14th fortnight comparison games respectively. To use the modified city names rename the appropriate file to city.txt. (first rename your old city.txt. The zip also contains city.old, a backup of the original city.txt)

I also made tables for the fortnight game to compare the progress of the various players. Most of these games are set up as scenarios. One of the differences between scenarios and regular games is that you can choose to play at a lower difficulty level if you don't yet feel ready to play at deity. Another difference is the fact that in a scenario the available research options always include all the advances for which you have the prerequisites. In regular games you will normally only get a selection of the advances for which you have the prerequisites.

 

4.1. First Fortnight Comparison Game

Game saved by: Sten Sture (edited map)
Game year: 4000 BC
Recommended city site is one square north, one north-east from Settler
Specials: 1 Gems, 1 Wine, 1 Pheasant, 1 Wheat
Units: 2 Settlers
Advances: Bronze Working
Treasury: 0 gold
Download: apolyocc.scn
To start select scenario; choose deity level and Greek civilization.
Apolyton threads: announcement and logs
Comparison table

 

4.2. Second Fortnight Comparison Game (Monarchy start)

Game saved by: Tom DeMille (non-edited map)
Game year: 3700 BC
Recommended city site is one square north from Settler
Specials: 2 Whales, 2 Wine
Units: 2 Settlers, 1 Archer, 1 Chariot, 1 Horsemen
Advances: Alphabet, Bronze Working, Ceremonial Burial, Code of Laws, Masonry, Monarchy
Treasury: 0 gold
Download: br_b3700.zip
Apolyton threads: announcement and logs
Comparison table

 

4.3. Third Fortnight Comparison Game

Game saved by: Sten Sture (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Gold, 1 Silk, 1 Wheat, 1 Coal
Units: 1 Settler, 1 Chariot, 1 Trireme
Advances: Bronze Working, Ceremonial Burial, Warrior Code
Treasury: 0 gold
Download: ru_b4000.zip
To start select scenario; choose deity level and OCCers civilization.
Apolyton thread: logs
Comparison table

 

4.4. Fourth Fortnight Comparison Game

Game saved by: Vik (edited map)
Game year: 4000 BC
Several good city sites to choose from
Units: 2 Settlers, 1 Phalanx, 1 Explorer, 1 Chariot, 1 Horseman, 1 Archer
Advances: None
Treasury: 70 gold
Download: occ4fnc.zip
To start select scenario; choose deity level and Rebels civilization.
Apolyton thread: logs
Comparison table

 

4.5. Fifth Fortnight Comparison Game

Game saved by: Tom DeMille (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 4 Whales
Units: 2 Settlers, 1 Explorer
Advances: Alphabet, Bronze Working, Ceremonial Burial, Horseback Riding, Mysticism
Treasury: 0 gold
Download: occ5.zip
To start select scenario; choose deity level and Whalers civilization.
Apolyton thread: logs
Comparison table

 

4.6. Sixth Fortnight Comparison Game

Game saved by: Vik (edited map)
Game year: 3900 BC
Two city sites to choose from
Units: 4 Settlers, 2 Warriors
Advances: Bronze Working, Currency, Masonry, Pottery
Treasury: 0 gold
Download: occ6fnc.zip
To start select scenario; choose deity level and Empire civilization.
Apolyton thread: logs
Comparison table

 

4.7. Seventh Fortnight Comparison Game

Game saved by: DaveV (edited map)
Game year: 3950 BC
Settler is at recommended city site
Specials: 2 Whales, 1 Oil Glacier
Units: 2 Settlers
Advances: None
Treasury: 0 gold
Download: polar.zip
To start select scenario; choose deity level and Chinese civilization.
Apolyton thread: logs
Comparison table

 

4.8. Eighth Fortnight Comparison Game

Game saved by: Vik (edited map)
Game year: 4000 BC
There are several possible city sites
Units: 2 Settlers, 1 Trireme
Advances: Alphabet, Bronze Working, Code of Laws, Map Making
Treasury: 0 gold
Download: OCC8FNC.ZIP
To start select scenario; choose deity level and Tee-Totallers civilization.
Apolyton thread: logs
Comparison table

 

4.9. Ninth Fortnight Comparison Game

Game saved by: Tom DeMille (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Whale, 1 Wine, 2 Wheat
Units: 2 Settlers, 4 Horsemen
Advances: Bronze Working, Ceremonial Burial
Treasury: 0 gold
Download: occ9.zip
To start select scenario; choose deity level and Mongol civilization. You have contact with all civilizations from the start.
Apolyton thread: logs
Comparison table

 

4.10. Tenth Fortnight Comparison Game

Game saved by: Oldman (edited map)
Game year: 4000 BC
Recommended city site is one square north from Settler
Specials: 2 Whales, 1 Fish, 1 Gold
Units: 2 Settlers
Advances: Alphabet, Bronze Working, Ceremonial Burial
Treasury: 0 gold
Download: occ10.zip
To start select scenario; choose deity level and Gibraltarian civilization. The zip also contains city.new, a modified city.txt. If you want to use the new city names you should rename city.new to city.txt (city.old is a copy of the original city.txt. If you made your own changes to your city.txt make a backup of your old city.txt first)
Apolyton thread: logs
Comparison table

 

4.11. Eleventh Fortnight Comparison Game

Game saved by: Vik (edited map)
Game year: 3900 BC
Settler is at recommended city site
Specials: 4 Silk
Units: 1 City, 1 Settler
Advances: Alphabet, Ceremonial Burial, Code of Laws, Monarchy
Treasury: 0 gold
Download: occ11fnc.zip
To start select scenario; choose deity level and Atlantean civilization.
Apolyton thread: logs
Comparison table

 

4.12. Twelfth Fortnight Comparison Game

Game saved by: Tom DeMille (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Wine, 1 Wheat, 1 Gold, 1 Buffalo
Units: 2 Settlers, 1 Fanatic
Advances: None
Treasury: 0 gold
Download: occ12.zip
To start select scenario; choose deity level and Persian civilization.
Apolyton thread: logs
Comparison table

 

4.13. Thirteenth Fortnight Comparison Game

Game saved by: Vik (edited map)
Game year: 3950 BC
Settler is at recommended city site
Specials: 4 Wheat
Units: 2 Settlers, 2 Horsemen
Advances: None
Treasury: 0 gold
Download: occ13.zip
To start select scenario; choose deity level and The Posse civilization.
Apolyton thread: logs
Comparison table

 

4.14. Fourteenth Fortnight Comparison Game

Game saved by: Oldman (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Whales, 1 Fruit, 1 Gold, 1 Buffalo
Units: 2 Settlers, 1 Explorer
Advances: Bronze Working
Treasury: 0 gold
Download: occ14.zip
To start select scenario; choose deity level and Earthling civilization. The zip also contains a modified city.txt. (city.old is a copy of the original city.txt. If you made your own changes to your city.txt make a backup of your old city.txt first)
Apolyton thread: logs
Comparison table

 

4.15. Fifteenth Fortnight Comparison Game

Game saved by: Tom DeMille (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Wine, 1 Wheat, 2 Silk
Units: 2 Settlers, 1 Phalanx
Advances: None
Treasury: 0 gold
Download: occ15.zip
To start select scenario; choose deity level and Greek civilization.
Apolyton thread: logs
Comparison table

 

4.16. Sixteenth Fortnight Comparison Game

Game saved by: Oldman (edited map)
Game year: 4000 BC
You have a choice of 4 possible city locations
Specials site A: Silk, Wheat, Coal, Gold
Specials site B: Silk, Wheat, Pheasant, Gold
Specials site C: Whale, Wheat, Pheasant, Gold
Specials site D: Whale, Wine, Phesant, Gems
Units: 1 Settler, 1 Spy
Advances: Alphabet, Masonry
Treasury: 500 gold
Download: occ16.zip
To start select scenario; choose deity level and Merrymen civilization.
Apolyton thread: logs
Comparison table

 

4.17. Seventeenth Fortnight Comparison Game

Game saved by: Tom DeMille (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Whale, 1 Wheat, 1 Gold, 1 Buffalo
Units: 1 Settler, 1 Diplomat, 2 Barbarian Settlers
Advances: Bronze Working
Treasury: 0 gold
Download: occ17.zip
This is a regular saved game, not a scenario. Tom hacked the saved game so that you play as both the Romans and the Barbarians.
Apolyton thread: logs
Comparison table

 

4.18. Eighteenth Fortnight Comparison Game

Game saved by: Oldman (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Fish, 1 Gold, 1 Pheasant, 1 Gems
Units: 2 Settlers, 1 Warrior
Advances: None
Treasury: 0 gold
Download: occ18.zip
To start select scenario; choose deity level and a civilization (they are all the same).
Apolyton thread: logs
Comparison table

 

4.19. Nineteenth Fortnight Comparison Game

Game saved by: Geofelt (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 4 Whales
Units: 2 Settlers
Advances: Alphabet, Bronze Working
Treasury: 0 gold
Download: occ19.zip
To start select scenario; choose deity level and Roman civilization.
Apolyton thread: logs
Comparison table

 

4.20. Twentieth Fortnight Comparison Game

Game saved by: Paul (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 1 Wine, 3 Whales
Units: 1 Settler, 1 Engineer, 2 Caravels, 2 Spies
Advances: None
Treasury: 0 gold
Download: occ20.zip
To start select scenario; choose deity level and OCCer Civilization.
Apolyton thread: logs
Comparison table

 

4.21. Twenty-first Fortnight Comparison Game

Game saved by: Richard Bruns (edited map)
Game year: 3950 BC
City is already founded
Specials: 4 Coal
Units: 1 Settler
Advances: None
Treasury: 2 gold
Download: occ21b.zip
To start select scenario; choose deity level and Apolytoner civilization.
Apolyton thread: logs
Comparison table

 

4.22. Twenty-second Fortnight Comparison Game

Game saved by: Paul (giga-world map, requires MP-version)
Game year: 4000 BC
Settler is at recommended city site
Specials: 2 Wine, 2 Whales
Units: 1 Settler, 1 Engineer, 4 Transports, 4 Spies
Advances: Bronze Working, Ceremonial Burial, Horseback Riding
Treasury: 0 gold
Download: occ22.zip
To start select scenario; choose deity level and Japanese civilization.
Apolyton thread: logs
Comparison table

 

4.23. Twenty-third Fortnight Comparison Game

Game saved by: Paul (map made by Solo)
Game year: 4000 BC
Several good city sites nearby
Units: 2 Settlers
Advances: None
Treasury: 0 gold
Download: occ23.zip
This is a regular saved game, not a scenario.
Apolyton thread: logs
Comparison table

 

4.24. Twenty-fourth Fortnight Comparison Game (no wonders)

Game saved by: Winston (random map)
Game year: 3700 BC
City is already founded
Specials: 1 Wheat, 1 Buffalo
Units: 1 Settler, 1 Horsemen
Advances: None
Treasury: 0 gold
Download: occ24.zip
This is a regular saved game, not a scenario. You are not allowed to build wonders in this game
Apolyton thread: logs
Comparison table

 

4.25. Twenty-fifth Fortnight Comparison Game (size 4)

Game saved by: Paul (edited map)
Game year: 4000 BC
Settler is at recommended city site
Specials: 2 Whales, 2 Wine
Units: 2 Settlers, 1 Horsemen
Advances: None
Treasury: 0 gold
Download: occ25.zip
This is a regular saved game, not a scenario. You are not allowed to let your city become larger than size 4 in this game
Apolyton thread: logs
Comparison table