View Full Version : Beating deity on archipelago


alexti2
Dec 17, 2005, 12:07 PM
Finally, I've got reliably working strategy of defeating deity AI on archipelago maps ("Play Now" settings).

Good nations to play are financial+organized, financial+industrious,financial+philosophical,fina ncial+expansive,organized+industrious etc...

They first key goal is to get Great Lighthouse for +2 trade routes. That means initial stage will require researching sailing early on. Last step in beeline is masonry, so that your capital can construct lighthouse while you're researching masonry. First tech to research typically would be mining to let you construct mines around your capital and open way to bronze working and masonry. There's a decision to make whether to chop forests or not. If you've got lucky to get fresh water on your starting island, I'd say chop forests. If not, that's difficult call. If you have good production bonuses around or if forests are on the plain or if I'm industrious, I'd keep [most] of the forests. Otherwise chop. The choice of first city placement is related to this. Getting one or better 2 food sources within capital range is a must, which is not usually a problem. Of course, you also must place capital on the coast, which is really not much of constrain on archipelago. Starting with fresh water will allow you to chop more forests. Secondary consideration is to place the capital so that it's close to the center of your future empire. It's more of a guesswork on the first 1-2 turns, so it's secondary consideration.

Typically, starting build sequence would be worker, fishing boat/warrior, settler,lighthouse,great lighthouse. But it depends on nation you play and commerce/production balance. It takes a bit of micromanagement so that your tech advances and building go in sync. With this plan getting Great Lighthouse is almost certain (I've missed it only once). However, Great Lighthouse is really critical, so if in doubt, put all efforts into it (the capital doesn't necessary have to grow while building it).

I prefer to build a settler before the great lighthouse, but if I'm not industrious and don't have not much production bonuses or forests, I'd skip settler to secure Great Lighthouse. If on opposite, I've started as production powerhouse, I'd build galley/fishing boat (galley if there isn't enough room for another city on my starting island) and go exploring. Depending on timing, the first fishing boat, can spend couple turns looking around before starting to work the resource. The goal of the second boat is to establish foreign contacts and try to circumvent the globe.

Next cities placement. I will often prefer to settle another good island before putting another city on my starting island. Securing resources is obviously important consideration. The goal of initial phase is to have established couple of city that are going to be production heavy and another 1-2 which will concentrate on commerce while having somewhat reasonable production base (so that they can build buildings and national wonders reasonably quickly.

The next priority is to exploit your resources and discover new, which means getting some required technologies (animal husbandry, iron working etc).

Meanwhile, your galley/boat has gathered some info and that's the first moment when things can go really wrong. If you're on isolated cluster with no way to get out by the coast, that's a big problem (and that's the only really bad kind of start for this strategy). Waiting until astronomy is hopeless, I think, because you'll never catch up with AI in time without tech trading and foreign trade routes. So there're 2 options here. The first one is cultural bridge. If you're separated by narrow ocean straight 1-2 tiles wide (sometimes can only be deduced by guesswork) you can place the city on the shore and build obelisk which will result in a cultural bridge reasonably soon. This implies that you should consider possibility of this situation when placing your cities and to explore in such way to recognize this setup as soon as possible. If this doesn't work, you will have to switch to cultural race strategy.

The following phase is development of your empire. 2 production cities should build barracks and start to build military. First way is of the cheapest kind, to provide lone defenders to your new cities. Then they can switch to some better units that you'll use in later wars. Few archers, more catapults, swordsmen (if you got iron) are good investment. Naval power is going to be important, so you also need to build few galley. Early on, 5-6 galleys should be enough to sink enemy invasion if one happens. Those galleys should patrol on likely approach routes (so that you have time to gather all your galleys together before attacking the enemy fleet). In some cases AI may actually declare war without any invasion force. In this case just protect your fishing resources. But with this strategy AI will probably not attack you at all. All this time keep expanding and build new cities. With the great lighthouse, the coastal city with lighthouse and harbor will be making decent amount of commerce, so no reason not to build them. Especially, if you can get couple of sea foods and hill or two. Even tiny 1-tile islands with 2 sea foods around can sustain a good town. Just use slavery to convert food into buildings. If you play organized, build courthouses quickly as well to cut down on the maintenance. In any case, maintenance at this stage is going to be high, so be prepared to drop research rate down to 30%, 20% or worse. There's no reason to worry here, as your cities grow you'll be in much better shape.

Diplomacy. At this phase I'm trying to maintain decent relations with everybody, trade resources (those many small cities should have secured you plenty of extra resources which can be sold to AI for gold) and technologies. Keep open borders running on maximum. Foreign trade routes are really profitable. I don't adopt any state religions (and I don't research religious techs until I need them for something else).

Age of wars. The first serious war I plan will start when I get Steel (I make it a high priority). At the same time I'm preparing plenty of catapults and some gold reserves to do one turn upgrade. Somewhere along the line I've switched to Vassalage, so that most of them have city raider x 2 promotion and few barrage x 2. Other military units are grenadiers (some with forest defense + 2, others with hill defense + 2) and some melee units with city raider promotions. That means grenadiers has to be built last, and catapult and melee unit recruitment has to be completed earlier. And of course I have navy prepared to carry and protect my army. Next step is to choose the victim. Sometimes, there's no choice, because somebody got a big lead, won't trade anything with you and keep declaring war on you. In more fortunate circumstances you can select some neighbour from whom you can grab some good cities not too far away. But keep in mind that you still need to have good relationships with some AI who will tech-trade with you. Your first goal is to go for islands with good cities and resources (but not AI home islands, those will be too costly to conquer at this stage). Don't upgrade your melee units, but bring them into the war. They may get another city raider promotion cleaning up AI units invalidated by cannons. Then you can upgrade them into grenadiers (who can't get city raider otherwise). The military campaign should be well planned in all aspects, because you want to make your invasions quick and efficient. The window for this wars is rather short, because AI will soon get machine gunners and you'll have hard time to take their cities. Medic ships are useful to heal troops in transit. My navy on this stage consists of Frigates and Galleons. I won't keep going for the same AI. Typically I'd take couple of good nearby cities from one AI, make peace with him and attach another AI for another couple of cities. I don't mind giving them something afterwards to bring relations back to acceptable level (somethinglike cautous). This age ends when AI gets machine guns.

Empire buildup II. At this period I'm running hereditary rule, vassalage and slavery. I still keep producing military units in my production cities, but other cities build infrastructure. Ex-AI cities are usually handled in the same fasion. Rush theatre, rush lighthouse or harbor. This way instead of starving its population brings something useful. This makes those cities pretty good very quickly. One of them may become my shipyard (with drydocks), another can be 3rd production center, others can concentrate on science and money. I keep city defenses to the minimum (1 cheap unit) and just patrol seas with plenty of frigates. At this stage, AI is becoming less and less willing to trade tech, so I mostly rely on my own to research to railroads and artillery. When I get there, it's another age of wars.

Age of wars II. This time I upgrade my cannons to artillery and some of grenadiers with hill/forest defense promotions to machine guns. I still keep building grenadiers rather than machine guns, so that I can choose hill/forest promotions. Then I upgrade them. Now I invade somebody who hasn't got many [any] destroyers. Meanwhile I'm researching for destroyers myself and then quickly upgrade my fleet. Machine guns and infantry can't really protect AI from my army and I rarely lose more than 1-2 artilleries to take the city. At this stage I can take AI's home islands. This pretty much decides the game, because I become by far the biggest and strongest. Here priority becomes to clubber the leading AI to make sure he's not getting anywhere close to his spaceship. My research priorities here are biology and rocketry. My target military goal is to get infantry and SAM infantry. In fact, it's pretty much enough to take anything. City raider x 3 artillery and infantries can take care of offensive and AI can't do much against defenders with +2 hill/forest bonuses. I have to leave strong cities that have no appropriate nearby tiles for later though.

Cultural race strategy. In principle, it's a viable strategy on its own, however my main strategy works much better, so I revert to cultural race strategy only in the case described above, when I'm isolated from the rest of the world.

In this strategy, the 3 cultural cities has to have plenty of tiles around, with choice of production and commerce squares, because you'll want to switch them. It's important to build cottages early here and not rely on sea squares for commerce. Generally, I'd convert mines into windmills later in the game when many buildings are already finished. In this cirumstances you won't get any religions until late, so the goal is to grow those cities large. Research goal in this case is liberalism. You won't be researching far in this strategy. I'm ignoring naval power in this strategy and just build decent amount of troops, so that AI won't attack me. I don't plan to invade with them, so the choice of units is not critical. The main problem here is to get cultural victory before Ai gets space victory. Actually, I've never managed it :) But I came several times just a few turns short, so it's doable with some more micromanagement or some more luck. As your main cities get to the cap (health/happiness) start adding new cities which you'll need later to build supporting temples when you start building cathedrals. That's where production base in your cultural cities will become important, because you need to build those fast. Strangely enough, I wouldn't worry about cultural cities actually producing culture. Anyway, the bulk of culture points will be made in a final rush, when you have few cathedrals and set culture to 100% (at that time all other cities just build wealth to cover your expenses). Unfortunately, there's no good way to rush cathedrals, because you don't want to sacrifice population and you don't have gold/tech to rush for gold.

DangerousMonkey
Dec 17, 2005, 02:25 PM
Great stuff man, thanks. I'm going to go try that strategy right now.

kingdarius
Dec 23, 2005, 01:13 AM
Hey, thanks. I played diety and survived. Can you share more of your tech priorities? Do you try for any wonders other than lighthouse? Tips for diety level trading of tech?

DaviddesJ
Dec 23, 2005, 02:35 AM
I'm surprised you aren't going for Kremlin and Universal Suffrage. Wouldn't that be very effective after the start that you describe?

alexti2
Dec 23, 2005, 03:34 PM
I'm surprised you aren't going for Kremlin and Universal Suffrage. Wouldn't that be very effective after the start that you describe?
By the time you can get them, the game is pretty much decided. I don't know if you can get Kremlin reliably, I've never tried. Often I was concerned about some AI getting close to space victory, so I've preferred to have all my production cities cranking out units. That's not necessarily optimal, just sufficient to win :)

DaviddesJ
Dec 23, 2005, 03:45 PM
By the time you can get them, the game is pretty much decided.

Well, you can get Communism shortly after Steel. It seems like it should be a huge advantage at that point, but, I've never tried this sort of game.

alexti2
Dec 23, 2005, 03:49 PM
Hey, thanks. I played diety and survived. Can you share more of your tech priorities? Do you try for any wonders other than lighthouse? Tips for diety level trading of tech?
Wonders:
---------
- I will take Colossus if I can, but I won't be beelining for it. It's not that important, but it's a bonus.
- If I'm industrious and if I have stone I will build Pyramids.
- On tiny and maybe small maps I will try to get Great Library.

I don't build any other wonders.

Technologies:
-------------
I don't really have a rigid structure here, but there're few key points:
- get bronze working early for chopping
- get sailing and masonry for Great Lighthouse and for coast trading
- get writing for open borders
- get alphabet for tech trading (AI usually doesn't research it, so it's double useful)
- somewhere in between I'll get improvement techs that I need (depending on what resources I've got around)
- Monarchy to handle happiness
- Currency is important tech because it adds trade route and gold trading
- Compass allows harbor which helps with health and increases your trade route yield by 50%
- Calendar is usually needed for happy resources
- Research construction reasonably early to start building catapults

Further in the game I beeline for Steel (for cannons) getting Chemistry for Frigates in the process. Next goal will be to get to Artillery.

Whenever possible I'm trying to research something AI don't and then trade it. Alphabet, Civil Service, Paper, Gunpowder, Chemistry and Steel seem to be techs AI doesn't favor much, so I often get there first and trade them for something else. Don't sit on technologies. If you can't trade your tech for another tech, sell it for gold. AI will get it very soon anyway.

Later in the game, I'll be aiming for replaceable parts -> steam power -> railroads to get production bonuses.

Final level is biology (for growth), Rocketry (for SAM Infantry) and Combustion (for destroyers and transports). Researching further is unnecessary I think.

kingdarius
Dec 23, 2005, 03:53 PM
What financial leader do you like for this:
Qin - industrious, mining/ag, cho ko nu
Huana Capac - aggressive - ag/myst, quecha
Vicky - Expansive - fish,mining, redcoat
Liz - philosophical - fish,mining, redcoat
Washington - organized - fishing, ag, seal
Mansa - spiritual - mining&wheel, skirmisher .
Cathy - creative - hunting/mining, cossack.


I'm leaning towards Vicky for good starting techs and health. While not a problem early, health seems to become a problem after monarchy. Cheap granaries and harbors are a good thing. None of the UU's above seem that compelling on Archipelgo/Deity.

alexti2
Dec 23, 2005, 03:55 PM
Well, you can get Communism shortly after Steel. It seems like it should be a huge advantage at that point, but, I've never tried this sort of game.
Not that shortly. You need Philosophy, Education, Liberalism, Printing Press and Scientific Methods. Besides to get Universal suffrage you'll need Nationalism, Constitution and Democracy. And out of those only Printing Press and Scientific Methods are in a "soon useful" branch

alexti2
Dec 23, 2005, 04:07 PM
What financial leader do you like for this:
Qin - industrious, mining/ag, cho ko nu
Huana Capac - aggressive - ag/myst, quecha
Vicky - Expansive - fish,mining, redcoat
Liz - philosophical - fish,mining, redcoat
Washington - organized - fishing, ag, seal
Mansa - spiritual - mining&wheel, skirmisher .
Cathy - creative - hunting/mining, cossack.


I'm leaning towards Vicky for good starting techs and health. While not a problem early, health seems to become a problem after monarchy. Cheap granaries and harbors are a good thing. None of the UU's above seem that compelling on Archipelgo/Deity.
I think that in my strategy UU are pretty much irrelevant.

ind+fin, exp+fin, org+fin are all very good (org+fin I think is the strongest). Financial + Philosophical is interesting, but perhaps will work better if the strategy is somewhat adjusted to make use of GP.

Fin+agg is a waste of a trait a bit. The strategy is not heavy on melee and gunpowder units and I don't think extra Combat I will help much. Barracks and drydocks cost isn't that much of advantage either.

Fin+creative - creative trait is not that good on archipelago, because land grab is not culture based. 1/2 for theatre is nice, but they're not very expensive anyway.

Fin+spiritual - probably the worst combo. No anarchy is nice, but I change civics only few times. And I don't have a religion until much later, when the cost of a temple is not a problem. Maybe if you decide to go for cultural win and try to rush to religions it will work better.

DaviddesJ
Dec 23, 2005, 04:09 PM
Not that shortly. You need Philosophy, Education, Liberalism, Printing Press and Scientific Methods. Besides to get Universal suffrage you'll need Nationalism, Constitution and Democracy. And out of those only Printing Press and Scientific Methods are in a "soon useful" branch

I guess I was expecting that a lot of those would already be had by multiple AIs and you can get by trading. I should really try a game like this for myself. Thanks for all of the info.

alexti2
Dec 23, 2005, 04:36 PM
I guess I was expecting that a lot of those would already be had by multiple AIs and you can get by trading.
AI would usually have them, but they wouldn't trade them to you. In the later stages they tend to stop tech trading with you. Even if you're friendly with them.

DaviddesJ
Dec 23, 2005, 04:55 PM
Besides to get Universal suffrage you'll need Nationalism, Constitution and Democracy.

Or, you might capture the Pyramids. Which brings to mind another idea: you might try to get the Kremlin not by building it but by capturing it once one of the AIs builds it. Not a foolproof strategy, but perhaps something to keep in mind.

Tauro
Dec 23, 2005, 08:34 PM
First of all:
clap
clap
clap

I've never played on Deity, and archipelago, couse I'm still trying to beat this damn game on emperor on continents standard map and settings with Qin, I've won only on tiny maps :)

Thanks very much for the post, I'll try the strategy first on emperor just to learn to manage the war on sea.

BTW wich is usually the number of your cities near 100 BC? Do you use GP as super citizens or prefer academies, gold ages or anything else?
I'd like to see some screenshot or save in early/mid game just to understand better your strategy.
Thanks in advance :)

alexti2
Dec 24, 2005, 12:51 AM
Or, you might capture the Pyramids. Which brings to mind another idea: you might try to get the Kremlin not by building it but by capturing it once one of the AIs builds it. Not a foolproof strategy, but perhaps something to keep in mind.
That's a good point. Actually I'm pretty sure that I've captured AI cities with Pyramids in few games, but I've never given it a second thought :)

DaviddesJ
Dec 24, 2005, 12:58 AM
That's a good point. Actually I'm pretty sure that I've captured AI cities with Pyramids in few games, but I've never given it a second thought :)

Somehow it's a bit unintuitive to think of invading another country and capturing a 4000 year old relic so that you can give your citizens the right to vote. :)

alexti2
Dec 24, 2005, 12:59 AM
BTW wich is usually the number of your cities near 100 BC? Do you use GP as super citizens or prefer academies, gold ages or anything else?
I'd like to see some screenshot or save in early/mid game just to understand better your strategy.
Here's save from 125BC. Quick inventorization shows that I had 6 citites.

I don't generate much GP. I'd usually get couple of scientists to build academies in commercial cities. If I get Great Merchant (especially early) I will send him to collect 1000gold which is a big sum at that stage. Other GPs I will usually spend on tech, or join them as superspecialists.

alexti2
Dec 24, 2005, 01:04 AM
It looks somebody was reading this thread...

I've tried a game with Elizabeth with 1.52. First bad news was that there's 2 gold upkeep right from the start. That hurts! Somebody has beaten me to Great Lighthouse and there wasn't much I could do about it (I got pretty poor start though). Then Mansa Musa has beaten me to circumnavigation bonus. By the time I got alphabet everybody already got it and they've traded all their techs. Now there're groups of 2-3 [empty] galleys from various nations circulating near my islands. Hey, that was supposed to be *my* strategy...

Tauro
Dec 24, 2005, 04:37 AM
Thx alexti :)
Is it 1.09?
I keep waiting to upgrade :)
Six cities means that you must have a VERY strong economy :worship:

PanzerEric
Dec 24, 2005, 11:01 AM
I'd like to see screen shots from your finance screen on the diety win. My experience on higher levels is that you die a slow death since your economic costs slowly pull you down. Researching military techs and building units, plus adding cities on Diety mean you are going to be researching at 10% very quickly in order to pay for your empire. If on the other hand you have found a way to offset the cost-of-empire I would be very interested to see how you accomplished that:) .

alexti2
Dec 24, 2005, 11:26 AM
Didn't I mention importance of the Great Lighthouse? From the early to the mid-game, trade routes are about 50% of your overall income. No surprises my science slider is around 50% too :)

Zombie69
Dec 24, 2005, 12:06 PM
Fin+spiritual - probably the worst combo. No anarchy is nice, but I change civics only few times. And I don't have a religion until much later, when the cost of a temple is not a problem. Maybe if you decide to go for cultural win and try to rush to religions it will work better.

What has religion got to do with it? That civ doesn't even start with mysticism. I think it would work very well in your strategy, allowing you to go from military civics in times of war to peaceful ones in peace time. You should give it a try.

StupidMe
Dec 24, 2005, 01:04 PM
If you can beat archipelago, continents should be no big problem for you. Do you have a reliable standard 7 players continent strategy that you can post in a separate thread.
Also, do you play multiplayer and what's your strategy for that.
First post:)

alexti2
Dec 24, 2005, 03:04 PM
What has religion got to do with it? That civ doesn't even start with mysticism. I think it would work very well in your strategy, allowing you to go from military civics in times of war to peaceful ones in peace time. You should give it a try.
You can't switch civics back and forth even with spiritual, there's some waiting period. And anyway, I don't see what civics I would want to switch. Whole game is kind of a race condition and after the initial development you never stop producing military units.

But if you're going cultural path and religion race you will be able to build temples early, so you'll extract some benefits out of spiritual trait.

alexti2
Dec 24, 2005, 03:10 PM
If you can beat archipelago, continents should be no big problem for you. Do you have a reliable standard 7 players continent strategy that you can post in a separate thread.
Nope. Archipelago may work on smallish contintents map, because you're likely to end up alone on a small continent. But on standard map you'd get AI neighbour and my strategy doesn't allow for any significant land force early on. Besides, it's unclear what to do if you don't get any of (iron,copper,horser). Perhaps, I should try to think of something for continents, but my initial impression that continents on standard+ map are going to be harder to win reliably.


Also, do you play multiplayer and what's your strategy for that.
First post:)
My multiplayer strategy is to play Dominions 2 :)

Zombie69
Dec 24, 2005, 03:37 PM
You can't switch civics back and forth even with spiritual, there's some waiting period. And anyway, I don't see what civics I would want to switch. Whole game is kind of a race condition and after the initial development you never stop producing military units.

But if you're going cultural path and religion race you will be able to build temples early, so you'll extract some benefits out of spiritual trait.

The point is, with spiritual you could build barracks in a few more cities, and instead of producing units constantly in 2 cities (for example), you could produce units half the time in 4 cities. Whenever you're in production mode, you go for police state, vassalage and theocracy. When you're done making them, you go back to less costly and more generally useful civics. You'll want to spend more than 5 turns in each state anyway, so the turn limit shouldn't be a problem.

Maybe it's my limitted experience, but it seems to me that spiritual is a great trait for someone who wants a few wars interspaced by peaceful periods, like you described.

Tauro
Dec 24, 2005, 05:23 PM
Tried on Monarch, I had no horses and NO forests and river at all (I misses 3 gorges for this reason, even with a useless ingeneer...). SS victory in a small map, with my super capital with 14 wonders :)
A baby game compared to deity...
I'm approching do emperor...

A baby game compared to deity :9

PanzerEric
Dec 24, 2005, 05:43 PM
Good luck with this game:) . I opened your download file and noticed Caesar lurking uncomforatble close. Have you already won this game or is it still in-progress? As a longtime lurker, I always appreciate people who put their ideas and strategy out for others to study. Thanks for sharing this strategy as I'm not sure if anyone has posted a Diety win yet on the forums. Has anyone seen or heard of a Diety win yet, other than the Firaxis developers?

alexti2
Dec 24, 2005, 08:10 PM
Good luck with this game:) . I opened your download file and noticed Caesar lurking uncomforatble close. Have you already won this game or is it still in-progress?

Actually, we're at war in that savegame. Not everything is always going as planned, but the key is to keep fighting :) You never get comfortable Deity wins. In that war Caesar brought more galleys than I've expected and sunk most of my fleet. I had to buy peace with him. Some time later, while I was trying to rebuild my fleet, Greeks has attacked and I had to buy peace again. I haven't achieved naval dominance until frigates. Luckily, I had iron, so I wasn't too much concerned about invasion. Eventually I've conquered English and Romans, became biggest and baddest and concluded the game won.

As a longtime lurker, I always appreciate people who put their ideas and strategy out for others to study. Thanks for sharing this strategy as I'm not sure if anyone has posted a Diety win yet on the forums. Has anyone seen or heard of a Diety win yet, other than the Firaxis developers?
There were plenty of people winning on smallish Pangaeas - it's relatively easy (with a reasonably lucky start).

alexti2
Dec 24, 2005, 08:17 PM
The point is, with spiritual you could build barracks in a few more cities, and instead of producing units constantly in 2 cities (for example), you could produce units half the time in 4 cities. Whenever you're in production mode, you go for police state, vassalage and theocracy. When you're done making them, you go back to less costly and more generally useful civics. You'll want to spend more than 5 turns in each state anyway, so the turn limit shouldn't be a problem.

Maybe it's my limitted experience, but it seems to me that spiritual is a great trait for someone who wants a few wars interspaced by peaceful periods, like you described.
Many of those commerical cities have production base of 1 or 2-3. There isn't anything that can turn them into production centers. So it's hard to have many military producing cities. And what those cities would be doing when not building military? I squeeze in few important improvements here and there, but they have much faster production rate than my research. Besides, if I can have 4 production centers, what would be a disadvantage of building military in all of them continously? ;)

Anyway, I'm not trying to discourage you from trying spiritual, it doesn't fit into the way I play it, but perhaps some things can modified to take better advantage of spiritual.

alexti2
Dec 30, 2005, 12:58 AM
Few more notes after playing with 1.52... Even more emphasis on choosing your enemies. AI has started to build stronger navy and defend their home islands better. Aside of building bigger navy yourself, I've noticed that you can always get somebody to fight on your side. It's pretty good idea, even if it's costly, because your ally will engage opposition's fleet while you'll be travelling in big groups defending your cargo ships and quickly taking the cities. I think that's cheaper way than to maintain larger navy and lose your ships. Of course, it's not always possible, but it's something good to keep in mind and plan for it, by cultivating some ally. So far Tokugawa is my favourite for that, because he builds really good navy. In my last game he was pretty good at smashing my enemy fleets :)

obsolete
Dec 30, 2005, 02:12 AM
Thanks for sharing this strategy as I'm not sure if anyone has posted a Diety win yet on the forums. Has anyone seen or heard of a Diety win yet, other than the Firaxis developers?

I have beaten deity pretty consistant. I highly doubt it's as rare as some people may think.

alexti2
Dec 30, 2005, 04:28 PM
I would imagine there's a lot of people who beat deity but who don't go to these forums

Bezhukov
Dec 30, 2005, 08:56 PM
I find drafting Rifles via Nationalism to be an invaluable tactic for (generally shield-poor) archi maps, as is, of course, slavery.

mutax2003
Jan 03, 2006, 05:46 PM
I have beaten deity pretty consistant. I highly doubt it's as rare as some people may think.

What is your general strategy for winnning on standard continent setup on deity?

walkerjks
Jan 05, 2006, 10:09 AM
Thanks for the thread. It gave me the inspiration to win a couple of cultural games on deity. To win completely peacefully, you need to handicap the AI as much as possible. For me, that meant setting sea level to high and using the tiny islands setting. Nobody ends up with any land to speak of, so the key is The Great Lighthouse for commerce and grabbing any city spots with 2 or more food resources (generally seafood) to use as great people cities. Slavery is great for early production due to the high excess food.

alexti2
Jan 05, 2006, 07:48 PM
Thanks for the thread. It gave me the inspiration to win a couple of cultural games on deity. To win completely peacefully, you need to handicap the AI as much as possible. For me, that meant setting sea level to high and using the tiny islands setting. Nobody ends up with any land to speak of, so the key is The Great Lighthouse for commerce and grabbing any city spots with 2 or more food resources (generally seafood) to use as great people cities. Slavery is great for early production due to the high excess food.
Nice! Now I know for the fact that cultural method is possible here. I have never managed to do it myself :)

sandman_civ
Jan 06, 2006, 02:34 AM
I have beaten deity pretty consistant. I highly doubt it's as rare as some people may think.

Have you beaten Deity with the standard settings ie. standard size map, continents, 6 other random civs, normal speed? If so please share some savegames as I cannot fathom how this can be done, the last time I survived the AI built spaceship in the 1600's. Also, how do we know if half of these deity winners don't use the world builder (not that I'm accusing anyone)?

friskymike
Jan 06, 2006, 03:31 AM
Obsolete is all talk. I've seen at least half dozen posts by him talking about how easy this is, easy that is, how he can beat diety etc. but he never has anything to back it up.
Of course I would love to be proved wrong by him and learn something int he process :)

walkerjks
Jan 06, 2006, 07:31 AM
Have you beaten Deity with the standard settings ie. standard size map, continents, 6 other random civs, normal speed? If so please share some savegames as I cannot fathom how this can be done, the last time I survived the AI built spaceship in the 1600's. Also, how do we know if half of these deity winners don't use the world builder (not that I'm accusing anyone)?
Hopefully we'll see some of these games in the Hall of Fame. Mine have been accepted, so they should be visible around the 10th.

To solve the spaceship problem, I gamed the world builder to produce a late spaceship by using a tiny archipelago map with high seas and tiny islands. I use 2 AI opponents. This does the following:

1) Limits the collaborative research since only 2 AIs are active. Usually one gets behind the other, so very little trading occurs (though I trade with the lagger).

2) Limits the benefit of the AI second settler. The islands often aren't big enough for 2 cities.

3) Limits production. There are few hills and little land in general to support fast spaceship building.

4) No land = no cottages = slower tech growth.

This virtually guarantees the AI can't build before the 20th century. Of course, you have the same production and commerce issues.

alexti2
Jan 06, 2006, 09:03 PM
Well, if anybody is curious, here's sort of walkthrough of one of my deity games. "Play now!" settings standard-sized archipelago, Washington. That's the start I've posted in http://forums.civfanatics.com/showthread.php?t=149822. So if anybody want to try it first, don't read any further.


I've also attached few saves from various phases.

The start was sort of awkward. The home island was ok, and there's another land in sight, but that land was just a small island with no access any further. On the west is Tokugawa who wouldn't give open borders, so the initial expansion was limited to a capital and another city.

That made it hard, because everything (Great Lighthouse, units, ships) has to be built in the capital. I've built cultural bridge from the second city to the east, but it only opened access to a serie of 1-2 tile islands without access any further. I've built 3rd city on the best of them and started preparing for the wars. My neighbours in the local cluster were Tokugawa and Incas, and Incas weren't doing that well. After Tokugawa has finally opened his borders, I've discovered that Incas only had 2 cities on mediocre islands. Until the last moment I stayed very friendly with both neighbours, and then I've attacked Incas (mostly with catapults). Quickly conquering them I've ended up with 5 cities, somewhat far apart. Tokugawa isn't an easiest neighbour to deal with, but I didn't really have a force to take him, so I had to live with it for a while.

The situation wasn't that good, because I still didn't have Iron and Tokugawa kept building up forces which was preventing me from taking his Iron over.

As the optics has been discovered, I've learned that Chinese were on a cluster of a small island north-east from me. Cyrus was an overall leader, and Catherine was in game too (and she is famous for her early starships). Without Iron I didn't have much choice but to go for Chinese who didn't have Iron either. I didn't risk going for their homeland, but just took couple of island cities (still with catapults). I've beelined for Steel, then switched to 0% science to accumulate few thousands of gold for upgrades. Finally I've purchased Iron from Cyrus for something like 250 gold per turn, upgraded my catapults and declared war on Cyrus. Usually I prefer to wait until my ships are in position, but that Iron was just way too expensive. I've quickly conquered couple of his cities and finally gained Iron (that was the main goal of this war). I still had bad relationship with Chinese (apparently, they couldn't forgive me my invasion), and now I had bad relations with Cyrus as well. With nothing better to do I've attacked Cyrus again (after short period of peace) and took all his colonies (cities off his mainland).

By now I was getting really concerned about Catherine. She was way ahead in tech and the score leader as well. By now she, Montezuma and Tokugawa were already building their spaceships. To make things worse she had defensive pact with Tokugawa and having the same religion as Aztecs she was on fine terms with them as well. I didn't fancy fighting all 4 of leading AIs at the same time. With nothing better to do I had made defensive pact with Tokugawa as well which was very fortunate, because soon Chinese has declared war on me and they had better navy. I couldn't really afford to spend time dealing with Chinese when I needed to do something about Russians. So I let Tokugawa fight sea war vs Chinese (which he was winning) and as soon as Catherine's pact with Tokugawa has expired I've attacked Russians. In 2 wars conducted in quick succession I've taken most of their cities including their home island (I was afraid to leave it to them, because of their spaceship pace).

At that stage the game was mostly decided, because without Catherine's research, Tokugawa and Montezuma couldn't get their spaceships fast. Soon I've attacked first Montezuma taking most of his cities, and then I've repeated the same with Tokugawa. By that time I got sloppy, allowed Tokugawa to retake some of his cities back temporarily, then I've nearly lost my capital to unexpected drop-in from Tokugawa (luckily, I had some loaded transport within sailing distance). At that stage, with everybody nearly demolished, I had just made peace and eventually won space victory.

Torello
Jan 07, 2006, 02:24 AM
Cool, thanks.

Questions...

1) Do you often have to use the culture slider 10-30% like you did in this game for happiness? Is that more efficient than building extra units in all the cities since you're using hereditary rule?

2) Do you usually leave most forests intact?

3) Is 1 Grenadier and 11 Cannons a typical attacking force for you?

Thanks again for the saves and walk-through, very educational.

alexti2
Jan 07, 2006, 11:07 AM
Cool, thanks.

Questions...

1) Do you often have to use the culture slider 10-30% like you did in this game for happiness? Is that more efficient than building extra units in all the cities since you're using hereditary rule?

Yeah, that's not uncommon. When you're at war so often, war weariness accumulates. Many of the cities don't really have production base to speak of, so it's difficult to build plenty extra units there and cities with good production work to make units that will actually be fighting. The main source of the problem is that on Deity you're always short on time, so you can't afford breaks between the wars. Having more units in the cities may be more efficient, but I'm not sure if extra time spent to build them will pay off or not. Besides 10-30% culture helps you to quickly grab the land near recently conquered cities. I think you need to have culture slider at least at 10% for this purpose. So my answer is that I don't know :)


2) Do you usually leave most forests intact?

It really depends. If I have no fresh water, I want forests for health bonus and if I have no particular reason to rush something I will keep them.


3) Is 1 Grenadier and 11 Cannons a typical attacking force for you?

No, usually I'd have few more grenadiers, but some of them got killed, some are left to guard conquered cities, and 1-11 stack can deal with island city without offensive units just fine. But don't come with such stack to the AI home island :)

StupidMe
Jan 08, 2006, 02:59 PM
decision question: I just got a great engineer when i just started researching gunpowder the year is 1255 epic speed, should i merge or get gunpowder now?>