cv431410
Sep 14, 2007, 01:40 PM
1. Beyond the Swords
1.1 Comments on AI
1.2 Beyond the Swords is easier for Ancient Games.
1.3 Deity AI Advantage
1.4 My Niche
1.5 Setting
2. Introduction
2.1 Overall Game Strategy
2.2 Overall Military Strategy
2.3 Early Expansion Strategy
2.4 Other Important Factors
3. Basic Strategy
3.1 Phase I: Turtle Until WW is 0
3.2 Phase II Offense
4. Tactics
5. Sample
1. Beyond the Swords
3v3 ancient Teamer games are the most online games (Not sure why? That’s before the swords, not beyond the swords), so we may as well practice with Deity AI.
It turns out SP (Single Player) is quite different from MP (Multiple Player) in this era; nevertheless, this guide can still help you playing online significantly.
This is my eighth, and hopefully the last Deity Guide (Actually, the 9th Deity Guide is already in planning phase). There are a few tactics, which are specific to this Era. As usual, a large amount of files will be available for download.
1.1 Comments on AI
First of all, a few comments on the new Deity AI (Beyond the Swords).
(1) The Deity AI in this version is more human-like; in particular, it is more Ladder-like.
So what is the Ladder?
Ladder is a group of players with a distinct style. The Ladder game is generally 120 turns and set with 2-city elimination, i.e. you are out of a game if you loose 2 cities.
A normal player, by turn 120, would already have maze, crossbow, pike, and knight. For the Ladder player, very often they barely have Longbow.
This is very hilarious; you would say, what kind of fools are advancing tech so slow?
Not so fast. What are your pikes and knights good for, if you are dead?
Generally speaking, 10 turns before the game ends, you will face a stack of 30-units attacking force. With two-city elimination, unless you are prepared, 10 advanced units (maze, crossbow, pike, and knights) will not stop a 30-unit low-tech stack (horse archer, elephants, cat, axe and spear).
The counter strategy is, of course, very simple; the Ladder players are so busy in slaving units that you can easily get Oracle. Research monarchy ASAP and get oracle, timing it right and get Feudalism. This is so-called Feudalism slingshot.
10 LongBows, a few cats for the enemy stack, and a few advanced units (such as knight) can easily stop a 30-unit stack.
(2) Deity AI is still suicidal.
A human player would generally not attack a city of 10 LowBows with a stack of 10 horse archers and 10 axes. AI would and lose the entire stack.
(3) Deity AI researches much slower in this version.
In all earlier versions, I found it is impossible to keep up Research with Deity AI; in this version, because the Deity AI is so "ladder'"-like, I found it is possible for my team to keep up Research with the Deity team.
1.2 Beyond the Swords is easier for Ancient Games.
I found in this version (Beyond the Swords), defeating Deity AI is much easier than earlier version for two reasons:
(1) Advanced Start
The default advanced start is enough to produce 4 cities and a warrior. Deity AI will generally use the money for two size-3 cities, several workers, and other units and several land improvements.
By getting four cities from beginning, you have resolved one of the most difficult tasks: fast early expansion.
(2) Deity AI is "Ladder"-like, which makes them not so crazy in advancing tech. I can actually keep up with them in tech. When the time comes to attack, our team will lead in tech.
1.3 Deity AI Advantage
Deity AI has the following advantages:
· Technologies cost less (40 – 50 % less?).
· Building and Units cost less (40 – 50 % less?).
· Happiness costs less (40 – 50 %?).
· Inflation, city, and civic upkeep, upgrade cost less (40 – 50 %?).
· Health costs less (40 – 50 %?).
· Cities grow faster (40 – 50 % less food? (Deity AI takes 7 food growth the first size and it will take you 14)).
When you team up with Deity AI, you will need to take full advantage of your teammate, especially:
· Technologies cost less (40 % less?).
· Building and Units cost less (40 % less?).
· Inflation, city, and civic upkeep, upgrade cost less (40%?).
1.4 My Niche
Well, as many Deity Guides have shown before, some balance has to be found:
(1) Select a supporting position instead of a front position.
Front position is significantly harder than a supporting position so we will settle in the supporting position in this guide.
(2) Advanced Start
1.5 Setting
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Inland Sea
Sea Level: High
Era: Ancient (if you look backward, ancient is indeed beyond the swords)
Leader: Random * **
Teaming: 3v3
* Spiritual Leaders are not necessary, but can be nice because many civics are required and no anarchy will help.
The production civics:
Slavery
Organized Religion (+25% + priests production).
Feudalism will cause a switch:
Vassalage.
Civil Service will cause a switch:
Bureaucracy (50% capital).
This will be followed by unit production:
Theocracy (+2 EP).
A short burst of Great Person production will follow, causing the switch to the following and then switch back to the original civics:
Cast System
Pacifism
Happiness becomes a problem:
Nationalism (+2 for barrack)
Get Cost Under Control
State Property
And finally at the Deity level, the civic for Happiness is:
Police State (-25% WW)
If you do not choose it, then group your switch together:
Representation (From pyramid) and Organized Religion
Feudalism Switch (may or may not keep slavery)
Police State, Bureaucracy (50% capital), Theocracy (+2 EP)
Forget about great person production (Pacifism)
Nationalism (+2 for barrack)
Emancipation, State Property
Time the financial switches with one of the above
** Expansive Leaders
In the good old days, the expansive leader can be very powerful and here is why:
Marble: 3p/turn
Forest hill: 3p/turn
Expansive for workers: =50%.
So if you park on Marble with a Forest hill nearby, you can get 9p/turn for workers from the first turn (Which, I have to say, is crazy).
It will take 5 turns to get the first worker out, with 5*9 - 40 = 5 left over;
Through chopping, you get the second worker in four turns, with 4 * 9 + 5 (leftover) + 13 (chop) - 40 = 14 left over; and
You will get a third worker in 3 turns, with 3 * 9 + 14 - 40 = 1p left over.
This is super, 3 workers in 12 turns. The three workers, in turn, can chop a settler in 4 – 5 turns.
Well, times have changed; the new game significantly reduced the “Expansive” power to a degree that they are no longer necessary.
2. Introduction
2.1 Overall Game Strategy
This is my 8th Deity Guide and I can not emphasize this enough: Deity game is a strategic game of Happiness.
The game is not about military strategy, not about research strategy. The happiness and happiness alone decides what you do and what you do not. This is very different from Noble online game. Fail to control the War Weariness (WW), it can easily reach above 20, which terminates your game with your defeat.
WW can be reduced to 0 as follows:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
So this determines what you do in the entire game:
(1) First of all, you need to grab the Pyramid, which opens Police State. By the time of Bureaucracy, WW is above 6 and it is time to switch from Representation to Police State.
If you failed to obtain Pyramid, restart the game.
(2) Religion is a priority; if you failed to grab the three early religions, try Code of Law and Theocracy.
(3) Constitution For Jail is a high priority.
(4) Fascism for Mount Rushmore is a priority.
(5) Drama for Global Theater is a priority.
2.2 Overall Military Strategy
Phase I of the game is very, very long. It will last until you reach this point:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
Which reduces WW to 0. Try not to lose too many units in this phase; otherwise, WW grows like crazy.
Phase II is nothing but attacking, which you do not have any WW from losing units.
Phase I military strategy, therefore, is simple “turtle”:
Longbow (high priority than cat, horse, and elephants)
Muskets (high priority than knight, pike)
Rifle
Infantry
Machine guns
Your will produce units in four major waves:
(a) The initial wave consists of chariots, archers, spears. All of these units will be gifted when updates are available;
(b) The second wave consists of mostly longbows;
(c) The third wave consists of muskets. When rifles are available, all longbows and muskets are upgraded. When infantry are available, all units are upgraded again.
(d) Attack force.
In additional you should have two cities continuously pump up “cheap” units for your teammates.
There will be a very long gap from third wave of unit production to the fourth wave unit production, where you can catch up research and tech up your building.
2.3 Early Expansion Strategy
The online game has very standard research path:
(a) Growth Research (90%)
Bronze
Animal
Archer
Religion
(b) Choking Research (5%)
Archer (choking units, often with archer as UU)
Bronze
Animal
Religion
(c) Four Chariots Rush research (5%)
Animal
Bronze
Archer
Religion
This is obvious: the priority of the early game is the following order:
Food for growth
Production (hill, chopping, slavery)
Gold
Gold is the last priority; which basically dictates the above research order.
The advanced start significantly altered the above pictures. With advanced start, you start with 4 cities and 1 warrior. This significantly enhances your chance of wining in the long run; but in the short run, it eliminates the Choking strategy and the Rush strategy and forces you to focus on:
Food for growth
Gold
Production (hill, chopping, slavery)
i.e the Advanced Start has altered the early game priorities.
There are several major considerations on the early game:
(1) Worker
By the “1.5 rule”, you will need 6 workers for the four cities. While workers are important, chopping and slavery comes a bit late for the first round of 4 workers, which are already produced by the time bronze is available; especially if you do not have mining and start with expansive leaders.
(2) Support 4 cities
Supporting four size-1 cities from the start redirects the focus from production to gold. This instantly changes the priority order:
Food for growth
Gold
Production (hill, chopping, slavery)
Which in turn changes the Research order. Archer provides good initial defense. Initial Research order is:
Archer
Animal
Religion
Need Cottages now?
Bronze
Here:
Archer provides the early defense;
Animal plays the same old rule;
Religion: remember the Deity game is a game of Happiness?
2.4 Other Important Factors
(1) Slavery and Chopping
Slavery and Chopping are the key to early production. Granary reduces the cost of slavery by half, so you should get a granary per city right after workers and culture expansion. City must be growing all the time, i.e. workers and settlers must be produced with leftover hammer, unless there is 1 turn left for the settlers or worker.
Slavery to maximum, i.e. slavery all the time, as soon as possible; provided they do not interfere with your gold production before currency; at that point, you can gold from your teammate.
(2) Currency and Monarchy
After initial Research:
Archer
Animal
Religion
Need Cottages now?
Bronze
Writing
It is time to consider currency for getting money from your teammate to speed up the Research and Feudalism slingshot. However, between the pyramid and feudalism slingshot, go for pyramid. Feudalism slingshot is nothing compared with Police State.
(3) Unit Production
There are two types of unit production, units to be used by you and units to be gifted. Since you are in the back, you will not need your own units until longbows; therefore, all of your early units will be gifted.
The gifted units are:
Chariots (to be upgraded to horse by AI)
Pike (to be upgraded to rifle by AI)
Elephants and Knight (to be upgraded to cavalry by AI)
It is very, very, very important here; you must produce the largest amount of cheap units for your Deity AI partner; they, in turn, will upgrade the chariots to horses and rush.
As far as your own units are concerned, you will initially need 11 units on each side (22 units total); including 7 longbows, 2 spears, 1 cat, and 1 horse archer.
(4) Early Research
Based on your situation, these are the Early Research items:
Math
Currency
Monarch
Feudalism (slingshot?)
Horse
Construction
Calendar
Which emphasize longbow over cats.
3. Basic Strategy
The tactics used will be in the next chapter. This chapter will focus on strategy.
The strategy has only two phases:
Turtle
Attack.
Phase I of the game is long, which is start until you reach this point:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
Which reduces WW to 0. Try not to lose too many units in this phase; otherwise, WW goes up like crazy.
Phase II is nothing but attacking, which you do not have any WW from losing units.
3.1 Phase I: Turtle Until WW is 0
(1) 4 cities and 6 workers.
The objective of the initial expansion is to get 4 cities and 6 workers (1.5 ratio).
The default Advanced Start will provide 4 cities and a warrior. If you use expansive leader and can manage 4 hammers from the start, you can start producing workers immediately.
The objective of this phase:
· Get 4 cities and 6 workers
· All cities have Religion
· All teammates have iron, elephants, and horses, and you have at least one horse.
· Build Cottages
(2) Early Research Path.
Archer
Animal
Religion
Need Cottages now?
Bronze
Writing
(3) Produce units for front player
Produce archers and spears for both of your front players. Simply park them in cities and do nothing else. You will gift archer when longbows are available and gift spears when pikes are available.
(4) Continuing research
Currency – use AI support your economy and research
Monarch - happiness
Feudalism – start producing your own units (gift all your archer to teammates for cheap upgrade)
Calendar – money for research
Horse – teammates upgrade
Math – for construction
Construction - elephants
(5) Continuing Initial Expansion
Your initial 4 cities require 6 workers. The worker to city ratio is 1.5 at minimum.
After the initial placement, as soon as you have currency (get gold from your teammate) and you can produce enough gold; expand to fill all land available to you. Chop two settlers is a common trick.
(6) Building Order.
Culture expansion
Granary (use slavery)
Barracks (use slavery)
Happiness filers (warriors)
Missionaries
Cheap units
Note:
The warriors are Happiness fillers. Each city gets a warrior before size 4.
Vassalage provides the initial unit promotion. Soon after that, Theocracy will provide the unit promotion for the rest of the game. Produce enough priests before switching, including the anticipation of new cities.
(7) Your Defense Force
As far as your own units are concerned, you will need 11 units on each sides (22 units total); including 7 longbows, 2 spears, 1 cat, 1 horse archer. As a back player, very often you have neither horse nor elephants.
Once you have an adequate defense force, simply replaced lost units. Now, you can tech up your cities and catch up research with your opponents.
Catapults: when the enemy stack attacks your city, use your collateral damage units on the stack before it attacks.
Longbows: do nothing except switching cities when necessary.
(8) Roads.
All of your citizens should work on the improved tiles now. As soon as all citizens work on improved tiles, take 2 workers out to build roads to both fronts. These two workers will remain at the front for the rest of the game.
(9) Build Pyramid and switch to Representation first, then to Police state.
(10) Middle Game Happiness: Theater
It is long way away to reduce WW to 0. As a result, the capital with a global theater does not have the Happiness problem; this makes Drama a high priority.
Your cities will grow initially; then it becomes unhappy. You will slowly bring it down with food deficit and do whatever necessary to maintain the city at size 6 to 9 above. This is why Pyramids is paramount here, which it opens both Police States and Representation early.
Build 6 theaters and 1 global theater in your capital. You should plan your capital in such a way it will use all 20 tiles. The other national Wonder in the capital will be National Park much later. It is very common for me to grow my capital to size 30 (That’s right, thirty) in Deity games.
(11) Middle Game Research:
. Civil Service and Machinery
. Great Person for Theology
. Guild for Knights
. Nationalism for Nationhood (Happiness)
. Constitution for Jail (Happiness)
. Rifle and Cavalry
. Grenadier /Chemistry
(12) Muskets
Produce 5 – 10 muskets on each front. This will be the last wave of units you produce before the offense phase. Once you have adequate defense force, simply replaced lost units. Now, you can tech up your cities and catch up research with your opponents.
(13) Killing without losing Your Units
It is very important that you do not lose many units for two reasons:
(a) Deity AI out produces you, so you cannot keep up;
(b) WW increases faster if you lose units.
But, you do not have to lose units. There are a few things you have to do:
(a) Take as many workers as necessary to build roads in every square in the front city and cut down all trees;
(b) AI will send a large amount of pillaging units. Resist the temptation to fight with them. Have your teammate take care of them;
(c) When the enemy pillaging units are injured, take them out with your knights and then retreat your knight back to the city;
(d) When the enemy stack attacks your city, use your collateral damage units on the stack before it attacks.
Therefore, the only time you lose units are when you are attacked inside a city. Unless the attack stack has a 2 to 1 ratio against you, then you will not lose many units.
(14) Cash Support from Teammates
Deity AI has many advantages, including;
· Inflation, city and civic upkeep, upgrade cost less (40%?).
· City grows faster (40% less food? (Deity AI takes 7 food growth the first size).
As a result, they have gold left over; take the gold to increase your Research rate.
(15) Happiness
All cities need Happiness buildings.
Religion building
Theater
Ideally, get two Religions so you have +2 Happiness
(16) Unhappy Cities
Even with Representation, Police State, and Jail, WW starts with 1, 2, 3, 4... eventually it will reach above 10. Controlling WW is a must. There are a few things you will need to do:
Gradually bring the city down 6 with –1 food deficit.
Build Happiness buildings
Do not put +2 Happiness buildings in the capital.
Do not lose units so WW will grow slower.
(17) Maintaining the Roads
Your front city roads will be pillaged by AI; repair them as soon as possible.
(18) Heroic Epic
Build Heroic Epic in the city with the best production, except the capital, which will have Global Theater and National Park.
(19) Opportunities
When you hold the line, your teammates are preparing offense. From time to time, there will be opportunities when with your cooperation, you and your teammate can take down a few cities; make sure you take these opportunities.
You should not initiate offense during this phase because of WW.
(20) Happiness Building.
Your most serious problem in this phase is not that you do not have enough units, but how you manage the production of both units and Happiness:
You need to find time to produce:
+1 Happiness Religious building (first religion)
+1 Happiness Religious building (second religion)
Representation (+2 for 4 cities)
Coliseum
Switch to nationhood (+2 for barrack)
Market
+2 Happiness Religious buildings (first religion)
+2 Happiness Religious buildings (second religion)
5 Theaters + Global Theater
This should keep up the unhappiness and keep the city constant size at 10.
(21) Unit Upgrade
When rifles are available, all longbows and muskets are upgraded. When infantry are available, all units are upgraded again. Your will produce units in four major waves:
· The initial wave consists of chariots, archer, spear. All of these units will be gifted when updates are available;
· The second wave consists of mostly longbows;
· The third wave consists of muskets. Attack force.
In addition, you should have two cities continuously pump up “cheap” units for your teammates.
There will be a very long gap between the third wave of unit production to the fourth wave unit production, where you can catch up research and tech up your building.
3.2 Phase II Offense
You main Attack will consist of 40 units on one side, which include all of the defense units upgraded from longbows. All of the defense units on the other front will be the attack force on the other front. Cooperate the attack in both fronts with your teammates. All cities turn to unit production and happiness are no longer issue with exception of 1 or 2, which is either tech up or produce research/gold. In all of your cities, you have 20 happiness points. Food and health are now stopping you from growing.
4. Tactics
1. Size-30 Capital
Have National Park and Global Theater in the capital city. Once these two wonders are in place, everything will be converted into farms. All mines are converted into windmills for extra food. This is a typical OCC strategy so please refer OCC guides in this forum.
2. Killing Without Losing
Let your teammate take care of the pillaging units; you only take care of the leftover.
3. How to Control WW
WW can be reduced to 0 as follows:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
4. Placement of the Cities
Stop your teammate from expanding toward you. In the end, both of them will have much larger land than you.
5. Mobility is the Key to Success
Mobility offers protection to your forces after the fight and allows you to retrieve all injured units and therefore save them.
Initially, any units outside the cities will not have a long life. This means, initially, you should fight within your culture boundary. Build roads everywhere, in every square!!!
6. Take Forest Hill
Chop out your own Forest Hill and take over opponent’s Forest Hill.
7. Keep Captured Cities
Do not destroy captured cities; AI will always build it back. Give the city to your AI partner.
8. City Management
If you do not want to manage each of your cities every turn, manage them at least every third turn. The city is constantly getting unhappy. The cities keep focused on production and ignore food. I have to constantly redirect working tiles so the city is not starving.
9. Attack with Overwhelming Force
Do not attack unless you have enough units (40 units).
Do not attack when AI still has Mobile Offensive Forces; once you see his offensive force, run and don’t fight.
10. Culture Bomb
AI has not yet learned this trick, so this is not an issue.
1.1 Comments on AI
1.2 Beyond the Swords is easier for Ancient Games.
1.3 Deity AI Advantage
1.4 My Niche
1.5 Setting
2. Introduction
2.1 Overall Game Strategy
2.2 Overall Military Strategy
2.3 Early Expansion Strategy
2.4 Other Important Factors
3. Basic Strategy
3.1 Phase I: Turtle Until WW is 0
3.2 Phase II Offense
4. Tactics
5. Sample
1. Beyond the Swords
3v3 ancient Teamer games are the most online games (Not sure why? That’s before the swords, not beyond the swords), so we may as well practice with Deity AI.
It turns out SP (Single Player) is quite different from MP (Multiple Player) in this era; nevertheless, this guide can still help you playing online significantly.
This is my eighth, and hopefully the last Deity Guide (Actually, the 9th Deity Guide is already in planning phase). There are a few tactics, which are specific to this Era. As usual, a large amount of files will be available for download.
1.1 Comments on AI
First of all, a few comments on the new Deity AI (Beyond the Swords).
(1) The Deity AI in this version is more human-like; in particular, it is more Ladder-like.
So what is the Ladder?
Ladder is a group of players with a distinct style. The Ladder game is generally 120 turns and set with 2-city elimination, i.e. you are out of a game if you loose 2 cities.
A normal player, by turn 120, would already have maze, crossbow, pike, and knight. For the Ladder player, very often they barely have Longbow.
This is very hilarious; you would say, what kind of fools are advancing tech so slow?
Not so fast. What are your pikes and knights good for, if you are dead?
Generally speaking, 10 turns before the game ends, you will face a stack of 30-units attacking force. With two-city elimination, unless you are prepared, 10 advanced units (maze, crossbow, pike, and knights) will not stop a 30-unit low-tech stack (horse archer, elephants, cat, axe and spear).
The counter strategy is, of course, very simple; the Ladder players are so busy in slaving units that you can easily get Oracle. Research monarchy ASAP and get oracle, timing it right and get Feudalism. This is so-called Feudalism slingshot.
10 LongBows, a few cats for the enemy stack, and a few advanced units (such as knight) can easily stop a 30-unit stack.
(2) Deity AI is still suicidal.
A human player would generally not attack a city of 10 LowBows with a stack of 10 horse archers and 10 axes. AI would and lose the entire stack.
(3) Deity AI researches much slower in this version.
In all earlier versions, I found it is impossible to keep up Research with Deity AI; in this version, because the Deity AI is so "ladder'"-like, I found it is possible for my team to keep up Research with the Deity team.
1.2 Beyond the Swords is easier for Ancient Games.
I found in this version (Beyond the Swords), defeating Deity AI is much easier than earlier version for two reasons:
(1) Advanced Start
The default advanced start is enough to produce 4 cities and a warrior. Deity AI will generally use the money for two size-3 cities, several workers, and other units and several land improvements.
By getting four cities from beginning, you have resolved one of the most difficult tasks: fast early expansion.
(2) Deity AI is "Ladder"-like, which makes them not so crazy in advancing tech. I can actually keep up with them in tech. When the time comes to attack, our team will lead in tech.
1.3 Deity AI Advantage
Deity AI has the following advantages:
· Technologies cost less (40 – 50 % less?).
· Building and Units cost less (40 – 50 % less?).
· Happiness costs less (40 – 50 %?).
· Inflation, city, and civic upkeep, upgrade cost less (40 – 50 %?).
· Health costs less (40 – 50 %?).
· Cities grow faster (40 – 50 % less food? (Deity AI takes 7 food growth the first size and it will take you 14)).
When you team up with Deity AI, you will need to take full advantage of your teammate, especially:
· Technologies cost less (40 % less?).
· Building and Units cost less (40 % less?).
· Inflation, city, and civic upkeep, upgrade cost less (40%?).
1.4 My Niche
Well, as many Deity Guides have shown before, some balance has to be found:
(1) Select a supporting position instead of a front position.
Front position is significantly harder than a supporting position so we will settle in the supporting position in this guide.
(2) Advanced Start
1.5 Setting
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Inland Sea
Sea Level: High
Era: Ancient (if you look backward, ancient is indeed beyond the swords)
Leader: Random * **
Teaming: 3v3
* Spiritual Leaders are not necessary, but can be nice because many civics are required and no anarchy will help.
The production civics:
Slavery
Organized Religion (+25% + priests production).
Feudalism will cause a switch:
Vassalage.
Civil Service will cause a switch:
Bureaucracy (50% capital).
This will be followed by unit production:
Theocracy (+2 EP).
A short burst of Great Person production will follow, causing the switch to the following and then switch back to the original civics:
Cast System
Pacifism
Happiness becomes a problem:
Nationalism (+2 for barrack)
Get Cost Under Control
State Property
And finally at the Deity level, the civic for Happiness is:
Police State (-25% WW)
If you do not choose it, then group your switch together:
Representation (From pyramid) and Organized Religion
Feudalism Switch (may or may not keep slavery)
Police State, Bureaucracy (50% capital), Theocracy (+2 EP)
Forget about great person production (Pacifism)
Nationalism (+2 for barrack)
Emancipation, State Property
Time the financial switches with one of the above
** Expansive Leaders
In the good old days, the expansive leader can be very powerful and here is why:
Marble: 3p/turn
Forest hill: 3p/turn
Expansive for workers: =50%.
So if you park on Marble with a Forest hill nearby, you can get 9p/turn for workers from the first turn (Which, I have to say, is crazy).
It will take 5 turns to get the first worker out, with 5*9 - 40 = 5 left over;
Through chopping, you get the second worker in four turns, with 4 * 9 + 5 (leftover) + 13 (chop) - 40 = 14 left over; and
You will get a third worker in 3 turns, with 3 * 9 + 14 - 40 = 1p left over.
This is super, 3 workers in 12 turns. The three workers, in turn, can chop a settler in 4 – 5 turns.
Well, times have changed; the new game significantly reduced the “Expansive” power to a degree that they are no longer necessary.
2. Introduction
2.1 Overall Game Strategy
This is my 8th Deity Guide and I can not emphasize this enough: Deity game is a strategic game of Happiness.
The game is not about military strategy, not about research strategy. The happiness and happiness alone decides what you do and what you do not. This is very different from Noble online game. Fail to control the War Weariness (WW), it can easily reach above 20, which terminates your game with your defeat.
WW can be reduced to 0 as follows:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
So this determines what you do in the entire game:
(1) First of all, you need to grab the Pyramid, which opens Police State. By the time of Bureaucracy, WW is above 6 and it is time to switch from Representation to Police State.
If you failed to obtain Pyramid, restart the game.
(2) Religion is a priority; if you failed to grab the three early religions, try Code of Law and Theocracy.
(3) Constitution For Jail is a high priority.
(4) Fascism for Mount Rushmore is a priority.
(5) Drama for Global Theater is a priority.
2.2 Overall Military Strategy
Phase I of the game is very, very long. It will last until you reach this point:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
Which reduces WW to 0. Try not to lose too many units in this phase; otherwise, WW grows like crazy.
Phase II is nothing but attacking, which you do not have any WW from losing units.
Phase I military strategy, therefore, is simple “turtle”:
Longbow (high priority than cat, horse, and elephants)
Muskets (high priority than knight, pike)
Rifle
Infantry
Machine guns
Your will produce units in four major waves:
(a) The initial wave consists of chariots, archers, spears. All of these units will be gifted when updates are available;
(b) The second wave consists of mostly longbows;
(c) The third wave consists of muskets. When rifles are available, all longbows and muskets are upgraded. When infantry are available, all units are upgraded again.
(d) Attack force.
In additional you should have two cities continuously pump up “cheap” units for your teammates.
There will be a very long gap from third wave of unit production to the fourth wave unit production, where you can catch up research and tech up your building.
2.3 Early Expansion Strategy
The online game has very standard research path:
(a) Growth Research (90%)
Bronze
Animal
Archer
Religion
(b) Choking Research (5%)
Archer (choking units, often with archer as UU)
Bronze
Animal
Religion
(c) Four Chariots Rush research (5%)
Animal
Bronze
Archer
Religion
This is obvious: the priority of the early game is the following order:
Food for growth
Production (hill, chopping, slavery)
Gold
Gold is the last priority; which basically dictates the above research order.
The advanced start significantly altered the above pictures. With advanced start, you start with 4 cities and 1 warrior. This significantly enhances your chance of wining in the long run; but in the short run, it eliminates the Choking strategy and the Rush strategy and forces you to focus on:
Food for growth
Gold
Production (hill, chopping, slavery)
i.e the Advanced Start has altered the early game priorities.
There are several major considerations on the early game:
(1) Worker
By the “1.5 rule”, you will need 6 workers for the four cities. While workers are important, chopping and slavery comes a bit late for the first round of 4 workers, which are already produced by the time bronze is available; especially if you do not have mining and start with expansive leaders.
(2) Support 4 cities
Supporting four size-1 cities from the start redirects the focus from production to gold. This instantly changes the priority order:
Food for growth
Gold
Production (hill, chopping, slavery)
Which in turn changes the Research order. Archer provides good initial defense. Initial Research order is:
Archer
Animal
Religion
Need Cottages now?
Bronze
Here:
Archer provides the early defense;
Animal plays the same old rule;
Religion: remember the Deity game is a game of Happiness?
2.4 Other Important Factors
(1) Slavery and Chopping
Slavery and Chopping are the key to early production. Granary reduces the cost of slavery by half, so you should get a granary per city right after workers and culture expansion. City must be growing all the time, i.e. workers and settlers must be produced with leftover hammer, unless there is 1 turn left for the settlers or worker.
Slavery to maximum, i.e. slavery all the time, as soon as possible; provided they do not interfere with your gold production before currency; at that point, you can gold from your teammate.
(2) Currency and Monarchy
After initial Research:
Archer
Animal
Religion
Need Cottages now?
Bronze
Writing
It is time to consider currency for getting money from your teammate to speed up the Research and Feudalism slingshot. However, between the pyramid and feudalism slingshot, go for pyramid. Feudalism slingshot is nothing compared with Police State.
(3) Unit Production
There are two types of unit production, units to be used by you and units to be gifted. Since you are in the back, you will not need your own units until longbows; therefore, all of your early units will be gifted.
The gifted units are:
Chariots (to be upgraded to horse by AI)
Pike (to be upgraded to rifle by AI)
Elephants and Knight (to be upgraded to cavalry by AI)
It is very, very, very important here; you must produce the largest amount of cheap units for your Deity AI partner; they, in turn, will upgrade the chariots to horses and rush.
As far as your own units are concerned, you will initially need 11 units on each side (22 units total); including 7 longbows, 2 spears, 1 cat, and 1 horse archer.
(4) Early Research
Based on your situation, these are the Early Research items:
Math
Currency
Monarch
Feudalism (slingshot?)
Horse
Construction
Calendar
Which emphasize longbow over cats.
3. Basic Strategy
The tactics used will be in the next chapter. This chapter will focus on strategy.
The strategy has only two phases:
Turtle
Attack.
Phase I of the game is long, which is start until you reach this point:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
Which reduces WW to 0. Try not to lose too many units in this phase; otherwise, WW goes up like crazy.
Phase II is nothing but attacking, which you do not have any WW from losing units.
3.1 Phase I: Turtle Until WW is 0
(1) 4 cities and 6 workers.
The objective of the initial expansion is to get 4 cities and 6 workers (1.5 ratio).
The default Advanced Start will provide 4 cities and a warrior. If you use expansive leader and can manage 4 hammers from the start, you can start producing workers immediately.
The objective of this phase:
· Get 4 cities and 6 workers
· All cities have Religion
· All teammates have iron, elephants, and horses, and you have at least one horse.
· Build Cottages
(2) Early Research Path.
Archer
Animal
Religion
Need Cottages now?
Bronze
Writing
(3) Produce units for front player
Produce archers and spears for both of your front players. Simply park them in cities and do nothing else. You will gift archer when longbows are available and gift spears when pikes are available.
(4) Continuing research
Currency – use AI support your economy and research
Monarch - happiness
Feudalism – start producing your own units (gift all your archer to teammates for cheap upgrade)
Calendar – money for research
Horse – teammates upgrade
Math – for construction
Construction - elephants
(5) Continuing Initial Expansion
Your initial 4 cities require 6 workers. The worker to city ratio is 1.5 at minimum.
After the initial placement, as soon as you have currency (get gold from your teammate) and you can produce enough gold; expand to fill all land available to you. Chop two settlers is a common trick.
(6) Building Order.
Culture expansion
Granary (use slavery)
Barracks (use slavery)
Happiness filers (warriors)
Missionaries
Cheap units
Note:
The warriors are Happiness fillers. Each city gets a warrior before size 4.
Vassalage provides the initial unit promotion. Soon after that, Theocracy will provide the unit promotion for the rest of the game. Produce enough priests before switching, including the anticipation of new cities.
(7) Your Defense Force
As far as your own units are concerned, you will need 11 units on each sides (22 units total); including 7 longbows, 2 spears, 1 cat, 1 horse archer. As a back player, very often you have neither horse nor elephants.
Once you have an adequate defense force, simply replaced lost units. Now, you can tech up your cities and catch up research with your opponents.
Catapults: when the enemy stack attacks your city, use your collateral damage units on the stack before it attacks.
Longbows: do nothing except switching cities when necessary.
(8) Roads.
All of your citizens should work on the improved tiles now. As soon as all citizens work on improved tiles, take 2 workers out to build roads to both fronts. These two workers will remain at the front for the rest of the game.
(9) Build Pyramid and switch to Representation first, then to Police state.
(10) Middle Game Happiness: Theater
It is long way away to reduce WW to 0. As a result, the capital with a global theater does not have the Happiness problem; this makes Drama a high priority.
Your cities will grow initially; then it becomes unhappy. You will slowly bring it down with food deficit and do whatever necessary to maintain the city at size 6 to 9 above. This is why Pyramids is paramount here, which it opens both Police States and Representation early.
Build 6 theaters and 1 global theater in your capital. You should plan your capital in such a way it will use all 20 tiles. The other national Wonder in the capital will be National Park much later. It is very common for me to grow my capital to size 30 (That’s right, thirty) in Deity games.
(11) Middle Game Research:
. Civil Service and Machinery
. Great Person for Theology
. Guild for Knights
. Nationalism for Nationhood (Happiness)
. Constitution for Jail (Happiness)
. Rifle and Cavalry
. Grenadier /Chemistry
(12) Muskets
Produce 5 – 10 muskets on each front. This will be the last wave of units you produce before the offense phase. Once you have adequate defense force, simply replaced lost units. Now, you can tech up your cities and catch up research with your opponents.
(13) Killing without losing Your Units
It is very important that you do not lose many units for two reasons:
(a) Deity AI out produces you, so you cannot keep up;
(b) WW increases faster if you lose units.
But, you do not have to lose units. There are a few things you have to do:
(a) Take as many workers as necessary to build roads in every square in the front city and cut down all trees;
(b) AI will send a large amount of pillaging units. Resist the temptation to fight with them. Have your teammate take care of them;
(c) When the enemy pillaging units are injured, take them out with your knights and then retreat your knight back to the city;
(d) When the enemy stack attacks your city, use your collateral damage units on the stack before it attacks.
Therefore, the only time you lose units are when you are attacked inside a city. Unless the attack stack has a 2 to 1 ratio against you, then you will not lose many units.
(14) Cash Support from Teammates
Deity AI has many advantages, including;
· Inflation, city and civic upkeep, upgrade cost less (40%?).
· City grows faster (40% less food? (Deity AI takes 7 food growth the first size).
As a result, they have gold left over; take the gold to increase your Research rate.
(15) Happiness
All cities need Happiness buildings.
Religion building
Theater
Ideally, get two Religions so you have +2 Happiness
(16) Unhappy Cities
Even with Representation, Police State, and Jail, WW starts with 1, 2, 3, 4... eventually it will reach above 10. Controlling WW is a must. There are a few things you will need to do:
Gradually bring the city down 6 with –1 food deficit.
Build Happiness buildings
Do not put +2 Happiness buildings in the capital.
Do not lose units so WW will grow slower.
(17) Maintaining the Roads
Your front city roads will be pillaged by AI; repair them as soon as possible.
(18) Heroic Epic
Build Heroic Epic in the city with the best production, except the capital, which will have Global Theater and National Park.
(19) Opportunities
When you hold the line, your teammates are preparing offense. From time to time, there will be opportunities when with your cooperation, you and your teammate can take down a few cities; make sure you take these opportunities.
You should not initiate offense during this phase because of WW.
(20) Happiness Building.
Your most serious problem in this phase is not that you do not have enough units, but how you manage the production of both units and Happiness:
You need to find time to produce:
+1 Happiness Religious building (first religion)
+1 Happiness Religious building (second religion)
Representation (+2 for 4 cities)
Coliseum
Switch to nationhood (+2 for barrack)
Market
+2 Happiness Religious buildings (first religion)
+2 Happiness Religious buildings (second religion)
5 Theaters + Global Theater
This should keep up the unhappiness and keep the city constant size at 10.
(21) Unit Upgrade
When rifles are available, all longbows and muskets are upgraded. When infantry are available, all units are upgraded again. Your will produce units in four major waves:
· The initial wave consists of chariots, archer, spear. All of these units will be gifted when updates are available;
· The second wave consists of mostly longbows;
· The third wave consists of muskets. Attack force.
In addition, you should have two cities continuously pump up “cheap” units for your teammates.
There will be a very long gap between the third wave of unit production to the fourth wave unit production, where you can catch up research and tech up your building.
3.2 Phase II Offense
You main Attack will consist of 40 units on one side, which include all of the defense units upgraded from longbows. All of the defense units on the other front will be the attack force on the other front. Cooperate the attack in both fronts with your teammates. All cities turn to unit production and happiness are no longer issue with exception of 1 or 2, which is either tech up or produce research/gold. In all of your cities, you have 20 happiness points. Food and health are now stopping you from growing.
4. Tactics
1. Size-30 Capital
Have National Park and Global Theater in the capital city. Once these two wonders are in place, everything will be converted into farms. All mines are converted into windmills for extra food. This is a typical OCC strategy so please refer OCC guides in this forum.
2. Killing Without Losing
Let your teammate take care of the pillaging units; you only take care of the leftover.
3. How to Control WW
WW can be reduced to 0 as follows:
Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%
4. Placement of the Cities
Stop your teammate from expanding toward you. In the end, both of them will have much larger land than you.
5. Mobility is the Key to Success
Mobility offers protection to your forces after the fight and allows you to retrieve all injured units and therefore save them.
Initially, any units outside the cities will not have a long life. This means, initially, you should fight within your culture boundary. Build roads everywhere, in every square!!!
6. Take Forest Hill
Chop out your own Forest Hill and take over opponent’s Forest Hill.
7. Keep Captured Cities
Do not destroy captured cities; AI will always build it back. Give the city to your AI partner.
8. City Management
If you do not want to manage each of your cities every turn, manage them at least every third turn. The city is constantly getting unhappy. The cities keep focused on production and ignore food. I have to constantly redirect working tiles so the city is not starving.
9. Attack with Overwhelming Force
Do not attack unless you have enough units (40 units).
Do not attack when AI still has Mobile Offensive Forces; once you see his offensive force, run and don’t fight.
10. Culture Bomb
AI has not yet learned this trick, so this is not an issue.