Drachen
May 01, 2011, 03:43 PM
Just thought I’d describe a strategy for a Mongolian deity domination game which you should win anywhere from about 100 AD to about 1500 AD. Settings are small, Pangea, epic speed, for patch .275. I’ll be doing whatever the game allows except for restarting from a save due to a bad military outcome: therefore I’ll be using what some would consider exploits.
We are going to use a National College (NC) start and direct our efforts towards building an experienced Keshik army as quickly as possible and use it to go pound on our neighbors. We will use two research agreements (RA) and tech blocking to reach Civil Service and Chivalry. Our early happiness will come from puppeted luxury cities and our late science will come from the patronage line of social policies to Scholasticism. We will settle no cities in this game.
We are going to select a mining start. Initial research will be Mining, Pottery, Writing, and Philosophy. Initial build will be scout, worker, granary, and then the National College after buying a second scout and library using gold from ruins, right of passage agreements, and selling our first mined luxury. After initial explorations bring your warrior home to protect your first worker and continue exploring with your scouts with an emphasis on meeting other civilizations and capturing a worker without starting a war. You get one declaration of war (DOW) without incurring significant negative diplomatic relations. We don’t want to burn that for a worker as it greatly reduces your income from selling luxuries later on in a domination game.
About this time, if you are lucky, a barbarian will invade your capital. Reduce him to red health but do not kill him. This is your barbarian pet and he will allow you to resell luxuries over and over as he first pillages and you then repair your mines. This early in the game you may find that your opponents don’t have the full 450 gold that luxuries sell for at epic game pace. To handle this you sell them gold in exchange for gold per turn (GPT) and then sell the luxury for the full price. This way you still get the GPT even though the resource will be pillaged and so you get money for needful things and your opponents are hindered. It is not necessary to use barbarian pets to get this victory but you will get a much earlier victory if you do.
After Philosophy you will research through Iron Working first, so you can buy a barracks and construct the Heroic Epic, followed by Animal Husbandry, The Wheel, and the prerequisite techs for Civil Service and Chivalry. You will block unneeded techs by researching 1/3 of the way through them. This will include Sailing, Calendar, Masonry, and Metal Casting. You should have no problem with your blocks and prereqs if you wait till around turn 80 to enter into two research agreements which will get you Civil Service and Chivalry 45 turns later. Once again you sell them gold in exchange for GPT if they don’t have enough gold and then enter into the RA.
You’ll note that there have been no settlers built and this serves two purposes. First, it allows you to quickly build your social policies. Secondly, it allows you to field your army much more quickly and the units you are fielding are significantly stronger due to the Heroic Epic and barracks. Building an armory is problematic but maybe your best bet if you do not have horses hooked up yet. It costs three GPT which will add to your mid game monetary problems but it furthers your main goal of getting your Keshiks experience. We’re also going to further our Keshiks experience by selecting the Honor Tree of social policies first and taking the left side to the 1.5 experience gain policy .i.e. Military Tradition. Your culture for unlocking these policies will need to come from city states. You may also find that you do not have horses or iron within your capital city. Therefore, you will need to ally yourself with a cultural city state that can provide you horses or multiple city states to provide these needs. As a last resort you can buy them from other civs. Getting your own sources of iron and horses is a prime consideration in early target selection. Now on to military matters.
Your military campaign will be divided into two phases for each civilization you engage. Phase one involves reducing your opponent’s military. Upon declaration of war your opponent may invade and this is easily handled by hit and run Keshik attacks. Following this, your army will move forward with heavy melee units in front absorbing damage and using your Keshiks to eliminate enemy units. Thus, you will need to build three or four warriors in your early build up phase and advance them through long swords and eventually to rifleman. Therefore, after Chivalry you will need to set your research path accordingly: using research agreements with remote civs in combination with science from city states and scholasticism to reach Steel and Rifling. Often, the game will be won with no need for more advanced units. Your warriors will be built first and then chariot archers which will be upgraded to Keshiks. The upgraded warriors will be taking the enemy cities early on with horsemen and lancers being added to the mix later. I recommend getting 4-6 keshiks by upgrading/buying/building before buying/building your first horseman. Your keshiks need time earn promotions so don’t delay.
In phase two, after your opponents units are depleted, you can advance your Keshik army along captured roads, rotating Keshiks to fire on enemy cities until they reach one hit point and then using a horseman or lancer to take the city. Even a badly damaged unit will take a one hit point city. During this phase it should take only a turn or two to take each city as you follow enemy road networks. If melee units are wounded send them to the rear to be healed in cities with a great general (Khan) next to it or leave them in place if they’re lightly damaged and place a protected Khan next to them. Your Keshiks should not be getting wounded at all if your reconnaissance and tactics are appropriate. Do not allow enemy knights to pop out of the fog and kill your Keshiks. Captured workers can be used to provide a screening presence on your flanks. As your Keshiks gain experience I suggest sending half down the accuracy line and the other half down the barrage line. After three promotions you get logistics i.e. two attacks per turn. This is the dividing line. After logistics your tame little Keshiks become beasts, gaining experience rapidly and allowing you to promote them with range and indirect fire. At this point they can fire two times, three tiles, over obstructions and still have nine movement points along roads: they are awesome.
You’ll get all the pieces into place and start your campaign sometime around turn 140 or perhaps earlier if you can goad your selected target into a DOW. The longer you can play the innocent victim the longer you can keep friendly relations with other civs and have a robust market for your goods and partners for RA’s. Entering declarations of friendships usually does more harm than good IMO but can be used in the right circumstances. You will probably find that you are short on gold and happiness after puppeting several cities. For gold you need to use captured workers to build a trade network, you may be able to get a good bit of GPT from your victims, you may need to burn a Khan for a golden age. Just do what you need to do to get through this: it gets better after a bit. Happiness does not. It just gets worse and worse as you take more and more cities and puppet them. Therefore, you may need to hold up before your next DOW to raze some cities, get luxuries from new city state allies, build a happiness building, and the like. You may find that you can sell a city to another civ to get it off your hands in a hurry. If your game goes on long enough you may be able to take the Piety policy line to Meritocracy. You can of course choose to substitute that line for Honor or Patronage. There are arguments for each path.
Hope this helps some of you trying to get going on deity. Enjoy!
We are going to use a National College (NC) start and direct our efforts towards building an experienced Keshik army as quickly as possible and use it to go pound on our neighbors. We will use two research agreements (RA) and tech blocking to reach Civil Service and Chivalry. Our early happiness will come from puppeted luxury cities and our late science will come from the patronage line of social policies to Scholasticism. We will settle no cities in this game.
We are going to select a mining start. Initial research will be Mining, Pottery, Writing, and Philosophy. Initial build will be scout, worker, granary, and then the National College after buying a second scout and library using gold from ruins, right of passage agreements, and selling our first mined luxury. After initial explorations bring your warrior home to protect your first worker and continue exploring with your scouts with an emphasis on meeting other civilizations and capturing a worker without starting a war. You get one declaration of war (DOW) without incurring significant negative diplomatic relations. We don’t want to burn that for a worker as it greatly reduces your income from selling luxuries later on in a domination game.
About this time, if you are lucky, a barbarian will invade your capital. Reduce him to red health but do not kill him. This is your barbarian pet and he will allow you to resell luxuries over and over as he first pillages and you then repair your mines. This early in the game you may find that your opponents don’t have the full 450 gold that luxuries sell for at epic game pace. To handle this you sell them gold in exchange for gold per turn (GPT) and then sell the luxury for the full price. This way you still get the GPT even though the resource will be pillaged and so you get money for needful things and your opponents are hindered. It is not necessary to use barbarian pets to get this victory but you will get a much earlier victory if you do.
After Philosophy you will research through Iron Working first, so you can buy a barracks and construct the Heroic Epic, followed by Animal Husbandry, The Wheel, and the prerequisite techs for Civil Service and Chivalry. You will block unneeded techs by researching 1/3 of the way through them. This will include Sailing, Calendar, Masonry, and Metal Casting. You should have no problem with your blocks and prereqs if you wait till around turn 80 to enter into two research agreements which will get you Civil Service and Chivalry 45 turns later. Once again you sell them gold in exchange for GPT if they don’t have enough gold and then enter into the RA.
You’ll note that there have been no settlers built and this serves two purposes. First, it allows you to quickly build your social policies. Secondly, it allows you to field your army much more quickly and the units you are fielding are significantly stronger due to the Heroic Epic and barracks. Building an armory is problematic but maybe your best bet if you do not have horses hooked up yet. It costs three GPT which will add to your mid game monetary problems but it furthers your main goal of getting your Keshiks experience. We’re also going to further our Keshiks experience by selecting the Honor Tree of social policies first and taking the left side to the 1.5 experience gain policy .i.e. Military Tradition. Your culture for unlocking these policies will need to come from city states. You may also find that you do not have horses or iron within your capital city. Therefore, you will need to ally yourself with a cultural city state that can provide you horses or multiple city states to provide these needs. As a last resort you can buy them from other civs. Getting your own sources of iron and horses is a prime consideration in early target selection. Now on to military matters.
Your military campaign will be divided into two phases for each civilization you engage. Phase one involves reducing your opponent’s military. Upon declaration of war your opponent may invade and this is easily handled by hit and run Keshik attacks. Following this, your army will move forward with heavy melee units in front absorbing damage and using your Keshiks to eliminate enemy units. Thus, you will need to build three or four warriors in your early build up phase and advance them through long swords and eventually to rifleman. Therefore, after Chivalry you will need to set your research path accordingly: using research agreements with remote civs in combination with science from city states and scholasticism to reach Steel and Rifling. Often, the game will be won with no need for more advanced units. Your warriors will be built first and then chariot archers which will be upgraded to Keshiks. The upgraded warriors will be taking the enemy cities early on with horsemen and lancers being added to the mix later. I recommend getting 4-6 keshiks by upgrading/buying/building before buying/building your first horseman. Your keshiks need time earn promotions so don’t delay.
In phase two, after your opponents units are depleted, you can advance your Keshik army along captured roads, rotating Keshiks to fire on enemy cities until they reach one hit point and then using a horseman or lancer to take the city. Even a badly damaged unit will take a one hit point city. During this phase it should take only a turn or two to take each city as you follow enemy road networks. If melee units are wounded send them to the rear to be healed in cities with a great general (Khan) next to it or leave them in place if they’re lightly damaged and place a protected Khan next to them. Your Keshiks should not be getting wounded at all if your reconnaissance and tactics are appropriate. Do not allow enemy knights to pop out of the fog and kill your Keshiks. Captured workers can be used to provide a screening presence on your flanks. As your Keshiks gain experience I suggest sending half down the accuracy line and the other half down the barrage line. After three promotions you get logistics i.e. two attacks per turn. This is the dividing line. After logistics your tame little Keshiks become beasts, gaining experience rapidly and allowing you to promote them with range and indirect fire. At this point they can fire two times, three tiles, over obstructions and still have nine movement points along roads: they are awesome.
You’ll get all the pieces into place and start your campaign sometime around turn 140 or perhaps earlier if you can goad your selected target into a DOW. The longer you can play the innocent victim the longer you can keep friendly relations with other civs and have a robust market for your goods and partners for RA’s. Entering declarations of friendships usually does more harm than good IMO but can be used in the right circumstances. You will probably find that you are short on gold and happiness after puppeting several cities. For gold you need to use captured workers to build a trade network, you may be able to get a good bit of GPT from your victims, you may need to burn a Khan for a golden age. Just do what you need to do to get through this: it gets better after a bit. Happiness does not. It just gets worse and worse as you take more and more cities and puppet them. Therefore, you may need to hold up before your next DOW to raze some cities, get luxuries from new city state allies, build a happiness building, and the like. You may find that you can sell a city to another civ to get it off your hands in a hurry. If your game goes on long enough you may be able to take the Piety policy line to Meritocracy. You can of course choose to substitute that line for Honor or Patronage. There are arguments for each path.
Hope this helps some of you trying to get going on deity. Enjoy!