I really enjoyed posting my two previous games with weird setups:
Cultural conquest: http://forums.civfanatics.com/showthread.php?t=260470
Always War Deity OCC: http://forums.civfanatics.com/showthread.php?t=254455
I've now decided to do an ALC-style game where I'll post as I play through the game and solicit advice along the way. And I'll need it as I'll be attempting another Deity OCC, but without an exceptional capital courtesy of WB. This will be my first attempt at a straight-up Deity OCC, and I'm not really sure how to win it, but I have some ideas, and hope that people have some good suggestions.
Just to make it extra challenging, I'll be playing on Fantasy Realms. In case you are unfamiliar with the map script, it is totally crazy, with stuff like ice corn and plains oases. It is a nasty map for OCC since there is no terrain upgrade for capitals, so all capitals have several tiles of peak, ice, desert, and tundra. Since the key to OCC is exploiting every one of your 20 tiles to its fullest, that is a big disadvantage.
I've decided to play as Ghandi of the Khmer with six random unrestricted AIs. Ghandi has my two favorite OCC traits: Spiritual and Philosophical. The Khmer have what seems a good OCC UB in the Baray, which essential gives you 1/2 of a specialist. The Ballistaphant is famously derided (I recall it was voted the worst UU in the game), but I want to see if it is really that bad. To ensure I would get to use the UU, I regened the map over and over (and over) until I got visible jumbos. I hadn't realized how rare they are until I did this exercise.
The starting position:
Not too bad for this type of map. In view are a desert and three tundras, but at least they have forests (other than the one the settler is standing on). There is also an ice tile, but it has a flood plain. To the good are a forested elephant, corn, gold (on grassland), and a plains hill oasis (yes!). The oasis offers a strong start, not unlike founding on a stone plains hill (as in my last two games). No doubt, the full fat cross offers some more crap tiles, but hopefully not many.
The settings:
Since fantasy realm is an all land map (with some small inland seas), I reduced the map size to small but kept 6 AIs. They should have as much land as they would in a normal game. I wasn't sure about permanent alliances, but included it. Maybe that makes it too easy? But how would I win otherwise?
My thought is to research Ag first for the corn while building a worker using the oasis. Then I'm thinking of the Wheel and Pottery. Or should I get BW sooner? In OCC, BW is less of a priority, especially given the low chance I'll actually have copper in BTS, since I can't settle next to wherever it is (and it rarely is close).
Any suggestions? This is Deity, so I need to be as efficient as possible.
The starting save:
View attachment mwilliam BC-4000.CivBeyondSwordSave
Cultural conquest: http://forums.civfanatics.com/showthread.php?t=260470
Always War Deity OCC: http://forums.civfanatics.com/showthread.php?t=254455
I've now decided to do an ALC-style game where I'll post as I play through the game and solicit advice along the way. And I'll need it as I'll be attempting another Deity OCC, but without an exceptional capital courtesy of WB. This will be my first attempt at a straight-up Deity OCC, and I'm not really sure how to win it, but I have some ideas, and hope that people have some good suggestions.
Just to make it extra challenging, I'll be playing on Fantasy Realms. In case you are unfamiliar with the map script, it is totally crazy, with stuff like ice corn and plains oases. It is a nasty map for OCC since there is no terrain upgrade for capitals, so all capitals have several tiles of peak, ice, desert, and tundra. Since the key to OCC is exploiting every one of your 20 tiles to its fullest, that is a big disadvantage.
I've decided to play as Ghandi of the Khmer with six random unrestricted AIs. Ghandi has my two favorite OCC traits: Spiritual and Philosophical. The Khmer have what seems a good OCC UB in the Baray, which essential gives you 1/2 of a specialist. The Ballistaphant is famously derided (I recall it was voted the worst UU in the game), but I want to see if it is really that bad. To ensure I would get to use the UU, I regened the map over and over (and over) until I got visible jumbos. I hadn't realized how rare they are until I did this exercise.
The starting position:
Not too bad for this type of map. In view are a desert and three tundras, but at least they have forests (other than the one the settler is standing on). There is also an ice tile, but it has a flood plain. To the good are a forested elephant, corn, gold (on grassland), and a plains hill oasis (yes!). The oasis offers a strong start, not unlike founding on a stone plains hill (as in my last two games). No doubt, the full fat cross offers some more crap tiles, but hopefully not many.
The settings:
Since fantasy realm is an all land map (with some small inland seas), I reduced the map size to small but kept 6 AIs. They should have as much land as they would in a normal game. I wasn't sure about permanent alliances, but included it. Maybe that makes it too easy? But how would I win otherwise?
My thought is to research Ag first for the corn while building a worker using the oasis. Then I'm thinking of the Wheel and Pottery. Or should I get BW sooner? In OCC, BW is less of a priority, especially given the low chance I'll actually have copper in BTS, since I can't settle next to wherever it is (and it rarely is close).
Any suggestions? This is Deity, so I need to be as efficient as possible.
The starting save:
View attachment mwilliam BC-4000.CivBeyondSwordSave