I finally beat Deity, and can now claim I've beaten the game at every level it has to offer.
But it's a slightly hollow victory. A lot of people have said Battering Ram is OP, and I agree with that to an extent. It can't clear the way to the cities, but if you luck out on a goodie hut, you pop archery and are one tech away from Horse Archers very quickly. Then, the Horse Archers clear the way and you take city after city.
Moreover, Attilla is the most starting-area dependant civ in the game. Here's why:
Pangea
Duel
Deity
Standard game pace
(everything else on the default settings)
In this situation, I know there will be only one other civ, and that, chances are, it will appear to my left or to my right. If I guess correctly, I will know the quickest route to the AI by exploring the terrain between us. If there's a lot of mountains, jungle, forest, or hills in the way between us, re-roll. If I guess wrong when I begin exploring (left vs right), re-roll. If I don't end up with more than 1 pasture tile for hammers, re-roll. If I end up facing a military oriented side (Mongols, Japanese, Aztecs, Greeks), re-roll.
If after all of that I haven't encountered a re-roll sign, I can usually win, especially if I pop a goodie hut and get a free Battering Ram or get Archery as a free tech. Tech correctly, go honor, send some Horse Archers and Battering Rams down the quickest route possible, and I finish off by facing a non-military-oriented side (Egypt, the Dutch, etc.). And if I'm especially lucky, the capital of that side will be on my side of the river it starts on, or will be in open plains.
The key to this strategy is not improvisation, or an overly deep understanding of how to use diplomacy and build order and religion and social policies. The key to this strategy is stubborn, mindless persistance using a checklist on every attempt to make myself not waste time on the difficult rolls.
I know this is how rushes typically work (zergling rush, bowman rush, whatever), that it's a gamble based on distance to foe and the odds that that foe won't have enough units up. But this is an almost guarenteed win if you know merely the basic game mechanics and are willing to kill a few hours starting over and over again.
I don't mean this to be a post-action report or whatever. This is a critique of the only side that can feasibly beat Deity without building anything other than units (for the most part). I never actually tried to beat Deity before tonight, and I did it in ~2 hours. I usually play at Emperor. I can now say that, though happy to beat Deity, I feel like I need to try with another side before I can say I feel fully satisfied, because even an Immortal (Persia) rush takes more thought than Attilla.
But it's a slightly hollow victory. A lot of people have said Battering Ram is OP, and I agree with that to an extent. It can't clear the way to the cities, but if you luck out on a goodie hut, you pop archery and are one tech away from Horse Archers very quickly. Then, the Horse Archers clear the way and you take city after city.
Moreover, Attilla is the most starting-area dependant civ in the game. Here's why:
Pangea
Duel
Deity
Standard game pace
(everything else on the default settings)
In this situation, I know there will be only one other civ, and that, chances are, it will appear to my left or to my right. If I guess correctly, I will know the quickest route to the AI by exploring the terrain between us. If there's a lot of mountains, jungle, forest, or hills in the way between us, re-roll. If I guess wrong when I begin exploring (left vs right), re-roll. If I don't end up with more than 1 pasture tile for hammers, re-roll. If I end up facing a military oriented side (Mongols, Japanese, Aztecs, Greeks), re-roll.
If after all of that I haven't encountered a re-roll sign, I can usually win, especially if I pop a goodie hut and get a free Battering Ram or get Archery as a free tech. Tech correctly, go honor, send some Horse Archers and Battering Rams down the quickest route possible, and I finish off by facing a non-military-oriented side (Egypt, the Dutch, etc.). And if I'm especially lucky, the capital of that side will be on my side of the river it starts on, or will be in open plains.
The key to this strategy is not improvisation, or an overly deep understanding of how to use diplomacy and build order and religion and social policies. The key to this strategy is stubborn, mindless persistance using a checklist on every attempt to make myself not waste time on the difficult rolls.
I know this is how rushes typically work (zergling rush, bowman rush, whatever), that it's a gamble based on distance to foe and the odds that that foe won't have enough units up. But this is an almost guarenteed win if you know merely the basic game mechanics and are willing to kill a few hours starting over and over again.
I don't mean this to be a post-action report or whatever. This is a critique of the only side that can feasibly beat Deity without building anything other than units (for the most part). I never actually tried to beat Deity before tonight, and I did it in ~2 hours. I usually play at Emperor. I can now say that, though happy to beat Deity, I feel like I need to try with another side before I can say I feel fully satisfied, because even an Immortal (Persia) rush takes more thought than Attilla.