According to Sirian, the only victories on Deity so far have been on small or duel maps in which the human has attacked early.
I tried a Deity with a similar strategy: Mongols, Small Map (4 Civs, 2 Custom Continents) and hung on for a while. The outcome wasn't really in doubt once I got to Medieval, but they didn't put me away until early Industrial.
So let's try again, shall we
**
Difficulty: DEITY
Map: Pangaea
Size: Duel
Climate: Temperate
Sealevel: Medium
Speed: Quick
Options: No Barbs
Victories: Time, Conquest
Civ: Mongols, Genghis Khan (Aggressive, Expansive)
Opponent: Egyptians, Hatsheput (Spiritual, Creative)
**
As you can see, I am totally coddling myself. The No Barbs was a debate, since getting upgrades could be really helpful, but in the end I decided against it. And I picked my opponent and victory conditions to maximize my chances (go ahead and out-culture/religion me, you ugly cat-worshipper
). I picked Pangaea because I want to know where Hatsheput is as soon as possible (hopefully far away) and so I don't have to worry about building a navy to get to her. Oh, I almost forgot--as there is *still* no way I will win this game, my goal is pretty much just to be as respectable as possible and give everybody a taste of competing at this level.
I should also mention that I am one of the unlucky ones with an ATI 7500 (i.e., the one that was supposed to work, but doesn't), so I am only playing because of Sovz's temp fix, which has the unpleasant side effect of revealing the whole map off the bat. I plan on making my decisions as if I didn't know anything about the map (although, I will, so if you have a problem with this, wait until I actually somehow beat the level
, then we'll talk).
Start:
WOW
Check out the FIVE resources I'm going to have--three of which I'll actually get to use before Calendar. It could be six if I were willing to move east to grab the cows (cut off on the right side), but I'm not going to settle on a dye, nor am I going to waste a turn when I will need all the time I can get.
It's a sign. I'm so...going to not die until the ADs
**
Early strategies:
1) FIND HATSHEPUT. With that Scout, and that coast to the NW, I'll be blazing a trail SE.
2) Fishing + Animal Husbandry + Agriculture + The Wheel = Using my resources = GOOD. Early tech priorities.
3) Barracks bonus + Granary Bonus = Pottery as another early tech priority = good. Early building priorities.
4) The Mining>Bronze Working>Iron Working track is the biggest priority of all. I've GOT to get some copper or iron so I can build some good units (which will not be obsolete until Medieval!). This by itself may well dictate how early I put out my first Settler and Worker.
5) Screw the rest of the techs. I've got more important things to worry about.
I totally welcome any advice/observations anyone has, as I still feel this level is way over my head. It may be a day or so before I play the first few turns (you know, RL and stuff), but when I do I'll try to post a save file for anyone who wants to give this tailor-made Deity start a shot.
I tried a Deity with a similar strategy: Mongols, Small Map (4 Civs, 2 Custom Continents) and hung on for a while. The outcome wasn't really in doubt once I got to Medieval, but they didn't put me away until early Industrial.
So let's try again, shall we

**
Difficulty: DEITY
Map: Pangaea
Size: Duel
Climate: Temperate
Sealevel: Medium
Speed: Quick
Options: No Barbs
Victories: Time, Conquest
Civ: Mongols, Genghis Khan (Aggressive, Expansive)
Opponent: Egyptians, Hatsheput (Spiritual, Creative)
**
As you can see, I am totally coddling myself. The No Barbs was a debate, since getting upgrades could be really helpful, but in the end I decided against it. And I picked my opponent and victory conditions to maximize my chances (go ahead and out-culture/religion me, you ugly cat-worshipper

I should also mention that I am one of the unlucky ones with an ATI 7500 (i.e., the one that was supposed to work, but doesn't), so I am only playing because of Sovz's temp fix, which has the unpleasant side effect of revealing the whole map off the bat. I plan on making my decisions as if I didn't know anything about the map (although, I will, so if you have a problem with this, wait until I actually somehow beat the level

Start:
WOW


Check out the FIVE resources I'm going to have--three of which I'll actually get to use before Calendar. It could be six if I were willing to move east to grab the cows (cut off on the right side), but I'm not going to settle on a dye, nor am I going to waste a turn when I will need all the time I can get.
It's a sign. I'm so...going to not die until the ADs

**
Early strategies:
1) FIND HATSHEPUT. With that Scout, and that coast to the NW, I'll be blazing a trail SE.
2) Fishing + Animal Husbandry + Agriculture + The Wheel = Using my resources = GOOD. Early tech priorities.
3) Barracks bonus + Granary Bonus = Pottery as another early tech priority = good. Early building priorities.
4) The Mining>Bronze Working>Iron Working track is the biggest priority of all. I've GOT to get some copper or iron so I can build some good units (which will not be obsolete until Medieval!). This by itself may well dictate how early I put out my first Settler and Worker.
5) Screw the rest of the techs. I've got more important things to worry about.
I totally welcome any advice/observations anyone has, as I still feel this level is way over my head. It may be a day or so before I play the first few turns (you know, RL and stuff), but when I do I'll try to post a save file for anyone who wants to give this tailor-made Deity start a shot.