I am not sure how much stock to put into this strat, but here is a method from the board. I have edited it a bit to make it a bit easier to read.
HOW TO WIN ON DEITY BUILDER-STYLE, STEP-BY-STEP.
This article is for C3C v 1.22
This article is devised to help deity Noobs or deity wannabes to win confidently on this level as builders. I take for granted you already know basic concepts such as settler-factories, REXing, Prebuilds, reputation, attitude, Golden Age etc … if you don’t, look them up in the strat articles section at Poly or in the War Academy at CFC.
On Deity the AI has a series of “play balancing” bonuses from the start, such as:
- They start with an extra settler (their biggest advantage IMHO)
- with 8 defensive units
- with 4 offensive units
- two workers
- they have a cost factor of 60%.
- two-turn anarchy
- additional free support per city
- AI-AI trade bonus of 170
Is it humanly possible to overcome these bonuses? Yes, the AI remains as dumb no matter the difficulty level.
Winning as a Warmonger on Deity is a more daunting task and requires a player to be very skilled and know all the nooks and crannies of the game inside-out. So we’ll leave that type of play style to them.
However, winning Deity focusing as a builder is very feasable and only a matter of practice. Anyone can attain it. I’ll explain.
I. Victory type sought: UNs vote or SS victory.
II. The world settings:
1. You’ll choose huge pangaea (not archipiélago) worlds with 60% water, we want max land. The larger the world the more you'll profit from it being a builder.
2. No barbarians and hence, no huts to pop as they benefits the AI more than you.
3. AI agressiveness to the maximum, so as to profit as a war scavenger.
4. 15 randomly generated AI civs. the more the merrier.
5. Accelerated production off.
6. Random seed preserved.
7. All victory conditions enabled (except the Wonder Victory)
III. Picking the right civ:
The civ must be chosen carefully.
A. TRAITS:
I would advise for it to have the agricultural trait . This trait is the most powerful in C3C much as the industrious was back in PtW. Growth is –almost- everything, as highlighted in many articles.
As a second trait you will want it to be either: scientific, commercial or industrious.
You are not interested in playing an expansionist civ because it’s a pangaea world, you’re bound to meet them anyway sending your warriors as scouts. Plus there are no huts to pop which always seem to be more helpful for the AI. This trait is only useful during the REXing phase and you’re looking for a trait that’ll be useful through out the whole game.
You are not interested in a seafaring civ because this is not an archipiélago map, it’s pangaea. Forget the Lighthouse.
You are not interested in the religious trait because you are only going to change governments once in the game: from despotism to republic. Plus you are not aiming for a culture victory with this strat. A cultural vic on deity is more difficult and isn't the point of this article.
This is a builder-style game, so obviously the military trait won't be suitable. Perhaps back in PtW when GMLs could rush GWs I would've changed my mind. But in C3C only SGLs can rush GWs and it's the scientific trait that'll be useful.
You want to be scientific: because you may build cheap libraries and above all you'll want your free tech when entering a new era so you can shop it around. You even have a 5% chance of spawning a SGL being the first to discover a tech. Useful trait all game round, probably the best second trait for this strat besides agri.
You want to be commercial: because at Deity you’ll need all the gold you can to trade. It’s useful through-out all the game.
You may want to be industrious: to build things at a faster rate. Again, a useful trait all game through.
Ideal civs for this builder strat:
Sumerians, Iroquois, Netherlands, Greeks(*) and any other agri civ.
(*)= o.k. they are not agri but they are good to play with. They’ll prove an additional challenge.
B. For it’s UUs:
On Emperor or below you’re probably more interested in an offensive unit whereas in deity a defensive one is more suitable (from a builder standpoint). The very cheap and early enkidu warrior, the swiss-mercenary, the greek hoplite all suit their purpose, being the MW the exception as a fast offensive UU.
However, I must point out that the AI rates you military according to your offensive power. So the AI will rate more highly two warriors with a combined attack of 2 (one each) than a regular spearman with attack 1. So a builder player should really be building offensive units and not deffensive ones so as to keep the aggressive AI at bay. That’s why your military adviser says you are weak in comparison to other civs because it doesn’t count as much your huge defensive army, amongst other issues.
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Step-by-step guide to win on Deity builder-style:
1. In the Ancient Age you’ll build two or three warriors as scouts to explore the map and meet other civs. You may want to build two canoes or galleys to go on exploring on opposite directions as well (less advisable). You want to meet as many civs as possible once you have the GL built.
2. You’ll build a granary in your capital. Your capital will act as a settler factory. Starting as an agri civ you’ll start on a river and next to some food bonus (wheat, sugar, banana, cows). If you happen to start on a floodplain it may be not necessary to build a granary in that city. You’ll want two or three cities with granaries.
3. You must start to REX asap. You’ll build warriors (no spearmen), workers and settlers. You ought to have two workers for every city you have on average. You will not escort your settlers. It doesn’t matter If some cities are ungarrisoned. The AI is also busy expanding rapidly and covering all the land still available. Pump out those settlers!!
4. You ought to have between 8-11 cities once the REXing phase is over. It’s ok if you can’t build the FP, no sweat. Even if you build it in the Industrial Age after some war you can still win. You can win this game with ten cities. Don't worry if your city tiles are overlapping with one another, it's only normal at this level of gameplay. Forget the idea of having a 21 radii tile city perfectly used and no overlapping; that only spells disaster at Deity. Get used to living in cramped quarters. Real estate is overpriced!
5. Having the AI at its most aggressive setting, frequent wars will be unleashed. Just make sure to stay out of them and have settlers ready to fill in the gaps of the razed cities. You are taking advantage of the AI way of acting by doing the opposite and cashing in on that tendency, whether it be wars, derided techs or whatever.
6. On your best/most productive city, normally the capital where the palace is, you’ll mine most tiles, if you have a cow that’d be great. Start roading the food bonus tile, then mine it, then move to the river tiles to get that extra gold bonus the sooner the better. Whip settlers if required.
7. You’ll bee-line to Literature. Your wonder city should reach size 10 at least 8 turns before you discover Literature and size 12 when building the GLB. The best prebuild canidate is often a palace. That does not work for the capitol, so you will need either another safe wonder or some other structure. Normally you wil not have a wonder to house the shields and most structures are quite small. Masonry is required for a palace. Join workers to the wonder city if necessary to bring it to size 12. You will need to be able to have 6 happy faces for size 12.
8. Once you discover Literature put the science slider to zero and have it like that until you learn Education.
9. You will build the Great Library. It takes some practice to do it, so be sure you build it. Don’t conquer it, this is a builder-style game. You’ll do the bashing later on in the game, believe me. This is the only Ancient Age wonder you’ll waste your precious time and resources on. It's well-worth it.
10. You’ll trade your way through to Writing once the techs start pouring in. You’ll build embassies with ALL civs, with your immediate neighbours first. You’ll sign RoP with ALL of them. You give techs, gold, luxuries whatever is reasonably necessary in exchange. You do this to avoid unwanted wars. The AI will not attack you, normally, with RoP signed. Providing you keep up your good reputation and stay true to your deals. If you can trade workers from other civs, just do it, the earlier on you do it the more they’ll get slowed down in building infrastructure and it'll hurt them, specially if they have the industrialised trait.
11. You will trade techs for lump sum or gpt If you can. Don’t forget to haggle always. GPT is your aim so as to make them broke and slow their fast-paced research rate. The more gold they trade you, the less they'll have for research. It will be YOU who will be doing all the research from the early Middle Ages onwards and cashing on it.
12. You will acquire all the luxuries you can. Being pangaea you don’t have to wait until Navigation to get all of them, from the early Middle Ages you ought to have access to all of them. Your luxury slider should be at zero typically all along the game, except in the initial REXing phase and in the odd war or so. Build granaries, libraries, marketplaces.
13. You must change governments to Republic as soon as it is available and stick to it untill you win the game.
14. You musn’t start any wars until you have Military Tradition. You will give into all AI demands, be it gold, maps or techs. Yeah, yeah it’s crap but learn how to kneel first.
15. In the Middle Ages trade your free tech around if you're scientific (it will normally be Feudalism; gift in, if neccessary, other scientific AIs into the new era so as to trade for their free techs). It's difficult to stop the wonder cascade in the Middle Ages, soforget it.
Once you learn Education, and the GLB becomes obsolete, you will trigger your Golden Age with your UU the very next turn If possible. I always choose some close feable neighbour. You will have amassed by now at least twenty horses which you’ll upgrade to cavalry. This is a defensive war, don’t play offensive. You’ll make that other civ declare war on you making them mad and asking them to withdraw their troops from your land. Be sure your RoP agreement has finished with that target civ beforehand, don’t renew it. You will sign a military alliance (MA) with all civs against your targeted foe. You cannot risk a war with more than one civ. Be sure to spawn some MGL's so as to start the Military Academy. You may later use the Armies as prebuilds or as a deterrent to other aggressive civs. Don’t sign peace until twenty turns have gone by so as not to get a reputation hit with the other civs you've signed the MA. Remember you are aiming for a diplo win or SS, your reputation should remain flawless until the UN vote if you choose this victory type.
16. Use your GA to build banks (universities should be rushed if you are scientific), factories etc. Don’t waste your time building military units, you’ll have plenty of time for that later on. Using your GA and combining it with all the gold you will have saved up with your zero research due to the GLB will enable you to research at a maximum rate now of 90-100%. I advise reading DaveMcW's article on AI's Favorite Techs to learn what monopoly techs you should be researching and trading for in your game.
17. You ought to have saved a fair amount of gold already. Start researching at the max possible (90-100%) techs that the AI will disregard first in the Middle Ages such as in the top end of the tech-tree: Monotheism, Banking, Economy. You may even start a prebuild on Adam Smith’s. Trade these monopoly techs to all and be sure you get gpt. You want to make them broke. With all the gold you’ve saved up during the effects of the GLB and with the added boost of your GA you ought to be racing ahead technologically. Make sure they learn Banking asap (even gifting it to ALL AIs) so they build banks asap and have all their gold funneled to you through smart trading of techs. By the end of the Middle Ages you ought to have 10,000 gold.
18. In the Industrial Age your free tech will normally be Nationalism. Gift in, if neccessary, other scientific AI's into the new era so as to trade for their free techs. Go for Steam Power, Industrialisation, Medicine, Sanitation (build or rush hospitals in every city, you are agri don’t forget it), Electricity, Scientific Method. You’ll have a prebuild on ToE. Build it and choose as your two free techs Atomic Theory and Electronics. You’ll also have a prebuild for Hoovers Dam. You may not have realized it yet, but the game is pretty much over now at this stage once you build this Great Wonder. Make sure they learn Corporation asap (even gifting it to all AIs) so they can all build Stock Exchanges asap and have all their gold funneled to you through smart trading of techs.
You’ll start a well-timed prebuild aiming for the United Nations. Trade all these techs around assuring you will complete the great wonders. You might be tempted to steal techs once you trade for Espionage, but If you are using this builder-strategy properly there's just no need to resort to stealing techs. It will be you that is the most technologically advanced civ in the game, so there'll be hardly any techs at all to steal. You ought to have now around 20,000 gold at the end of the Industrial Age. It’s fairly normal to strike deals for up to as much as 320 gpt. Be careful, the AI might go broke (specially if it’s a Warmonger civ such as the Zulus or Aztecs) and declare war to stop paying all together. You ought to be raking in approx 2,000 gpt from your cities and anywhere between 1,000 and 2,000 gpt from the AI civs in your game. Your science rate will be at 90-100% and your luxury slider at zero (if you have 8 luxs) or 10%. You can easily change your game from builder to warmonger at this stage, but you'll risk losing the UN vote.
19. You enter the Modern Age. Very rarely do they give you Computers as your free tech being scientific. It will normally be either Ecology, Fission or Rocketry. Gift a scientific civ into the Modern Age if neccesary so as to trade their free tech. Shop it around with all the others. You must build the UNs. Research the lower end of the tech tree: Computers (have a prebuild for SETI), Miniaturisation (prebuild for Internet), then go for whatever suits you. Steal techs safely for 5,500 gold. The AIs will pay dearly in such a huge map for a Modern Age tech. I’ve been paid as much as 47,500 gold for Computers lump sum (it has a wonder associated to it). Be sure you haven’t finished the wonder when you shop it around because that’ll diminish its face value. Avoid at all costs the Wonder Cascade of Manhattan Proyect, SETI, UN, Internet. Delay if neccesary by one turn the trade so as to be sure they don’t build the wonder before you. A human player should have no trouble building all Industrial and Modern Age wonders with the help of well-timed prebuilds at Deity.
20. Choose between an SS or Diplomatic victory. Typically, you ought to finish the game around the XIV-XV centuries for a diplo win and XVI or later for a SS victory in a huge pangaea deity map. You should end up with, at least, 40,000 gold stashed in your bank account (even If you've been cash-rushing units and improvements). It's Builder Power!
Takes around 25-40 hours to complete.
The point was to always surge ahead techwise and sell them the monopoly techs I discovered hampering their own research by means of signing huge gpt deals. The GLB gives you a competitive advantage over the AI for a while. When the GLB expires you trigger your GA asap so as to capitalize on that gap or turn-advantage granted by the GLB.
Drakan