Deity Domination Victory Strategy (3v3 Renaissance Teamer)

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Deity Domination Victory Strategy (3v3 Renaissance Teamer)

1. Introduction
1.1 Deity AI Advantage
1.2 My Niche
1.3 Setting
1.4 Highlights
1.5 Research Path
2. Basic Strategy
2.1 Prelude
2.2 Phase I Initial Expansion
2.3 Phase II: Capture 4 Cities
2.4 Phase III: Defense
2.5 Phase IV: Offense
3. Tactics & Execution
4. Practice Process
4.1 Emperor 1 on 1
4.3 Immortal 1 on 1
5. Deity 3v3

1. Introduction

This is the third Deity Guide I have written:

One for Ancient Era:

http://forums.civfanatics.com/showthread.php?t=188834

One for Future Era:

http://forums.civfanatics.com/showthread.php?t=162368

There will be undoubtedly many repetitions, but at least half of the material is new.

3v3 and 5v5 Inland Sea Renaissance Teamer games are popular online, so we may as well practice with Deity AI. There are a few tactics, which are specific to this era, which makes this guide different from my two previous guides. As usual, a large amount of files will be available for download.


Different people will rate AI’s overall skill (research, production, strategy,) differently; here is how I rate AI’s skill level at the Renaissance Era:

Settler AI = 1
Noble AI = 2
Monarch AI = 3
Emperor AI = 4
Immortal AI = 6
Deity AI = 10

i.e Deity is significantly harder than Immortal.

This guide consists of 4 phases:

(1) Initial Expansion
(2) Rush
(3) Turtle
(4) Final Offense.


1.1 Deity AI Advantage

Deity AI has the following advantages:

· At the Deity level, AI starts with 3 settlers, 3 workers, 6 long bows, and 2 explorers. You start with 2 settlers, 1 worker, 2 long bows, and 1 explorer.
· Technologies cost less (40 % less?).
· Building and Units cost less (40 % less?).
· Happiness costs less (40%?).
· Inflation, city, and civic upkeep, upgrade cost less (40%?).
· Health costs less (40%?).
· City grows faster (40% less food? (Deity AI takes 7 food growth the first size)).


When you team up with Deity AI, you will need to take full advantage of your teammate, especially:

· Technologies cost less (40 % less?).
· Building and Units cost less (40 % less?).
· Inflation, city, and civic upkeep, upgrade cost less (40%?).

1.2 My Niche

Well, as many Deity Guides have shown before, some balance has to be found:

(1) Selecting a supporting position instead of a front position.
Front position is significantly harder than a supporting position so we will settle in the supporting position in this guide.

(2) Team Research.
Teaming up with Deity AI is my biggest niche. This means I basically release my pressure for research initially.

1.3 Setting

Difficulty: Deity
Speed: Quick
World Size: Small
Map: Inland Sea
Era: Renaissance
Leader: Gandhi or other spiritual leaders*
Teaming: 3v3

*Spiritual: to win the Deity War in the Renaissance Era, many civic’s are required and no anarchy is a must:

The starting civic is for production:

Organized Religion (+25% + priests production)
Bureaucracy (50% capital)

This will be followed by unit production:

Theocracy (+2 EP)

This will be followed by a short burst of Great Person production and then switching back to original civics:

Cast System
Pacifism

Happiness becomes a problem:

Nationalism (+2 for barrack)

And finally at the Deity level, the civic for Happiness is:

Police State (-25% WW)

Spiritual is not negotiable.

1.4 Highlights

Obviously, many tactics will be used, but they not all are equal. Here are the most important tactics, which will be explained in detail later:

· Deity AI produces units faster than you, so you cannot trade units for units.
· Attack first and fast; taking a few cities is the key to dominating the map.
· Your partner has low Inflation, city and civic upkeep, upgrade cost. Take their money, and you will maintain a research rate above 60% all the time.
· Control Happiness; the War Weariness (WW) will reach 8 to 10 at some point. Your entire research path is basically oriented to controlling WW and to reduce it to 0.
· Deity AI has a new trick: 20 artillery stacks which will destroy any stack it touches; try to avoid it at all cost.

If you want to attack first and fast to take a few cities, Do Not go for liberalism.

1.5 Research Path

There are two recommendations for Research:

· To provide technology for units
· To control WW and reduce it to 0.

The Research path will be:

· Cavalry
· Rifleman
· Chemistry
· Infantry
· Mount Rushmore

2. Basic Strategy

The tactics used will be in the next chapter. This chapter will focus on strategy.

The strategy is:

(1) Initial Expansion
(2) Rush
(3) Turtle
(4) Final Offense.


2.1 Prelude

Before we start, you will need to go through a drill that I have gone through 100 times. Until you have passed this drill, you need Not to continue the rest of this guide.

This is a highly unnatural drill; it is highly unlikely that you will do this on your own exploration, unless you have read this tactic here or elsewhere. Nevertheless, this is a very common tactic and many people use it. You have probably seen many people do this.

Start a Renaissance game in Inland Sea Noble setting, which generally means you have a lot of rivers. Your drill will last only 15 turns. By turn 15, you will have 5 cities and 7 workers.

The key is chopping. In the Renaissance Era, chopping is more powerful than in the Ancient Era. Here is what happens:

“1 chopping + 1 turn” ===> you will get a worker and you will get another worker in 1 – 2 turns afterward.
“2 workers and 2 chopping + 1 turn” ===> you will get a settler.

Let the exercise begin:

Starting:
Worker 1, settler 1, settler 2.

City 1:
Build worker 2, worker 3, settler 3, settler 4
Worker 1: chop
Worker 2: send to city 2
Worker 3: chop

City 2:
Build worker 4, worker 5, settler 5
Receiving worker 2: chop
Produced Worker 4: chop
Produced Worker 5: send to city 3

City 3:
Build worker 6
Receiving worker 5: chop
Produced Worker 6: send to city 4

City 4:
Build worker 7
Receiving worker 6: chop

City 5:

Now it is turn 15, are you done yet? My personal best is to get 5 cities, 7 workers, plus a priest, and a warrior at turn 14.

This is the Noble requirement. As you increase the difficulty level, say Monarch, this will be slowed to 19 turns. But 15 turns for Noble is the test you will need to pass.


2.2 Phase I Initial Expansion

Now, it is the time to play for real. In 3v3, it is assumed that you are a better fighter than your AI partner and your AI partner is a better researcher.

The objective of this phase:

· Get 5 – 6 cities
· All cities have religion
· All teammates have iron and horse
· Produce 5 warriors and 14 knights

I.1 Select Monarchy, Bureaucracy, Serfdom, Mercantilism, Organized Religion.

I.2 Start Research to Cavalry without liberalism.

I.3 Use the drill in the last section to get 5 cities and 7 workers.

I.4 Build more cities if necessary to obtain resources.

Notes about city placement:
· You will eventually have 8 cities and 12 workers, but not in this phase;
· The first 4 cities are selected purely for their location, i.e. Food resources and Mountains. Food is always priority 1.
· Plan cities for size 10, but no more than 12. However, you will need to change working tiles often, so the city will have more than 12 squares even though the city size is 12.
· After 4 cities, make sure each of your teammates have iron and horse. It is more important that your two teammates have horse and iron first; gift yours to them. Use cities 5 and 6 to ensure all three teammates have iron and horse.
· Each of your teammates have 3 cities and you have two. After their initial placement, all land inside are yours and both of them will expand forward, so make sure you do not give them room to expand toward you.

I.5 Connect to iron and horse.

I.6 Make sure everyone has iron and horse ASAP.

I.7 Building Order.

(i) Finish the drill in the last section.
(ii) Building Order

City 1 Building Order:

Forges
Barracks
If knight is not ready, warrior or library or Missionaries
Knights

City 2 Building Order:

3 Missionaries
Forges
Barracks
Knights

City 3 Building Order:

Do not hook iron to this city
3 – 5 warriors
Hook up iron now
Forges
Barracks
Knights

City 4 Building Order:

Forges
Barracks
Pikes

City 5 Building Order:
Forges
Barracks
Knights

Note:
The warriors are Happiness fillers. Each city gets a warrior before size 5.

Build a large amount of pikes with 1 city specializing pikes. Eventually, gift all these pikes to your teammate, which will be upgraded to rifleman cheaply.

As soon as knight production starts, switch Civic to Theocracy. Produce enough priests before switching, including anticipation of new cities.

In this guide, you count on the culture from Religion to expand your borders; however, in case of emergency, you can use Culture production to expand. Your will need Religion for many purposes, such as happiness and unit promotion, so you might as well use it for Culture expansion.

Isabella has the knight as UU, which has a bonus against melee units, which makes Isabella a very popular leader.

I.8 All of your citizens should work on the improved tiles now. As soon as all citizens work on improved tiles, take 2 workers out to build roads to both fronts. These two workers will remain at the fronts for the rest of the game.

Notes:

There is no city specialization in this phase. All cities produce military units to take down two enemy cities on each side (total of four cities). City specialization starts in the next phase.

I.9 Workshops

If your city looks like it has enough food but not enough production, build workshops.

Note on Workshops
Get as many workshops as your food support.

(A) Plain Workshop:
Tech Required: Metal Casting
FPC Value: -1F 1P
Tech Modifier 1: Guilds +1P
Tech Modifier 2: Chemistry +1P
Railroad: +1P
Civic: State Property (Communism) +1F

==> Production: 4P + 1F - 1F (Guilds, Chemistry, Railroad, State Property)

*** 4P ***

(B) Terrain

Plains 1F 1P
Terrain Features: Hills -1F +1P
Let us put a workshop on plain.

*** 5P ***

(C) Multipliers

Forge, +1 unhealth, +25% hammers

Factory, +1 unhealth, +25% hammers
+50% hammers with power

Coal Plant
provides power with Coal (+2 unhealthy) so the factory use +50% hammers

Ironworks, +2 unhealth
National Wonder (1 allowed)
+50% hammers with Coal
+50% hammers with Iron

Maximum multiplier: 175%

*** 5P x 2.75 = 13.75 ****


If your city looks like it has enough food to work all the mountains/workshops and still has some extra food remaining, build cottages in that city. If you realize that there are around 5 cottages being used in a city beyond all the strategic and mountain resources, then make it a commerce specialization city, which often produces gold only and will have buildings like a bank.

I.10 Know Yourself, Know Your Enemy

The game provides you the military strength of each player. Go to the game chart; the default setting is the score. Use the pushdown menu to select “Power”. The Power graph indicates each AI’s military strength, so at any given moment, you should know precisely the strength of each of the 6 players; act upon this information.

I.11 Send all your knights to the front; this completes this phase.


2.3 Phase II: Capture 4 Cities


The objective of this phase:

· Take 4 cities
· Hold the line


AI will build a few cities with a fairly light defense, i.e. two longbows. AI will also initiate attacks after reaching a certain strength. When you put these two things together, your team can take four cities easily.

II.1 Keep Producing Units

Your opponents will have two cities; each city will have 2 longbows initially. This defense will, of course, strengthen over time. Continuing from Phase I, continue to build more units.

II.2 Strengthen your Teammates

Your teammate will attack when he reaches a certain strength. As soon as you see him starting to attack, gift him 5 knights, that should be enough to take down first city.

II.3 The AI will not hold the city, so it is your job to hold these captured cities.

This completes this phase.


2.4 Phase III: Defense

The objective of this phase:

· Complete your expansion
· Control WW (War Weariness)
· Reach certain Production capability

II.1 Killing without losing Your Units

It is very important that you do not lose many units for two reasons:
(1) Deity AI out produces you, so you can not keep up;
(2) WW increases faster if you lose units.

But, you do not have to lose units.
There are a few things you have to do:

(1) Take as many workers as necessary to build roads in every square in the front city and cut down all trees;
(2) AI will send a large amount of pillaging units. Resist the temptation to fight with them. Have your teammate take care of them;
(3) When the enemy pillaging units are injured, take them out with your knights and then retreat your knight back to the city;
(4) When the enemy stack attacks your city, use your collateral damage units on the stack before it attacks.

Therefore, the only time you lose units are when you are attacked inside a city. Unless the attack stack has a 2 to 1 ratio against you, which should never happen, you will not lose many units.

II.2 Cash Support from Teammates

Deity AI has many advantages, including;
· Inflation, city and civic upkeep, upgrade cost less (40%?).
· City grows faster (40% less food? (Deity AI takes 7 food growth the first size)).

As a result, they have gold left over; take the gold to increase your Research rate.

II.3 Completed Expansion

Each of your teammates has 3 cities to start with. After their initial placements, all land inside are yours and both of them will expand forward, so make sure you do not give them room to expand toward you. Build a city to stop them from expanding toward you. Build as many cities as it takes to fill the land around you.

II.4 City Specialization

Unit production will always have the highest priority, but City Specialization takes place in this phase.

Science cities need the following:

Library +25%
Observatory +50%
University +50%
Academy +50%
Oxford University +100% (requires 5 – 6 Universities)

Production cities need the following:

Forge (+25%)
Factory (+50%)
Power (+50%)

And all cities need Happiness buildings.

Religion building
Jail
Theater
Wonders

II.5 City Size and WW

WW starts with 1, 2, 3, 4... eventually it will reach 8. Controlling WW is a must. There are two things you will need to do:

Stop the city from growing at size 9.
At the proper time, build 5 theaters and put the global theater in the capital; this will keep the capital building growing.
Do Not put +2 happiness buildings in the capital.

II.6 Research Path is generally military technology and happiness oriented:

· Cavalry
· Rifleman
· Chemistry
· Infantry
· Mount Rushmore

Go for Mount Rushmore as soon as possible.

WW is controlled as follows:

Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%

Once you reach this point, there will be no WW and your city can grow again.


II.7 Maintaining the Roads

Your front city roads will be pillaged by AI, repair them as soon as possible.

II.8 Gift low technology units to your teammmate AI

You should produce a large amount of pikes and gift them to your teammate AI; they will update them to rifleman at much lower cost.

II.9 Defense Intelligence

Watch the Power graph every other turn and send your defense to compensate the imbalance between the your teammate and his opponents.

If you notice that one of you are falling behind in power or it is even, then you need to switch to low technology units and gift them to your teammate. You need to send more units to your teammate’s direction.

II.10 HE

Build Heroic Epic in the city with the best production.

II.11 Opportunities

When you hold the line, your teammates are preparing offense. From time to time, there will be opportunities when with your cooperation, you and your teammate can take down a few cities; make sure you take these opportunities.

You should not initiate offense during this phase because of WW.

II12. WW, WW, WW, ….

Your most serious problem in this phase is not that you do not have enough units, but how you manage the production of both units and happiness:

You need to find time to produce:

+1 happiness religious building (first religion)
+1 happiness religious building (second religion)
Representation (+2 for 4 cities)
Coliseum
Switch to nationhood (+2 for barrack)
Market
+2 happiness religious buildings (first religion)
+2 happiness religious buildings (second religion)
5 theaters + global theater

This should be enough to produce a happiness of 18 in all of your important buildings; keep your city to size 9.

This phase is ended when you reach this point:

Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%

i.e. No WW in all of your cities.

This is a very long phase and it is quite possible at the end of this phase, your team has taken another 4 cities.

II.13 Production Capability


At this point, your capital with HE should produce 1 unit per turn. Your top 4 production cities should already have factories and produce 1 unit every 2 turns. You might choose not to utilize the full production capability because you are producing gold or research.

If you do not have this capability, please read materials on city improvements below, which is beyond the scope of this guide. Methematically, you need to make sure each of these city has a production of 40, which can produce infantry (80) in about 2 turns. make sure your have all the necessary multipliers:

Forge (+25%)
Factory (+50%)
Power (+50%)
Organized Religion (+25% )
Bureaucracy (50% capital)
Iron work with iron (50%)
Iron work with coal (50%)
HE (-50% units cost)
...

Beyond that, make sure you have enough hills, workshops, ...

On the other hand, as long as you can produce 1 unit every 2 turns (~ 40P), many people turn to cottages or Specialist at this point, which is not a bad choice

At the end of this phase, you should have two 30-unit stacks and are ready to strike. At this point, you will no longer have a WW problem, i.e. WW = 0. The biggest advantage of WW=0 is that you can lose many units without concerning happiness. (Unhappiness problem from losing units does not happen often at low difficulty level; but at deity level, the threshold for unhappiness is very low)

2.5 Phase IV: Offense

Objective:

· All out attack
· Wipe out the weak AI
· Win

At this point, the only opponent that has high power is the one in the back; both front AI opponents should have power lower than yours. Your primary target is the weak AI. On the other hand, attack only when you have a good opportunity.

IV.1 Pillaging

AI force is roughly divided into:

Mobile Offensive Force (50%): Attacking force.
Mobile Defensive Force (25%): Homeland defense.
Stationery Defensive Force (25%): City defense.
Newly produced units.

At this point, your team has destroyed their Mobile Offensive Force. Your teammates have been trying:
(1) To destroy his Mobile Defensive Force.
(2) To destroy his capability to produce new units.

With no WW problem, you will first join your teammate to make his land improvement squeaky clean. Then you can attack. Ideally, cut out all roads to a city you are about to attack to avoid his lethal 20-artillary-stack.

II.2 AI’s Trick

AI does have one lethal weapon, 20-artillery stack, which wipes out one of my two attacking stacks. Thankfully at this point, I can reproduce a 30-unit stack in a few turns, but that can be avoided if Pillaging is done correctly.


3. Tactics & Execution

3.1 Knowing Yourself; Knowing Your Enemy

Learn how to use the Power graph.


3.2 Killing Without Losing

Let your teammate take care of the pillaging units; you only take care of the leftover.


3.3 How to Control WW

WW can be reduced to 0 as follows:

Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%

Research for Mount Rushmore is the number 1 priority and should be done ASAP.


3.4 Placement of the Cities

Stop your teammate from expanding toward you. In the end, both of them will have much larger land than you.

3.5 Mobility is the Key to Success

Mobility offers protection to your forces after the fight and allows you to retrieve all injured units and therefore save them.

Initially, any units outside the cities will not have a long life. This means, initially, you should fight within your culture boundary. Build roads everywhere, in every square!!!


3.6 Maintaining City at Size 9

As WW grows from 1 to 9, you will need to keep up the happiness.


3.7 Economic Attack

Pillaging, Pillaging, and Pillaging, that is how you catch up in military technology. You will never catch up to Deity AI in overall technology.


3.8 Keep Captured Cities

Do not destroy captured cities; AI will always build it back. Give the city to your AI partner.



3.9 City Management

If you do not want to manage each of your cities every turn, manage them at least every third turn. The city is constantly getting unhappy. The cities keep focused on production and ignore food. I have to constantly redirect working tiles so the city is not starving.



3.10 Learning AI’s Trick

AI has 20-artillery stack, which will destroy just about any stack. Pillaging roads or following your teammate can avoid heavy loss.


3.11 Attack with Overwhelming Force

Do not attack unless you have enough units.
 
4. Practice Process

The process that helps me to win the Deity game is this:

Emperor 1v1
Immortal 1v1
Deity 3v3

I will upload a few examples for you to practice. I generally do not regenerate maps, but when I consider Deity AI’s advantages, regeneration is well justified.


4.1 Emperor 1 on 1

The following files are for Emperor victory 1 on 1, the first step for Deity domination.
 
4.3 Immortal 1 on 1

The following files are for Immortal victory 1 on 1, the second step for Deity domination.
 
5. Deity 3v3

Again, these are the highlights:


· Deity AI produces units faster than you, so you cannot trade unit for unit.
· Attack first and fast; taking a few cities initially is the key to dominating the map.
· Your partner has low Inflation, city and civic upkeep, upgrade cost. Take their money, and you will maintain a Research rate above 60% all the time.
· Control happiness; the War Weariness (WW) will reach 8 to 10 at some point. Your entire Research path is basically oriented to controlling WW and reducing it to 0.
· Deity AI has a new trick: 20 artillery stack; try to avoid it at all cost.


The following files are for Deity 3v3, the final step for Deity domination.
 
BTS Update

After winning half a dozen BTS Deity 3v3 Ren games, I suppose I need to update this thread. I actually found that little has changed and not much needs to be updated.

One of the biggest changes in the BTS is settler’s cost. For Small map, fast speed, a settler costs 150P in SP game and 164P in MP games (about 60P in warlord).

The original warlord requirement for initial expansion is to get 5 cities and 7 workers in 15 turns. The 5-7 initial expansion requirement remains.

(1) First of all, here is the production allocation:

City-1 produces:
Worker-2
Worker-3
Worker-4
Settler-3
Setller-4

City-2 produces
Worker-5
Worker-6
Settler-5

City-3 produces
Worker-7

Because the cost of a worker is lower, you should soon get another 3 workers.

(2) Multipliers

164P vs. 60P is a big difference, right? , it turns out the difference is only about 2 to 3 turns. Instead of getting 5 cities, 7 workers in 15 turns, get them in 18 turns.

How could it be possible?

Well here is the simple math:

City-1

3 workers = 36 * 3 = 108

2 settlers = 150 * 2 = 300

Total = 408


City-2

2 workers = 36 * 2 = 72

1 settler = 150 * 1 = 150

Total = 222.

Now,

City-1 worker multiplier:
Forge 25%
Capital 50%
Organized religion: 0%
Imp: 0%
Total: 75%

City-1 settler multiplier:
Forge 25%
Capital 50%
Organized religion: 0%
Imp: 50%
Total: 125%

City-2 worker multiplier:
Forge 25%
Capital 0%
Organized religion: 25% (starting turn 5)
Imp: 0%
Total: 50%

City-1 settler multiplier:
Forge 25%
Capital 0%
Organized religion: 25%
Imp: 50%
Total: 100%

Now

City-1

3 workers = 36 * 3 /1.75 = 61

2 settlers = 150 * 2 /2.25 = 134

Total = 195


City-2

2 workers = 36 * 2 /1.5 = 48

1 settler1 = 150 /2 = 75

Total = 123.


(3) Production


Now 195P is quite manageable. Let’s see how long it will take us to get 195P:

City: 2F1P1C
Specialist: 2P
Tile-1: 1F2P (Nothing impressive, just an ordinary tile)
Tile-2: 1F2P (Nothing impressive, just an ordinary tile)
Total: 7P

3 chopping:
(195 – 60)/7 = 20 turns

4 chopping:
(195 – 80)/7 = 17 turns

5 chopping:
(195 – 100)/7 = 13 turns

Now if we have a corn (6F) and iron (6P), the city will be:

City: 2F1P1C
Specialist: 2P
Tile-1: 6F
Tile-2: 6P
Total: 4F9P

This almost doubles the 7P before.

(4) A few comments:

(a) With Serfdom, an improvement is done in 2 turns. 3 workers can chop 6 forest in 6 turns (120P of the required 195P).

(b) Working on tiles that are shared between city-1 and city-2 first so the tiles can be switched between city-1 and city-2 when necessary;

(c) Settle city-2 to plain-hill or elephant will change

City: 2F1P1C
Specialist: 2P
Tile-1: 1F2P (Nothing impressive, just an ordinary tile)
Tile-2: 1F2P (Nothing impressive, just an ordinary tile)
Total: 7P

To

City: 2F2P1C
Specialist: 2P
Tile-1: 1F2P (Nothing impressive, just an ordinary tile)
Tile-2: 1F2P (Nothing impressive, just an ordinary tile)
Total: 8P

The benefit is huge because of integer rounding. For example

Forge + 7P ==> 8P
Forge + 8P ==> 10P

i.e. you have gained 2 extra hammers because of rounding.

(d) As far as the initial expansion concerned, either way is ok:
Spending 3 turns to grow city to size 3 before producing settlers;
Expanding directly at size 2.


(e) Early in a game, if you can save a turn via chopping/farmming, chopping/mining, it will help.

(f) You can save 2 turns via Imp/Spi combo.
1 for Selecting Monarchy, Bureaucracy, Serfdom, Mercantilism, Organized Religion.
1 for adopting Religion.

Now you can produce 5 cities and 7 workers in 16 turns, instead of 18.

(g) The initial tasks, if you expand at size 2, are:

iron (production)
corn (food)
chop

i.e maximumize the worker activities to all of the useful production. For example, don't work on plantation because you do not use that tile in the first 15 turns.

City-1
Worker-1: chop
Worker-2: corn\iron, then chop
worker-3: go to city-2 and chop
worker-4: depending the situation, iron/corn/chop

City-2
Worker-3: chop
Worker-5: corn/iron then chop
worker-6: depending the situation, iron, chop


(h) When conditions are right in city-2, ie. iron (6P) and corn (6F), are available; it might be a good idea to grow city-2 from size 2 to size 3 with a missionery as follows:

City-2:
2 workers
1 missionery
1 settler1

which in turn, will change city-1's multipliers:

City-1 worker multiplier:
Forge 25%
Capital 50%
Organized religion: 25%
Imp: 0%
Total: 100%

City-1 settler multiplier:
Forge 25%
Capital 50%
Organized religion: 25%
Imp: 50%
Total: 150%

(i) Almost forget the obvious, Imp (+50% for settlers) is not optional in BTS.

(j) Production, Food, Commerce.
The first 15 turns will get 5 cities and 7 workers, i.e it is all about production.
The next few turns are all about food, i.e growing.

(k) Ideally, you should have enough workers for road, special resources, and improvements just 1 tile ahead of population. For example, a pop3 city works on three improved tiles and has one extra improved tile. Early in a game sharing will help. See the example below, city-2 has 4 improvments. City-2 will be size 3 soon (can be size 3 in 1 turn if city-3 borrows corn from city-1 for 1 turn only). City-5 is founded at turn 15 and immediately gets a tile from city-2 and 1 tile from city-1. All of the four improvments are utilized and no early waste of worker resources.

Attached is an image at turn 15 (Turn137(1470)), which has 5 cities, and 7 workers, meaning the original warlord requirement is still valid in BTS, though much harder because of the chopping requirements.
 

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Some BTS examples
 

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