Deity Domination Victory Strategy (3v3 Industrial/Modern 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: Pillaging
2.6 Phase V: Attack Under Air and Navy Cover
2.7 Phase VI: Nuke Attacks
3. Tactics & Execution
4. Deity 3v3
5. 3v3 Modern Teamer
1. Introduction
This is the fourth Deity Guide which 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
One for 3v3 Inland Sea Renaissance Teamer:
http://forums.civfanatics.com/showthread.php?t=198627
When you write the fourth Guide for Industrial and Modern Era, there is very little new material, so this guide is very short. After all, the Renaissance War will go through the Industrial Era; the Industrial War will go through the Modern Era and the Future Era; and the Modern War will go through the Future Era.
3v3 Ring Industrial Teamer games are popular online, so we may as well practice with Deity AI. As usual, a large amount of files will be available for download.
1.1 Deity AI Advantage
Deity AI has the following advantages:
· At the Deity level, AI starts with 4 settlers, 4 workers, 7 rifles, and 3 explorers. You start with 3 settlers, 3 worker, 3 rifles, and 2 explorers.
· 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) Team Research.
Teaming up with Deity AI is my biggest niche. This means I basically get cash from my teammate and maintain Research above 90% all the time.
1.3 Setting
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Ring
Era: Industrial
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 could be nice:
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, then switch back to the 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)
To increase Production:
State Property.
To increase Health:
Environmentalism.
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 unit for unit.
· Attack first and fast; taking a few cities is the key to dominating the map.
· Your partner has low Inflation, city and civic upkeep. Take their money, and you will maintain a Research rate above 90% all the time.
· Control Happiness and reduce War Weariness (WW) to 0.
· Attack under the cover of the Air Force (collateral damage) and the navy (reduce city culture defense).
Personally, I do not like nukes because nuclear attacks make the game real easy, and therefore, not very interesting. In the current version, the Deity AI will initiate nuclear attack so we might as well join them.
1.5 Research Path
The Research path will be:
· Mount Rushmore
· Tanks
· Air Force or Nukes
· Nukes or Air Force
· Robotics
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) Pillaging with tanks
(5) Attack under air cover
(6) Attack under nuke cover
Remarks:
(1) Make the first phase, Initial Expansion, as short as possible. If this phase is long, the game is lost.
(2) The game is basically determined in the first 30 turns, i.e, the game is determined by the rush phase. In this phase, both sides of your team must cut into the enemy territories. The more land you have rushed, the easier the game will be.
(3) Once you rush into enemy territories, change to defense mode while you do a few things:
(a) Turtle;
(b) Complete Expansion;
(c) Get Tanks;
(d) Reduce WW to 0.
(4) Once you get tanks, you can start reducing the opponent’s strength via Pillaging; we might even take a few cities in this phase.
(5) The collateral damage units are bombers, so the real attacks come when the bombers are ready. Battleships reduce the enemy city’s culture defenses.
(6) Finally, Deity AI has learned to launch nukes, so we might as well join the Deity AI teammate to launch a few nukes. Powerful economy will make SDI useless (5 nukes will pass SDI).
2.1 Prelude
Before we start, you will need to go through a drill.
Start an Industrial game in Noble setting. Your drill will last only 12 - 15 turns. By turn 12 - 15, you will have 6 cities and 8 workers.
The key is chopping:
“1 chopping + 1 turn” ===> you will get a worker and you will get another worker in 2 turns afterward.
“2 workers and 2 chopping + 1 turn” ===> you will get a settler.
A worker costs 30P. One choppping produces 20P. Additional multipliers are:
Bureaucracy + capital: +50%
Organized Religion + Religion: +25%
So one chop in capital produces 30P (1 worker), and one chop in capital with religon produces 35P.
Let the exercise begin:
Starting:
Worker 1, worker 2, settler 1, settler 2, settler 3.
City 1:
Build worker 3, worker 4, settler 4.
Worker 1: chop
Worker 2: send to city 2
Worker 3: chop
Worker 4: send to city 3
City 2:
Build worker 5, settler 5
Receiving worker 2: chop
Produced Worker 5: send to city 4
City 3:
Build worker 6, settler 6
Receiving worker 4: chop
Produced Worker 6: send to city 5
City 4:
Build worker 7
Receiving worker 5: chop
Produced Worker 7: send to city 6
City 5:
Build worker 8
Receiving worker 6: chop
City 6:
Now it is turn 12; are you done yet? This is the Noble requirement. As you increase the difficulty level, say Deity level, this will be slowed.
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 6 cities
· All cities have religion (unit promotion)
· Produce some catapults (happiness fillers) and 10 - 15 attack units
I.1 Select Representation, Bureaucracy, Serfdom, Free Market, Organized Religion.
I.2 Go to Research Screen and click Fascism.
I.3 Use the drill in the last section to get 6 cities and 8 workers.
Notes about city placement:
· You will eventually have more cities and workers, but not in this phase;
· The cities are selected purely for their location, i.e. Food resources and Mountains. Food is always Priority 1.
· Plan cities for size 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.
I.4 Building Order.
(i) Finish the drill in the last section.
(ii) Produce
Catapults (Happiness fillers)
Missionaries
Forges
Barracks
(iii) Produce an attack force.
Note:
Each city gets a Happiness filler before size 5.
As soon as unit production starts, switch Civic to Theocracy. Produce enough priests before switching, including anticipation of new cities.
In this era, you count on the culture from Religion or culture production to expand your borders. You can use Culture production to expand in 1 turn whenver necessary. Your will need Religion for many purposes, such as Happiness and Unit Promotion, so you might as well use it for Culture Expansion, if you want to save 1 turn.
I.5 All of your citizens should work on the improved tiles now. As soon as all citizens work on improved tiles, build roads to the front.
I.6 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 only gold and will have buildings like a bank.
I.7 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.
2.3 Phase II: Capture 4 Cities
The game is basically determined in this phase, i.e., the game is determined by how well you have been Rushing. In this phase, both sides of your team must cut into the enemy territories. The more land you have rushed, the easier the game will be.
If you failed in this phase, the game is over.
Sometimes, you can also build your cities into enemy rings if this option exists, which is a bit simpler than rushing.
The key is the coordination with your teammate.
2.4 Phase III: Defense
The objective of this phase:
· Complete your expansion
· Control WW (War Weariness)
· Reach certain Production capability
III.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 units and then retreat your units 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.
III.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.
III.3 Completed Expansion
Build as many cities as it takes to fill the land around you.
III.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
III.5 WW
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.
III.6 Maintaining the Roads
Your front city roads will be pillaged by AI, repair them as soon as possible.
III.7 Defense Intelligence
Watch the Power graph every other turn and send your defense to compensate for the imbalance between the your teammate and his opponents.
If you notice that one of you is 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.8 Production Capability
Your top 4 production cities should already have factories and produce 1 unit every 2 turns.
2.5 Phase IV: Pillaging
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.
In the turtle phase, your opponents have exausted Mobile Offensive Force.
Now you need to work on:
Mobile Defensive Force
Newly produced units.
Starting pillaging with Marine and Tank pairs to destroy the opponent’s production.
2.6 Phase V: Attack Under Air and Navy Cover
Bombers are the collateral damage units in this era. Build about 20 bombers, which should be enough to maximally reduce the strength of the defending units in a city and provide you with a chance to heal damaged units. Use navy units to reduce the city’s culture defense.
2.7 Phase VI: Nuke Attacks
I wish we can turn off nuke, becaue it makes the game too easy. SDI covers only 80% attacks, so the nukes do work, regardless you have SDI or not.
In my game, to my surprise, my Deity AI teammate initiates Nuke attacks.
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.
If you are the front player, gift the captured cities to your AI partner to make him the front player.
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 Collateral Damage Units
The collateral damage units are not artillery, not tanks with Collateral Damage promotions, but bombers.
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 Economic Attack
Pillaging, Pillaging, and Pillaging, that is how you catch up in military technology.
3.7 Attack with Overwhelming Air Force
Do not attack unless you have enough bomber units.
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: Pillaging
2.6 Phase V: Attack Under Air and Navy Cover
2.7 Phase VI: Nuke Attacks
3. Tactics & Execution
4. Deity 3v3
5. 3v3 Modern Teamer
1. Introduction
This is the fourth Deity Guide which 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
One for 3v3 Inland Sea Renaissance Teamer:
http://forums.civfanatics.com/showthread.php?t=198627
When you write the fourth Guide for Industrial and Modern Era, there is very little new material, so this guide is very short. After all, the Renaissance War will go through the Industrial Era; the Industrial War will go through the Modern Era and the Future Era; and the Modern War will go through the Future Era.
3v3 Ring Industrial Teamer games are popular online, so we may as well practice with Deity AI. As usual, a large amount of files will be available for download.
1.1 Deity AI Advantage
Deity AI has the following advantages:
· At the Deity level, AI starts with 4 settlers, 4 workers, 7 rifles, and 3 explorers. You start with 3 settlers, 3 worker, 3 rifles, and 2 explorers.
· 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) Team Research.
Teaming up with Deity AI is my biggest niche. This means I basically get cash from my teammate and maintain Research above 90% all the time.
1.3 Setting
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Ring
Era: Industrial
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 could be nice:
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, then switch back to the 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)
To increase Production:
State Property.
To increase Health:
Environmentalism.
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 unit for unit.
· Attack first and fast; taking a few cities is the key to dominating the map.
· Your partner has low Inflation, city and civic upkeep. Take their money, and you will maintain a Research rate above 90% all the time.
· Control Happiness and reduce War Weariness (WW) to 0.
· Attack under the cover of the Air Force (collateral damage) and the navy (reduce city culture defense).
Personally, I do not like nukes because nuclear attacks make the game real easy, and therefore, not very interesting. In the current version, the Deity AI will initiate nuclear attack so we might as well join them.
1.5 Research Path
The Research path will be:
· Mount Rushmore
· Tanks
· Air Force or Nukes
· Nukes or Air Force
· Robotics
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) Pillaging with tanks
(5) Attack under air cover
(6) Attack under nuke cover
Remarks:
(1) Make the first phase, Initial Expansion, as short as possible. If this phase is long, the game is lost.
(2) The game is basically determined in the first 30 turns, i.e, the game is determined by the rush phase. In this phase, both sides of your team must cut into the enemy territories. The more land you have rushed, the easier the game will be.
(3) Once you rush into enemy territories, change to defense mode while you do a few things:
(a) Turtle;
(b) Complete Expansion;
(c) Get Tanks;
(d) Reduce WW to 0.
(4) Once you get tanks, you can start reducing the opponent’s strength via Pillaging; we might even take a few cities in this phase.
(5) The collateral damage units are bombers, so the real attacks come when the bombers are ready. Battleships reduce the enemy city’s culture defenses.
(6) Finally, Deity AI has learned to launch nukes, so we might as well join the Deity AI teammate to launch a few nukes. Powerful economy will make SDI useless (5 nukes will pass SDI).
2.1 Prelude
Before we start, you will need to go through a drill.
Start an Industrial game in Noble setting. Your drill will last only 12 - 15 turns. By turn 12 - 15, you will have 6 cities and 8 workers.
The key is chopping:
“1 chopping + 1 turn” ===> you will get a worker and you will get another worker in 2 turns afterward.
“2 workers and 2 chopping + 1 turn” ===> you will get a settler.
A worker costs 30P. One choppping produces 20P. Additional multipliers are:
Bureaucracy + capital: +50%
Organized Religion + Religion: +25%
So one chop in capital produces 30P (1 worker), and one chop in capital with religon produces 35P.
Let the exercise begin:
Starting:
Worker 1, worker 2, settler 1, settler 2, settler 3.
City 1:
Build worker 3, worker 4, settler 4.
Worker 1: chop
Worker 2: send to city 2
Worker 3: chop
Worker 4: send to city 3
City 2:
Build worker 5, settler 5
Receiving worker 2: chop
Produced Worker 5: send to city 4
City 3:
Build worker 6, settler 6
Receiving worker 4: chop
Produced Worker 6: send to city 5
City 4:
Build worker 7
Receiving worker 5: chop
Produced Worker 7: send to city 6
City 5:
Build worker 8
Receiving worker 6: chop
City 6:
Now it is turn 12; are you done yet? This is the Noble requirement. As you increase the difficulty level, say Deity level, this will be slowed.
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 6 cities
· All cities have religion (unit promotion)
· Produce some catapults (happiness fillers) and 10 - 15 attack units
I.1 Select Representation, Bureaucracy, Serfdom, Free Market, Organized Religion.
I.2 Go to Research Screen and click Fascism.
I.3 Use the drill in the last section to get 6 cities and 8 workers.
Notes about city placement:
· You will eventually have more cities and workers, but not in this phase;
· The cities are selected purely for their location, i.e. Food resources and Mountains. Food is always Priority 1.
· Plan cities for size 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.
I.4 Building Order.
(i) Finish the drill in the last section.
(ii) Produce
Catapults (Happiness fillers)
Missionaries
Forges
Barracks
(iii) Produce an attack force.
Note:
Each city gets a Happiness filler before size 5.
As soon as unit production starts, switch Civic to Theocracy. Produce enough priests before switching, including anticipation of new cities.
In this era, you count on the culture from Religion or culture production to expand your borders. You can use Culture production to expand in 1 turn whenver necessary. Your will need Religion for many purposes, such as Happiness and Unit Promotion, so you might as well use it for Culture Expansion, if you want to save 1 turn.
I.5 All of your citizens should work on the improved tiles now. As soon as all citizens work on improved tiles, build roads to the front.
I.6 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 only gold and will have buildings like a bank.
I.7 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.
2.3 Phase II: Capture 4 Cities
The game is basically determined in this phase, i.e., the game is determined by how well you have been Rushing. In this phase, both sides of your team must cut into the enemy territories. The more land you have rushed, the easier the game will be.
If you failed in this phase, the game is over.
Sometimes, you can also build your cities into enemy rings if this option exists, which is a bit simpler than rushing.
The key is the coordination with your teammate.
2.4 Phase III: Defense
The objective of this phase:
· Complete your expansion
· Control WW (War Weariness)
· Reach certain Production capability
III.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 units and then retreat your units 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.
III.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.
III.3 Completed Expansion
Build as many cities as it takes to fill the land around you.
III.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
III.5 WW
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.
III.6 Maintaining the Roads
Your front city roads will be pillaged by AI, repair them as soon as possible.
III.7 Defense Intelligence
Watch the Power graph every other turn and send your defense to compensate for the imbalance between the your teammate and his opponents.
If you notice that one of you is 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.8 Production Capability
Your top 4 production cities should already have factories and produce 1 unit every 2 turns.
2.5 Phase IV: Pillaging
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.
In the turtle phase, your opponents have exausted Mobile Offensive Force.
Now you need to work on:
Mobile Defensive Force
Newly produced units.
Starting pillaging with Marine and Tank pairs to destroy the opponent’s production.
2.6 Phase V: Attack Under Air and Navy Cover
Bombers are the collateral damage units in this era. Build about 20 bombers, which should be enough to maximally reduce the strength of the defending units in a city and provide you with a chance to heal damaged units. Use navy units to reduce the city’s culture defense.
2.7 Phase VI: Nuke Attacks
I wish we can turn off nuke, becaue it makes the game too easy. SDI covers only 80% attacks, so the nukes do work, regardless you have SDI or not.
In my game, to my surprise, my Deity AI teammate initiates Nuke attacks.
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.
If you are the front player, gift the captured cities to your AI partner to make him the front player.
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 Collateral Damage Units
The collateral damage units are not artillery, not tanks with Collateral Damage promotions, but bombers.
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 Economic Attack
Pillaging, Pillaging, and Pillaging, that is how you catch up in military technology.
3.7 Attack with Overwhelming Air Force
Do not attack unless you have enough bomber units.