The first thing that I need is a plan to reach a point where I can steamroll the AIs, despite their troop hordes. I decide that I need speed and strength (and city raider) to quickly tackle the enemy without excess attrition (since I can only build 1 replacement unit each turn). My choice for this is mechanized infantry. I can get city raider by upgrading from samurai. The mech inf is the best speed conquest unit due to 2 moves and march. Upgrading from samurai will give me a free drill 1 as well, which is useful. My entire development plan is based on building a large number of high experience samurai and upgrading them once I get robotics. I'll turtle until then, and go on a rampage after I have my mechs.
My tech plan involves three key targets, with beelines for all of them:
1) Civil service (from the Oracle) for Bureaucracy, which is huge in OCC. Of course, getting the Oracle for such a late tech is normally impossible in Deity. But I have the use of an exceptional commerce city and the AIs are all aggressive. Hammurabi is the only fast techer / strong builder in the bunch. With perfect choreography, it is just doable.
2) Biology (from Liberalism) for the National Park. If the first slingshot works, this one is a piece of cake. The National Park is crucial, especially given the 10 flood plains (-4 health). Growth will skyrocket once it is built.
3) Robotics followed by Rifling. The order is essential to ensure that I can build samurai right up to the end.
After Rifling, I plan to stop researching. It would take too long to get Modern Armor or Mobile Artillery, the only potentially useful units. By then, the conquest should be essentially done.
With that in mind, I settle on the stone hill. I start a worker and research hunting followed by mining to give him something to do. I send the warrior through the mountain pass to the SW to grab nearby huts. The huts in my valley can wait until later.
Turn 4 (3900 BC): Pop a hut for 30 gold
Turn 8 (3800 BC): Pop a hut for 50 gold
Turn 12 (3700 BC): Meet Shaka of Viking and declare war (automatically). What a great guy to have next door. He'll throw far more units at me over the course of the game than anyone else.
Turn 13 (3675 BC): Worker finishes and moves to the deer. I build a scout next to grab the huts in my valley. The warrior pops his last hut for 40 gold and moves back to the pass to guard it.
Turn 19 (3525 BC): Scout finishes. Start on barracks.
Turn 20 (3500 BC): Pop a hut for 44 gold.
Turn 21 (3475 BC): Meet Boudica of Spain and declare war.
Turn 23 (3425 BC): Finish Mining and start Agriculture (followed by Pottery). Pop Bronze Working from a hut. This is a ridiculous stroke of luck. It might be the key to winning the Oracle race and ultimately the game. I'm not sure. I estimate it got me to Code of Laws 7 turns earlier, which is when I built the Oracle.
Turn 24 (3400 BC): Meet Genghis of Rome. Pop a scout from a hut (well they can't all be good).
Turn 26 (3350 BC): Pop Iron Working from a hut. This seems good, but the nearest iron requires 2 border pops to get. It will save me significant beakers later, but it won't help me in the near term, like BW did.
Turn 27 (3325 BC): Meet Hammurabi of Inca. He's actually my closest neighbor to the south, but he obviously sent his original scout the other way. This guy is the biggest threat in the game. He will tech like a fiend later on and build a lot of wonders. He's got the Buddhist holy city to help his tech rate.
Turn 29 (3275 BC): Reach pop 3. Switch from the incomplete barracks to a 2nd and then 3rd worker.
Turn 31 (3225 BC): The second good luck event of the game. I get a random event (Herbalists find a treatment) that gives me +2 health for the game at a price of temporary -2 happiness. This will prove useful to the end (even after the National Park is built).
Turn 33 (3175 BC): Meet Tokogawa of Carthage.
Turn 37 (3075 BC): Meet Montezuma of Native America.
Turn 41 (2975 BC): Last worker is built. Switch back to barracks.
Turn 42 (2950 BC): Pottery in. Start Writing.
Turn 44 (2900 BC): Barracks in. Start granary.
Turn 46 (2850 BC): The third and final stroke of luck. I get the axe-handles event for free shock on my axes (of which I currently have none).
Turn 51 (2725 BC): The copper is finally mined so I start an axeman,
Turn 54 (2650 BC): Writing in. Start Mysticism followed by Masonry. Halt axeman to build a library.
Turn 60 (2500 BC): Library built so I finish the axe, followed by a monument.
Turn 63 (2425 BC): Masonry in so start Mathematics.
This brings me to a key junction. I have stone (under my city) so I can build the Great Wall or the Pyramids. Obviously, Representation will be really useful. And of course this is a no-barb game, so the choice is obvious. I build the Great Wall. My reason is that if I don't get it now, I never will. The AIs love to build the thing. It is completely useless at the moment, but it will be priceless later on.
The reason is defense. I will eventually face huge SODs, often several at once. I need a strong defensive presence in my pass. This can be achieved through quantity or quality. I can build a lot of units to absorb the massive attacks, but that will put a burden on the city's build queue. Also, this is a deity OCC, so unit support costs are high. My preference is to use quality. A small number (four) of super defenders that can absorb a lot of attacks without taking damage. This will require a large number of first strikes (more on that later) and warlords. I need four great generals quick, and the Great Wall will help with that. Further GGs will be valuable settled in the city to give me high experience units when it is time for the offensive. In fact, I will ultimately get 21 GGs in the game, thanks to the Great Wall.
Turn 73 (2175 BC): Great Wall finished. Build a 2nd axeman followed by the Pyramids.
Turn 74 (2150 BC): Mathematics in. Start Meditation, then Priesthood, then Code of Laws.
Turn 85 (1875 BC): Pyramids finished. Start aqueduct and revolt to Representation.
Note Shaka's stack. It has been peaceful so far, but that won't last. Nonetheless, even two axeman can stop this stack, given their location.
After I come out of the revolt, the city looks like this:
In three turns, I can start running scientists. The Great Wall gives me a good chance of spawning a Great Spy (bad) but hopefully by running scientists I can avoid that. Note that even with 10 pop, I have a lot of happiness cap left, thanks to Charismatic and Representation. Health is less sanguine, and it will become a severe problem shortly.
Turn 90 (1750 BC): Switch from incomplete aqueduct to the Oracle, timed to finish at just the right moment.
Turn 93 (1675 BC): Code of Laws in. Oracle finished. Pick Civil Service and revolt to Bureaucracy. Start on Metal Casting.
Shaka's about to hit me with a large stack. But the beauty of the pass is the huge defensive bonus (+75% +25% for river crossing +20% for Woody I). Amazingly, Shaka will actually wait to reinforce before going after my two axemen.
Here is the save game at this point.
View attachment mwilliam BC-1675.CivBeyondSwordSave