General Strategy for Deity OCC Domination on Deity, Standard Pangaea

maltz

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This article / brief walkthrough describes a general strategy for an OCC Domination game on Deity difficulty, Standard Speed, Standard Pangauea, all default setting except OCC. It is really not as difficult as people might think.

I did it with Mongolia without horse (because there was no horse at home). So I believe the strategy should be applicable to your favorite civilizations.

Please note that I am not here to brag about my skill! I am a mediocre player. My fun from playing this game solely comes from learning, testing, and then abusing AI's weaknesses. :)

I am going to give a short walkthrough of the game, and discuss my thoughts on the way. Welcome suggestions and comments.

Summary

- Direct as many RAs as possible to rush military techs.
- Bribe target AIs to war to reduce resistance.
- Seize the opprutunity of unit superiority to complete rush after rush.
(1) Longsword + Capault/Trebuchet
(2) Rifleman + Cannon
(3) Rifleman + Artillery
(4) Infantry + Artillery (not shown in this strategy)
- Raze the capital and move on. Time is short!

I picked Mongolia for the unique Great General's (Khan's) healing ability. At the beginning, the advantage is little, but as soon as the units get the March promotion, they receive +3 HP "PER TURN" as long as they stand BESIDE (not on the same tile, only BESIDE) a Khan. After finishing this game, I find this healing to be extremely useful, as it enables my melee units to survive almost forever while standing beside an enemy castle.
 
Section 1. Settings
Spoiler :
khan_000.jpg


Map size: everyone knows for conquest, smaller maps are eaiser, and slower speeds are easier.
This game was played on standard map and standard speed.

Map type: Pangaea. IMO, Pangaea is the easiest map for a domination victory, and usually the easiest map for any game in general. The reason is that the player can easily find enough RA (research agreement) partners from early game, and can easily bribe warmongers to attack his or her neighbors. So if you choose, for example, a Continent map, you will have less RA partners. And you will have to launch oversea invasions later, which could be problematic if the Deity AI has occupied every possible tile on its continent. :p

Settings: You can pick your favorite settings. It all comes down to familiarity.
 
Dont' be so rude with yourself...you are amazing! :goodjob:
 
Section 2. Map Picking
Spoiler :
khan_001.jpg


Most of the early-mid game income in an OCC game depends on resource sale. In this game, I picked a map that has 4 resources (3 Ivories, 1 Marble) to start with. I have seen much better before, but I was very impressed with the abundance of food nearby. Also, none of the resources are Calendar resources, so I will be able to skip Calendar all together. This will make my first rush happen quite a few turns earlier.

What resources you have dictates your early research technologies. In this game, since I have 3 Ivories, I want to start working on them before the sole Marble. So I started with Animal Husbandry and Trapping very early on. I also research Pottery early to enable Granary since I have 2 tiles of riverside Wheats on plain. Very nice tiles.
 
=) learning...
Can u do a conquest with no direct RA too plz? Help out ur chinese compatriot.
 
Section 3. Opening Builds and Priority (singular)
Spoiler :
khan_002.jpg


I started the game by building a Scout in the capital and started exploring right away (with the starting warrior, different directions, of course) to:

(1) Meet neighbors so I can sell my first and second ivory to!
(2) Visit ancient ruins. The result of a given Ancient Ruin is fixed on a given turn. So if you really hate a result (3 barbarian camps! duh...), try it on the next turn or previous turn. In my experience, it is not unreasonable to expect Culture +30, Population +1, and one free tech from the lottery. Early gold is pretty good, too.

Since this is a conquest game, you definitely want to click most your policies into the Honor policy tree. But your first policy could go to Tradition to enable much faster border expansion and subsequent policies. It would be the best if your border naturally expands onto your resources, so you don't have to spend a single gold to buy the tile. Money is very tight on OCC.

After the Scouts are out, I began building a Worker in the capital, so I can work on the elephants as soon Trapping is completed. (And the timing is great!) A lot of people advocate robbing a worker from a nearby City State. I find this only works about 30% of the time, since not all City States build a worker first. (They may build a Granary, a warrior, etc.)

It is also very luck-dependent whether you can rescue a worker from barbarians (and keep it for yourself). As soon as a poor worker is captured by the barbarian, they are going to be sent back to the camp - WITHOUT rescue. So if you know a certain camp is bugging a nearby City State, stay close to the camp and intercept the free worker! :D I got my 2nd worker this way.

There is no fixed champion opening build sequence. It all depends on what you can get for free, and what you are lacking - to start selling resources! Money is everything!

Back to the game - my early exploration revealed that there are three city states to my south, Russia to my west, Persia to my south, and darn it, I don't have horse and I am using Mongolia! I was thinking: maybe I will buy horses from someone else... But it turns out that I didn't. I was so busy rushing techs that I simply ignored horses. From hindsight I love my decision, since throughout the game I had to take down dozens of cities, but much fewers units on the field.

p.s. When I captured my second worker, it was bumped to an adjacent tile. So the barbarian captured it back, and again it got bumped into an adjacent tile. So I captured it back... Then I realized that I still have 1 movement point left after capture the worker, so I attacked the barbarian. After 3 capture-recapture cycles, I finally killed the barbarian and get to keep the worker for good. Darius was disappointed for 3 times, since every time I said I want to keep the worker for myself. :D
 
=) learning...
Can u do a conquest with no direct RA too plz? Help out ur chinese compatriot.

I guess you mean a regular (not OCC) conquest game without RA? I suspect it is possible, but never tried it before.
 
Section 4. National College
Spoiler :
khan_003.jpg


The National College (the national wonder unlocked by Library) build is a no-brainer for OCC games. Even if we are going to rely on RAs to pop important techs later, many early-game techs require a substantial research rate to fill up so we can actually pop the expensive techs when the first RAs are due! And the only solution is the National College! After you get the required technology to start selling most of your resources, complete Writing in order to:

(1) Sell one-way Open Border to everybody for 50 gold each door ticket. Great!
(2) Buy a Library (with the cash from resource selling).
(3) Start building the National College, and fill up all the prerequisite techs to enable you to RA pop the most important (and way too expensive for you now) tech to enable your first rush, namely:

Steel (requires Iron working, Metal casting)

If you do not have Iron at home, you will have to buy it from others. It is 45 gold per iron per 30 turns, working out to be 1.5 gold per iron per turn. Each resource sale brings you 300 gold per 30 turns, or 10 gold per turn. So you can easily afford 6 irons with 1 resource sale with change. However, you don't need this much at the beginning, because you simply can't afford it.

You can try other types of rush. But since this is a general strategy article, let's go with what everyone has.

And you need to research Philosophy to enable RA, of course. More on RA in the next section.
 
Section 5. Signing Research Agreements and RA Blocking
Spoiler :
khan_004.jpg


I started signing RAs at Turn 39. One RA to pop Metal Casting, and the second one to pop Steel. You probably want another RA to pop Civil Service to enable the capital to grow population more quickly, but it is not necessary for the first rush. You only need 2 RAs for the first (Long Swordsman) rush.

I guess many of you are a master of RA blocking by now, so I am going to omit the details. In short, RA blocking involves spending a few turns to research the technologies that you do NOT want the actual RA to produce. In my game, in order to correctly pop Metal Casting and Steel, I need to effectively dip shallow into the techs of other routes - Sailing, Calendar, Horseback Riding, etc.

As for March 2011, - a tech needs 33% researched to be fully blocked.

Some call RA blocking an exploit because it is too powerful. Some call it a skill because it requires some planning to make it work perfectly. I call it RA blocking. I use it because I know it is powerful.

Back to the game - one better gets used to the idea that "I am trailing behind in technology!" in an OCC conquest game. Because we always make enemies and we make people broke, we can't sign as many RAs as we normally could in other types of OCC games. It is fine - as long as our military techs are not trailing, we will do fine.
 
Nice. I agree that Mongols are very probably the best for this, but due to the Khans rather than the horse archers. As you say, Khan+March and the advance never stops.

However, I'm very surprised (based on the pics in the initial thread) by the balance of units in your army. I admit I would have never considered using a 3-infantry 6-artillery force. Surely if couple of horses get behind your flank the artillery are toast? Or, as you say, you're just exploiting the incompetence of the AI.

I look forward to the continuation.
 
Section 6. Diplomacy to prepare for war
Spoiler :
khan_006.jpg


I have decided to take Catherine as my first victim, because she is the closest to me. If my army is far away and she declares war on me, I am done. So her capital has to go first.

I heard many people are scared by the precense of warmongering AIs such as Alexander, Genghis Khan, Napoleon, and Oda Nobunaga. These guys are truly formidable if coupled with military-******** neighbors, but they are also a god-send in terms of manipulating the world in your favor. For example, when I am preparing to attack Catherine, I bribe Oda Nobunada, her immediate neighbor to the south, to attack her. This way, I will face a lot less resistance when my puny army steps into her territory.

The warmongers usually agree to declare war on their neighbors with just a little incentive. When a warmonger denounces his neighbor, it is a green light for you! Or simply being a neighbor is good enough in most cases.

Diplomacy has a lot more uses, but here it is mostly revolving around weakening our next capital-razing target. We will keep doing that in the game.
 
Surely if couple of horses get behind your flank the artillery are toast? Or, as you say, you're just exploiting the incompetence of the AI.
.

Thanks! Yeah the AI responds to invasion with a given pattern that can be expected. I will remind myself to go through the patterns when it comes to the picture. In short:

(1) Reduce the number of enemies as much as possible
(2) When vulnerable, use melee units to block key tiles to create zone of contact (or whatever it is called in the game)
(3) Advance conservatively - deal with the surrounding cities first to create a clean path to the capital.
 
Section 7. Military buildings
Spoiler :
khan_005.jpg


Back track a bit to look at the capital. Since this is a conquest game, it is most desirable to get a Barrack, Heroic Epic, and Armory before one starts seriously producing other units. So... I built a Barrack, Heroic, and Armory in that order.

There are 2 units of iron at home, so I upgraded 2 Warriors to Swordsman. I will definitely need to buy more Irons as all of my early game units require iron. I also started saving up for the Longswordsman Upgrade and my first Catapult.

I still sign RAs as much as possible. At turn 60 I already signed 6! Gotta love resource sales!

At this point, I have met all AIs in the game. If the Pangaea is a clock, then starting from the 12 o'clock direction:

1 o'clock: Mongolia
2 o'clock: Ottoman
4 o'clock: Greece
5 o'clock: Persia
7 o'clock: Japan
8 o'clock: India
10 o'clock: Arabia
11 o'clock: Russia

I was quite happy to see Alexander and Oda Nobunaga, as I know they can be bribed to war others at my convenience. The only civilization not bordered by these two warmongers is Arabia, and Arabia's only neighbors, India and Russia, are not easily bribed to war. So Arabia will inevitably accumulate a fair number of troops later. I am also glad to see Ghandi, becuase I know he will have little military. His capital will disappear easily. :)

Spoiler :
khan_007.jpg

I end up buying Iron from Ghandi, since he was the only one with iron left. He had little army, so he had leftover Irons. :D I plan to have an early army consisted of 3 melee + 3 ranged, so I bought 4 units of iron from Ghandi.
 
I heard that as long as one needs 25% of progress into a tech to completely block it. In my experience, however, a tech with >25% researched is still possible to pop when the alternative choices are also partially blocked.

33% after march patch. nice article by the way. I'll keep following.
 
Section 8. First Rush
Spoiler :
khan_008.jpg


In most cases, the beginning is the most difficult. But not if you get Longsowrdsman early!
I popped Steel on turn 71, which marks the beginning of my Longswordsman rush aginast Catherine.
I also bought my first ranged weapon, a Catapult, since I didn't have the time to build it. (I built most of my subsequent units, though).

I am sure most people are aware that you can "con" the AI's cash by taking a loan (Cash for gold per turn) and then declaring war. Depending on the opponent and your own GPT (you can maximize it by switching into Gold focus, which is what I was doing in the picture :)), you might get a lot out from it. Again, some people call it cheating or exploit, some people call it a skill since it takes some thoughts to extract the most cash possible. I just do it.

My philosophy in games is to use whatever the game offers to see what challenges be done. You are welcome to set your own playing philosophies and most imporatly - have fun with it.

Warring is very straight forward, so I will just show you a few screenshots.

Spoiler :
khan_009.jpg

Catherine has spawned a puny city in our backyard! 2 Longswordsman + 1 Catapult takes 2 turns to reduce it to rebbles.

Spoiler :
khan_010.jpg

Catherine's second largest city is under siege and its wall is as thin as the first one! Just when I was ready to attack, the game played a "Dong" sound effect - somebody is defeated! Suleiman is defeated! Suleiman is defeated by Alexander at turn 80! I know Alexander is powerful, but not this powerful. I have to deal with Greece sooner than I planned for.

I also sold all my resources to allow for more RA signings, and allow my happiness to dip into the red. Since directed RA is the key of the conquest, I think this is an awesome trade off. I will build a Circus, Colloeseum, and Circus Maximus at home (and in that order) later.

Spoiler :
khan_012.jpg

My third Long Swordsman made it to the battlefield in time. Together, they brought down Catherine's Moscow on turn 86! The first capital down! Actually 6 turns ago Alexander took the first capital (Suleiman's Istanbul), so this is already the 2nd capital conquered.

Spoiler :
khan_013.jpg

RA is the key! As Catheine was willing to pay for peace, why don't we sign another RA anyway. I used to just take all of the AI's cash and wait for the AI to accumulate enough gold to sign the next RA, but then realized that it is way better to sign an RA with the peace deal. They are paying for the expense, anyway. :p

Spoiler :
khan_014.jpg

Standing on the ruins of Moscow, the three Long Swordsman counted each other's wounds. We can see who won that contest... The precense of the Mongolian Khan makes it a lot faster to heal. Before the March promotion, the unit has to actually "heal" (and wasting the turn) in order to receive +2 HP (for a total of +3). But that already makes it very effective while not inside a friendly territory. Time is short!
 
Section 9. Second Rush - I

There are so many variables in each game, but in general, the Long Swordsman advantage can carry one into the second rush. In my case, the second target is a little far away, and there were many units and cities to remove in the middle, so I could not keep my Long Swordsman advantage to the end of the second rush. I needed the next big leap forward.

The big leap forward is Cannon + Rifleman, as most of you are familiar with. This combination requires at least 6 RAs:

- Machinery
- Physics
- Gunpowder
- Chemistry (Cannon)
- Metallurgy
- Rifling (Rifleman)

And it is a good idea (but not necessary) to RA-pop Chivalry and/or Education, as they are expensive techs at the time and is required to pop Dynamite (more on that later).

It is reasonable to aim for turn 120-130 to get reach Chemistry and Rifling. The AIs ususally don't have them until late turn 130s. So the above timeline enables a golden oppurtunity to demolish a capital, even two if the Civ is weak and nearby.

Spoiler :
khan_011.jpg

Immediately after completely conquering Suleiman, Alexander came to invite us to war Darius I. Alexander now has two neighbors - Darius I and yours truly. So Alexander is the next target!

Spoiler :
khan_015.jpg

Easily bribed Alexander to declare the war by himself! Good for you!
This was my plan: While Alexander was focusing on Darius I, I can secretly march my army to his occupied Suleiman territory, which should be fairly defenseless. Then I can freely take his cities and even steal his capital!

Spoiler :
khan_016.jpg

I don't want any single AI to grow too powerful, as their elevated research rate and cash flow will easily make them impossible to defeat in an OCC game starting at mid-game (unless its capital is right on the border, then maybe you can steal it). Alexander already had twice the size of average territory and twice the size of an average army.

Spoiler :
khan_017.jpg

My plan was thrown to the trash can in 3 turns - Persia quickly lost its second largest city, so I must interfere directly before Alexander completely dominates and wipe me off the map. My new plan: march directly into the main battlefield.

By the time Japan and Greece had denounced each other, so I also bribed Alexander to declare war on Oda, who might be too far away for him to attack... or is it? It turned out to be a great decision by accident, since Oda actually sent quite a few units over. Maybe he knew he has to do something or every body will be toasted. I doubt the AI is this smart, though.

And I conned 887 gold from Alex! Nice!

Spoiler :
khan_018.jpg

I was going to renew my Iron deal with Ghandi, but immediately noticed that he had used one away for himself! One less iron is no iron at all... since all units get 50% combat penalty! Luckily Harun al-Rashid of Arabia had spawned enough cities to have a whooping 15 iron surplus. So I bought 6 from him, aiming to produce 3 melee + 5 ranged.

OCC domination really doesn't need a lot of melees, since most cities we will attack have less than 3 safe directly-accessible tiles. Ranged powers are great to remove enemy units on the field and safely reduce cities' health points. I find that the AI defenders in the city almost exclusively fire on melee units, which recovers 3 HP every turn! Sounds easy for Mongolia! :D

Spoiler :
khan_019.jpg

Although I decided to stab into the battlefield, I don't like to have my flank exposed at any time. So I will deal with the flank first. There is a small Greek city nearby. Easy for 2 Long Swordsman and 1 Trebuchet (upgraded from Catapult). I have two more Trubuchet rolling their way to the front line. One was bought using Alex's cash, and one was built by the city

Alexander was really a tough AI in terms of war, as he loves to buy City States. Very soon I had to circle around Kuala Lumpur as it became an ally of Alexander.

Spoiler :
khan_020.jpg

The main battlefield is the area surrounding the now-occupied Persian #2 city, Pasargadae. Alexander had mostly Companion Cavalry and Hoplites (and its upgraded version, Pikeman). They are just targeting practices in front of Long Swordsman and Trebuchet! Very soon, the Greek army suffered heavy loss, and we were able to "liberate" Pasargadae (by burning it to the ground). :p
 
Section 10. Second Rush - II

Here I wish to discuss a bit about what to build in the capital:

1. Units - melee early game & ranged mid-game

As many as you can! In this general strategy, I only use the Warrior ... Long Swordsman ... Rifleman line and the Catapult - Trebuchet - Cannon - Artillery line. Simple enough. Just build them and upgrade later.

At the end, I have 4 melee + 6 ranged (plus 1 ranged staying at home), in which 2 melee and 4 ranged (a little more than 50%) were built by the capital. Build them as early as possible and put them to use. The later units have a long way to catch up in terms of EXP and will be much less powerful compared to the early veteran units. This is especially true for melee units - you need that March promotion to make them effective, which is quite far away if you start from scratch (30 EXP from Barrack and Armory). On the other hand, you can build as many ranged unit as you want, as even if they don't have the Range + 1 or Double attack (get those in that order) promotion, they still hit.

You can easily surpass the threshold number of units (battle units, great generals, workers, great people, all included) supported by the capital. The cap is 14 when the capital has a population of 14 or so. Every 2 extra population supports 1 more unit, so the threshold grows rather slowly. Going over the limit makes the capital less productive, but has no other side effect that I know of.

2. Economic buildings

- Market - Natioanl Treasury. I don't think Bank is that important, as by the time you finished it, you are almost certain you will win (or not win) already.

3. Research buildings

- University - fill the two researcher slots and start accumulating Great Scientist points! (Forget about Great Engineers for world wonders, you don't need them.) You should be able to pop 3 free techs before the end of game - enabling you to reach the benchmarks earlier. You can build the Monument, Heroic Epic and Garden to make the process faster - in the end you get about 1 more free tech from the bonuses - not really much, but could make a difference.

4. Military buildings

- Barracks - Heroic Epic -Armory. Military Academy appears way too late and by that time your army could be half a world away!

5. Production buildings

- Workshop - Ironworks. Ironwork rocks! But you might end up with too much hammers and have nowhere to use them in late game. :)

6. Happiness buildings

- Depending on how much happiness resources you have. In this game I built the set of Circus - Colosseum - Circus Maximus and ended up with a huge happiness surplus when the AIs no longer buy my resources (which they can get from their new cities).

In general, whatever you build in early and mid game is very important as you need the units out to help the war. Whatever you build in late game has very little influence. :D

Spoiler :
khan_021.jpg

Back to the game. Alexander's invasion on Persia was brought to a complete hault by the united forces of Mongolia and Japan. I consider myself quite lucky to have Oda's troops on the field. They distracted Alexander's Companion Cavalry, many of which had been upgraded to Knights at this point. I was able to start taking peripheral Greek cities.

Here I wish to briefly discuss AI's response patterns while facing a homeland invasion. They are very reproducible, and it is the bread and butter of an OCC conquest game.

(1) Grand scale - remove flank threats

When you want to attack city A, but there is a city B on the side and is closer to you, then it is better to take City B first to protect your flank while taking city A. So you only have to worry about enemies from one direction. In my game, when I want to get to the Greek capital, I removed all nearby Greek cities on the way, so I have nothing to worry. Knights with 5 movements are really deadly. But you don't want to go too far, since time is short!

(2) Interception Stage

If the AI has more units than it considers "adequate for defense", it will send the extra units out, trying to attack and kill a few attackers. This can happen very early. At this stage, it is important to end the melee units' turns on their specialty terrain, even better with some kind of terrain defense bonus (forest, river), since they are likely to be actively attacked. They need to survive that first round of attack. Sometimes, they will get attacked twice. Few can survive 3 attacks, so don't make isolated advance - form the line.

Ranged units should stay in the back of the line, which should be safe because you already removed the flank threats. When the extra units are lured out and made to attack your tank units, the ranged units can finish them off on the next turn very easily.

Sometimes it is impossible to completely protect the ranged units. So one needs to utilize two things. First, terrain. Everything is stopped after crossing the river. So you can move your vulnerable/dying unit one tile away inside a river, or hill/forest for a smaller blocking effect, to shelter them from harm. Second, zone of contact/control. It works this way: as long as an enemy unit has to make 2 contacts with another unit of yours before reaching you, it cannot reach you. So you can actually leave holes on your tanks' line - but that will make your tanks more vulnerable.

(3) To the city

After your tank units are properly healed (so they don't get killed in the next turn), advance them to surround the city, and again, on their specialty terrain. Most cities are surrounded by flat terrain, so it is better to have a 2 Open Terrain + 1 Rough Terrain tank from the beginning. Don't make any attack yet (as they will get damaged and get killed in one turn more easily). Their main purpose is to protect the ranged units against any melee attack within the city until the city defense is watered down enough for themselves to rush it down.

The city's own defense and its garrison usually focuses on the tanking melee units. This makes it easy to have ranged units keep firing on the city. Depending on how many melee units you have surrounding the city, you need to lower the city's health into yellow or red before your melee units deliver the final blows. (Promotion sequence: 3 terrain, march, blitz, city assault, ranged protection)

At this stage, the AI might have one or two units beside the city. But it will NOT make an active attack if it knows it cannot kill you in one turn (that's why you want to keep the tanks as healthy as possible before the time comes). All that attacks are the "intercepting troops", which should be moving around. This is the stationary kind. With that in mind, you can use your range units to kill that waiting unit first before you work on the city, or directly work on the city because...

(4) After the city is razed

After the city is razed, all remaining units will RETREAT without a second thought. You might have a very weak unit left defenseless on the city's tile (as they delivered the final blow). But the AI ignores the oppurtunity because... well the city is lost! Run!

(bonus) The Settler escort

I am very happy to see an AI military unit escorting a settler, which should be running all over the place in an OCC conquest game (as we burn everything on our path, creating a lot of unclaimed land to literally die for). The settler escorts do not attack. They just move with the settlers. So you can easily kill them with your ranged units. If you do not capture the now exposed Settlers right away, it might settle a city successfully, but the AI might send another escort before that happens - and to be killed by you again! That's just great!

Spoiler :
khan_022.jpg

One more Greek city down. The capital Athen is visible now!
 
Section 11. Upgrade Timing and Peace Deals

Spoiler :
khan_023.jpg

Longswordsman are very powerful against city defense lower than 20, but they will have great difficulty to attack cities with defense > 30. In the picture, Alexander's Athens have a city defense of 36. So I know my Longswordsman, even though well promoted, won't be able to do serious damage. Neither will Trebuchet. I might be able to take the city if I attack relentlessly, but I expect to lose some units from the defenders.

At this point, I am close to have my Cannon and Rifleman upgrades. Since this is only the second capital (4 more to go) and there is a long way to go after, I decided to take a short break and upgrade my units. Then I will be able to restart my attack on Athens with an overwhelming army.

I need a friendly territory to upgrade my units, so I paid Darius I 50 gold for an open border, and marched all my units to his land to upgrade. Later on in the game, I will reach the point where I have declared too many wars that the AIs refuse to open their border for me. Then I will have to buy friendship from a nearby city state to upgrade units - doesn't have to be "Allies", "Friendly" (500 gold) is enough.

Spoiler :
khan_024.jpg

I decided to take a peace treaty from Alexander, since he was willing to pay so much! A given AI will only pay for peace once. So if I take it now, I will be unable to get another good deal later. But early money is worth much more than late money. Bought a Cannon (Built siege Weapon #4, #5, now bought sige weapon #6) from the capital with the peace money.

Around this time, I bought a University from home and started raising Great Scientists. In this game, I still popped two Great Engineers and rushed two wonders (Himeji Castle and Big Ben), but I had absolutely no use of them at all. So I should have aimed for Great Scientists from the start instead.

Spoiler :
khan_025.jpg

RA popped Rifling on Turn 122. Since I have been doing a few conquest games before this, I know this is not "early". It is very possible to pop Rifling before Turn 120.

Spoiler :
khan_026.jpg

I was piling up my 5 Cannon just outside Alexander's border to block a settler from coming out to reclaim the lost lands. Non-combatants (like a Great General) alone also serves this purpose.

Spoiler :
khan_027.jpg

Even after I popped so many RAs in a row to get Rifling, my technology was still trailing behind. The point of a Deity OCC Domination game is to rush the military tech and raze everyone's capital before the AIs inevitably overwhelm us.

Spoiler :
khan_030.jpg

Conned 1500 gold from Alex! With the money, I bribed Oda Nobunaga, who had the largest army at the time, to war all his neighbors. So by the time I declared war on them, I will face a much smaller resistance.

Spoiler :
khan_029.jpg

War resumes! Same as in the first rush, the next-gen military units completely dominate the field.

Spoiler :
khan_031.jpg

Rifleman easily took Athens. 2 Capitals down! 4 more to go!

Spoiler :
khan_032.jpg

I could immediately retreat at this point, but I worried that Alex would bounce back too quickly and threaten my defenseless home. So I proceeded to demolish his second largest city, Sparta.

Spoiler :
khan_033.jpg

Only recently I realized that every war declaration lasts only 7 turns (10 turns if one is bribed to war). So one can immediately go for peace afterward. Alexander would not give me one gold for peace this time, but I can still sign RA with him. :)
 
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