so we are back
...
but this time it´s different, this time WE ACTUALLY KNOW THAT WE HAVE A CHANCE TO WIN (no, i´m not kidding
)
...
why is this:
this series started, because i claimed somewhere that it´s possible to win a deity aw game on a standard pangea map. even more, i claimed that i would estimate the chances around 30% of winning (1 out of 3) when you play it right and when you are allowed to play unresticted leaders, picking the uber leader for aw games:
wang kong of mali
...
summary of the games so far:
deity aw 1:
actually a nice map, with a decent area to block the ai and room to expand. still, no wins, last player gave up around 1200 AD, due to beeing very, very backwards compared to the ais.
since it was the first game from this (short) series, most players had little / no experience with playing aw on deity and therefore couldnt keep up in tech. same happened to me altough i knew in theory what to do, but i drew a very unlucky start and as a result got overrun by the ais 800 AD
deity aw 2:
in my opinion, this map was even harder then the one we drew for deity aw 1, and as a result, not many players did post their tries or they gave up already in the BCs.
this time, i got a lucky start (even managed to steal a few workers) and managed to pull of the strategy i already wanted to show in deity aw 1:
the spy economy, fulled with a great spy as first great person:
most people think of the great wall when hearing "spy economy", because this seems the easiest way to get your great spy. but actually it isnt. in this game, i missed the great wall (the start was still very luck and strong, dont get me wrong), and still managed to pull of a spy economy.
how was this done:
the trick here is to get codes of law via the oracle. then you have 15 turns, to build a courthouse in a city, that HASNT build the oracle (100 gp points, oracle gives 2, that makes 50 turns, spy gives 3, that makes 34 turns, 50-34=16 turns, -1 to get the great spy 1 turn earlier)
...
actually, i havent finished deity aw 2, but as things stand i have a fair chance there to win it. now i thought this beeing a good time to start the 3rd installment, so we can test if what i managed to do there was only luck or if this is really a valid strategy
...
but before we start, i want to put into a short summary, what strategy you should try when playing this. still, if you dont have won under normal deity settings quite a few games, dont expect to win this on the first try:
deity aw games need to be played under 2 aspects:
1. safety:
to survive this kind of game, you need to have one or more blocking cities (hill cities, protected with first-strike skirmishers, later longbows) where you can slaughter heaps of ai units with minimal losses.
so the most important target under the safety concept is to locate the spots, where we want to put down our blocking cities and to prevent the ai from settling there. finding them is easy... ...move around with your starting warrior and look for hill
...
protecting them from the ai can be done by 2 ways:
- simply settle there first or
- hang around there with at least 1 skirmisher of your own. the ai usually doesnt approach your units (remember this is an always war game) with a settler, so having your skirmishers 1-2 tiles ahead of where you want to settle, usually is enough to keep the ai away from it
then simply keep fortifying in the blocking cities more and more skirmishers (later longbows) and watch the ai killing stacks after stacks at these cities. you will take some losses here and there, but usually some 10-15 skirmishers / longbows deal a lot of paint to any attacking stacks and manage to hold the city. dont forget to have a healer in each blocking city.
2. tech-stealing:
the basic conept of this i already mentioned earlier:
1. get a fast second city as close as possible to your capital up and running
2. this city needs at least 3 forests and 1 food ressource (it always can borrow one from the capital)
3. if your second city has enough production to get the oracle done around t55-65, you can decide if you want to put the oracle in your capital or your second city. in this case, i would usually opt for the second city, because you get a free borderpop via the oracle. if not, build the oracle in your capital.
4. in most cases it is neccessary to build another settler (for at least 1 blocking city) before you start the oracle in your capital, so you have to time things
5. depending in which city you have build the oracle, you now have 15 turns to get the courthouse built in the other city
6. 34 turns after having built the courthouse, you will get your great spy.
7. it now would be ideal, if you could time getting alphabet something like 10 turns before your great spy gets born, so you already have 2 spies in place once your great spy get born. usually, it doesnt work out that way (see my deity aw 2 game) but delaying your spy economy by something like 15-20 turns isnt a big deal, as long as you can start stealing techs around 1 AD.
8. tech towards civil service while stealing everything else from your spy-victim (priorize feudalism high, for the longbows)
...
putting these 2 concepts together, we should be able to keep up even with the deity ais under aw settings, given we have the right start and the right map, at least in 1 out of 3 games

...
but this time it´s different, this time WE ACTUALLY KNOW THAT WE HAVE A CHANCE TO WIN (no, i´m not kidding

...
why is this:
this series started, because i claimed somewhere that it´s possible to win a deity aw game on a standard pangea map. even more, i claimed that i would estimate the chances around 30% of winning (1 out of 3) when you play it right and when you are allowed to play unresticted leaders, picking the uber leader for aw games:
wang kong of mali
...
summary of the games so far:
deity aw 1:
actually a nice map, with a decent area to block the ai and room to expand. still, no wins, last player gave up around 1200 AD, due to beeing very, very backwards compared to the ais.
since it was the first game from this (short) series, most players had little / no experience with playing aw on deity and therefore couldnt keep up in tech. same happened to me altough i knew in theory what to do, but i drew a very unlucky start and as a result got overrun by the ais 800 AD

deity aw 2:
in my opinion, this map was even harder then the one we drew for deity aw 1, and as a result, not many players did post their tries or they gave up already in the BCs.
this time, i got a lucky start (even managed to steal a few workers) and managed to pull of the strategy i already wanted to show in deity aw 1:
the spy economy, fulled with a great spy as first great person:
most people think of the great wall when hearing "spy economy", because this seems the easiest way to get your great spy. but actually it isnt. in this game, i missed the great wall (the start was still very luck and strong, dont get me wrong), and still managed to pull of a spy economy.
how was this done:
the trick here is to get codes of law via the oracle. then you have 15 turns, to build a courthouse in a city, that HASNT build the oracle (100 gp points, oracle gives 2, that makes 50 turns, spy gives 3, that makes 34 turns, 50-34=16 turns, -1 to get the great spy 1 turn earlier)
...
actually, i havent finished deity aw 2, but as things stand i have a fair chance there to win it. now i thought this beeing a good time to start the 3rd installment, so we can test if what i managed to do there was only luck or if this is really a valid strategy

...
but before we start, i want to put into a short summary, what strategy you should try when playing this. still, if you dont have won under normal deity settings quite a few games, dont expect to win this on the first try:
deity aw games need to be played under 2 aspects:
1. safety:
to survive this kind of game, you need to have one or more blocking cities (hill cities, protected with first-strike skirmishers, later longbows) where you can slaughter heaps of ai units with minimal losses.
so the most important target under the safety concept is to locate the spots, where we want to put down our blocking cities and to prevent the ai from settling there. finding them is easy... ...move around with your starting warrior and look for hill

protecting them from the ai can be done by 2 ways:
- simply settle there first or
- hang around there with at least 1 skirmisher of your own. the ai usually doesnt approach your units (remember this is an always war game) with a settler, so having your skirmishers 1-2 tiles ahead of where you want to settle, usually is enough to keep the ai away from it
then simply keep fortifying in the blocking cities more and more skirmishers (later longbows) and watch the ai killing stacks after stacks at these cities. you will take some losses here and there, but usually some 10-15 skirmishers / longbows deal a lot of paint to any attacking stacks and manage to hold the city. dont forget to have a healer in each blocking city.
2. tech-stealing:
the basic conept of this i already mentioned earlier:
1. get a fast second city as close as possible to your capital up and running
2. this city needs at least 3 forests and 1 food ressource (it always can borrow one from the capital)
3. if your second city has enough production to get the oracle done around t55-65, you can decide if you want to put the oracle in your capital or your second city. in this case, i would usually opt for the second city, because you get a free borderpop via the oracle. if not, build the oracle in your capital.
4. in most cases it is neccessary to build another settler (for at least 1 blocking city) before you start the oracle in your capital, so you have to time things
5. depending in which city you have build the oracle, you now have 15 turns to get the courthouse built in the other city
6. 34 turns after having built the courthouse, you will get your great spy.
7. it now would be ideal, if you could time getting alphabet something like 10 turns before your great spy gets born, so you already have 2 spies in place once your great spy get born. usually, it doesnt work out that way (see my deity aw 2 game) but delaying your spy economy by something like 15-20 turns isnt a big deal, as long as you can start stealing techs around 1 AD.
8. tech towards civil service while stealing everything else from your spy-victim (priorize feudalism high, for the longbows)
...
putting these 2 concepts together, we should be able to keep up even with the deity ais under aw settings, given we have the right start and the right map, at least in 1 out of 3 games
