Brazil Deity Jungle Start (Strategy and Debate)
Everyone hates jungle start, low and long worker improvement time. Only Brazil enjoys jungle start, as this civ is designed to win Victory and jungle is the essential ingredient to the victory. There is no specific wonder to get in this strategy (no CI of course), but there is a small risky element to get the Sacred Path pantheon. This guide is only work-in-progress, so debate is always welcome, and there are several deity starting saves attached to this guide for you to try and compare. Finish turn can vary depending on surrounding civs, so do not expect super fast win here like the sacred site.
For start, let's define jungle start. It is assumed that only 1-2 hills are availale for capital to work with, rest of tiles are mostly jungles that are going to be preserved for brazilian woodcamp, unless there is a luxury. The low and low of capital makes it very hard to construct wonders or assign specialists.
Expansion phase:
Capital: spend 1-2 turns moving onto a hill tile, so base hammer of city tile is 2. Try not to settle on a jungle hill tile unless there is no other choice. Best tile is a hill tile with mining lux. River or coastal, doesn't matter.
Capial build order: scout (5 turns) - monument (4-5 turns half completed) - shine (work a hill to get hammers, 7 turns) -monument (work all food again) - scout - granary - archer - 2 settlers - 2 caravans -archer - library - NC
Social policy: Liberty - Republic - Collective Rule - Piety - Organized Religion - Citizenship - Meritocracy -
1st city: archer (half-completed) - shine (start when piety is opened) -archer (finish) - library - temple -granary
2nd-3rd city: shine - library - temple - granary
Tech path: Pottery - archery - lux tech (including masonry or Bronze Working if marsh or lux on jungle) - sailing - Construction (but leave it 1 turn unfinished) - writing - NC
Depending on deity AI's religion flavour, you may be the 2nd to found a pantheon, or the 5th (at 30 ). Although it may seem as the AI is insanely quick to found religion, but so long as you can get sacred path on the 5th to found a pantheon, you are most likely guaranted a late religion, because quickly the 1st AI will enhance the religion and the door is closed to God. If you start shine immediately, and put all hammers to accelerate it, it is possible to get this pantheon. If sacred path is gone, well, not so good, you can completely forget religion, and do not go piety, and this is discussed in the final part. In a standard pangea map or terra map, the starting bias will usually avoid this akward situation.
Early cash: can be spent on buying a hill first, if there is a hill buy a scout when you have 140. Hill is to accelerate shine production, and the scout can improve scouting.
Early scouting: the warrior should be brought back once you have two scouts around, when you had the opportunity, steal AI's worker if you think it is safe to bring it back, best AI to steal is the one that is seperated by another civ, so you are not in real danger of retaliation. Also do not hesitate to steal a single CS's workers if it is unprotected. steal 2-3 workers is usually enough in 4 cities to improve luxury and then build roads then build brazilian woodcamp, hence there is no hammer devoted to workers.
Land grabbing: AI is usually very quick to grab land towards you, so early DoW can make them hesitate to settle towards you. Also the warrior should be fortified near the AI neighbour, along with your archer, to intimidate AI from settling towards you.
Satelite city placement: usually it depends on jungle spread, so can't guarantee you can get all 4 cities close together. Best to settle on top of lux to save worker time. Settling on hill is not necessary and sometimes NOT recommended, as the hill will block you archers line of sight, so your archers can't fire enemy units. Jungles will provide best defence for you in this case. If you suspect AI aggression, save cash to buy a wall on front line city when war breaks out.
Culture output: once Sacred path is obtained, monument is usally delayed for very long time, not even needed. Once AI's religion spread to your cities, you may want to get these monuments up but can still do fine without them. Your capital's founding religion pressure can ensure some progress towards social policy, so satelite cities should work on jungles as much as possible before AI religion takes over.
Religion: founder belief can increase per turn (Tithe), follower beliefs can add shine (Asceticism) , temple (Religious Centre) or add shine /temple (Feed the world). The most important is the enhanced belief, take (Messiah) cheaper great propht to convert you cities back to your religion. You may need 2nd or 3rd round to defend you religion, so do not convert CS, concentrate on your own cities. Grand temple usually helps but the hammer may be tight to build other buildings in capital.
Happiness management: it needs some micro if you want to avoid your first carnival prematurely, basically if none of your cities grow insanely, you can maintain 3-5 and sell your lux for gold per turn. only swap a copy of lux if you need to avoid unhappiness. However, it is not necessarily to avoid it perfectly, sometimes the merchant will ruin your day and give you too much for a while. It is only to give your an idea if your lux selling is optimal to max your per turn, but you should be able avoid the second natural carnival.
Take-off phase:
Tech path variations: after NC, the tech path can vary depending on AI friendliness.
1. If you get 1-2 AI friends and especially your neighbours are not aggressive, and you can bribe your neighbours to war with other AIs and your per turn is not horrible after building temples and units: go to Education and accumulate to buy universities near turn 120.
2. If your neighbour is still unforgivable when he wars with other AI and still covert your land and still thinks you are a warmonger after so many years, and your per turn is horrible because you do not have many luxuries to sell: go to machinery and build brazilian woodcamp to improve your per turn. This will slow you down by almost 20-30 turns, but it is necessary for survival. Even you went education early, and your per turn is horrible, your low cities can't get univerisites quickly, so machinery is the way to go first.
Tech path After Education/Machinary: --> Acoustics --> Metal Casting --> Physics---> Biology.
Aim to steal Calvary, Banking, Economics, Industrialization and Electricity, so your tech path should avoid these techs but time to make them available for stealing. For example, once get banking, should research Printing Press and Architecture; once get economics, should research scientific theory. The aim is to use Oxford to get Refridgeration asap.
Satelite city build: aqueduct --> happiness --> market --> workshop --> public school --> bank--> windmill/factory, basically nothing important here, if a city has too low , public school can be bought. should be saved for hotels.
Once opening Acoustics, you should send your caravans to deliver to capital for internal trade routes . You can start building artist guild and writer guild in capital or other excessive city. Great Artist should be saved for later Carnivals. Use Great Writer for instant boost, as the 2 can be easily compensated by brazilian woodcamp .
Social Policies: Do not finish liberty (leave the Representation to later). Dump 1 into Aesthetics opener before renaissance. When going through Rationalism, it is assumed that your cities have low food because most of them are grabbing jungles. Hence Secularism is not useful if assigning specialists will slow down your growth. Hence going towards right-hand side, Humanism --> Free thought (17% to Uni).
Ideology: Freedom till the extended golden age (Universal Suffrage).
Relax phase:
Social Policy: Once all hotels are purchased or built: burn your Great Atists, take the Flourisng Arts, take Artistic Genius if you think another Great Artist is unlikely, and finally take Representation in liberty.
If you haven't built music guild or work on music specialists, it's time to do now.
tech path: flight --> Radio. If airport bonus can't finish the game, then the broadcast tower bonus are needed, as well as level 3 freedom policy.
Losing sacred path: you can either restart or continue the game without going piety, so the one or two policies will go to aethetics instead. Also Radio can be opened before Flight, and the liberty finisher can take a GE to get Effiel Tower. Basically if no sacred path, you saved hammers on shines and temples early on, but still need to invest in monument and other culture buildings. Sacred path adds 50% culture yield from brazilian woodcamp, so it is worth the effort to defend your religion. Broadcast tower only gives 34% and require much more and social policies.
Everyone hates jungle start, low and long worker improvement time. Only Brazil enjoys jungle start, as this civ is designed to win Victory and jungle is the essential ingredient to the victory. There is no specific wonder to get in this strategy (no CI of course), but there is a small risky element to get the Sacred Path pantheon. This guide is only work-in-progress, so debate is always welcome, and there are several deity starting saves attached to this guide for you to try and compare. Finish turn can vary depending on surrounding civs, so do not expect super fast win here like the sacred site.
For start, let's define jungle start. It is assumed that only 1-2 hills are availale for capital to work with, rest of tiles are mostly jungles that are going to be preserved for brazilian woodcamp, unless there is a luxury. The low and low of capital makes it very hard to construct wonders or assign specialists.
Expansion phase:
Capital: spend 1-2 turns moving onto a hill tile, so base hammer of city tile is 2. Try not to settle on a jungle hill tile unless there is no other choice. Best tile is a hill tile with mining lux. River or coastal, doesn't matter.
Capial build order: scout (5 turns) - monument (4-5 turns half completed) - shine (work a hill to get hammers, 7 turns) -monument (work all food again) - scout - granary - archer - 2 settlers - 2 caravans -archer - library - NC
Social policy: Liberty - Republic - Collective Rule - Piety - Organized Religion - Citizenship - Meritocracy -
1st city: archer (half-completed) - shine (start when piety is opened) -archer (finish) - library - temple -granary
2nd-3rd city: shine - library - temple - granary
Tech path: Pottery - archery - lux tech (including masonry or Bronze Working if marsh or lux on jungle) - sailing - Construction (but leave it 1 turn unfinished) - writing - NC
Depending on deity AI's religion flavour, you may be the 2nd to found a pantheon, or the 5th (at 30 ). Although it may seem as the AI is insanely quick to found religion, but so long as you can get sacred path on the 5th to found a pantheon, you are most likely guaranted a late religion, because quickly the 1st AI will enhance the religion and the door is closed to God. If you start shine immediately, and put all hammers to accelerate it, it is possible to get this pantheon. If sacred path is gone, well, not so good, you can completely forget religion, and do not go piety, and this is discussed in the final part. In a standard pangea map or terra map, the starting bias will usually avoid this akward situation.
Early cash: can be spent on buying a hill first, if there is a hill buy a scout when you have 140. Hill is to accelerate shine production, and the scout can improve scouting.
Early scouting: the warrior should be brought back once you have two scouts around, when you had the opportunity, steal AI's worker if you think it is safe to bring it back, best AI to steal is the one that is seperated by another civ, so you are not in real danger of retaliation. Also do not hesitate to steal a single CS's workers if it is unprotected. steal 2-3 workers is usually enough in 4 cities to improve luxury and then build roads then build brazilian woodcamp, hence there is no hammer devoted to workers.
Land grabbing: AI is usually very quick to grab land towards you, so early DoW can make them hesitate to settle towards you. Also the warrior should be fortified near the AI neighbour, along with your archer, to intimidate AI from settling towards you.
Satelite city placement: usually it depends on jungle spread, so can't guarantee you can get all 4 cities close together. Best to settle on top of lux to save worker time. Settling on hill is not necessary and sometimes NOT recommended, as the hill will block you archers line of sight, so your archers can't fire enemy units. Jungles will provide best defence for you in this case. If you suspect AI aggression, save cash to buy a wall on front line city when war breaks out.
Culture output: once Sacred path is obtained, monument is usally delayed for very long time, not even needed. Once AI's religion spread to your cities, you may want to get these monuments up but can still do fine without them. Your capital's founding religion pressure can ensure some progress towards social policy, so satelite cities should work on jungles as much as possible before AI religion takes over.
Religion: founder belief can increase per turn (Tithe), follower beliefs can add shine (Asceticism) , temple (Religious Centre) or add shine /temple (Feed the world). The most important is the enhanced belief, take (Messiah) cheaper great propht to convert you cities back to your religion. You may need 2nd or 3rd round to defend you religion, so do not convert CS, concentrate on your own cities. Grand temple usually helps but the hammer may be tight to build other buildings in capital.
Happiness management: it needs some micro if you want to avoid your first carnival prematurely, basically if none of your cities grow insanely, you can maintain 3-5 and sell your lux for gold per turn. only swap a copy of lux if you need to avoid unhappiness. However, it is not necessarily to avoid it perfectly, sometimes the merchant will ruin your day and give you too much for a while. It is only to give your an idea if your lux selling is optimal to max your per turn, but you should be able avoid the second natural carnival.
Take-off phase:
Tech path variations: after NC, the tech path can vary depending on AI friendliness.
1. If you get 1-2 AI friends and especially your neighbours are not aggressive, and you can bribe your neighbours to war with other AIs and your per turn is not horrible after building temples and units: go to Education and accumulate to buy universities near turn 120.
2. If your neighbour is still unforgivable when he wars with other AI and still covert your land and still thinks you are a warmonger after so many years, and your per turn is horrible because you do not have many luxuries to sell: go to machinery and build brazilian woodcamp to improve your per turn. This will slow you down by almost 20-30 turns, but it is necessary for survival. Even you went education early, and your per turn is horrible, your low cities can't get univerisites quickly, so machinery is the way to go first.
Tech path After Education/Machinary: --> Acoustics --> Metal Casting --> Physics---> Biology.
Aim to steal Calvary, Banking, Economics, Industrialization and Electricity, so your tech path should avoid these techs but time to make them available for stealing. For example, once get banking, should research Printing Press and Architecture; once get economics, should research scientific theory. The aim is to use Oxford to get Refridgeration asap.
Satelite city build: aqueduct --> happiness --> market --> workshop --> public school --> bank--> windmill/factory, basically nothing important here, if a city has too low , public school can be bought. should be saved for hotels.
Once opening Acoustics, you should send your caravans to deliver to capital for internal trade routes . You can start building artist guild and writer guild in capital or other excessive city. Great Artist should be saved for later Carnivals. Use Great Writer for instant boost, as the 2 can be easily compensated by brazilian woodcamp .
Social Policies: Do not finish liberty (leave the Representation to later). Dump 1 into Aesthetics opener before renaissance. When going through Rationalism, it is assumed that your cities have low food because most of them are grabbing jungles. Hence Secularism is not useful if assigning specialists will slow down your growth. Hence going towards right-hand side, Humanism --> Free thought (17% to Uni).
Ideology: Freedom till the extended golden age (Universal Suffrage).
Relax phase:
Social Policy: Once all hotels are purchased or built: burn your Great Atists, take the Flourisng Arts, take Artistic Genius if you think another Great Artist is unlikely, and finally take Representation in liberty.
If you haven't built music guild or work on music specialists, it's time to do now.
tech path: flight --> Radio. If airport bonus can't finish the game, then the broadcast tower bonus are needed, as well as level 3 freedom policy.
Losing sacred path: you can either restart or continue the game without going piety, so the one or two policies will go to aethetics instead. Also Radio can be opened before Flight, and the liberty finisher can take a GE to get Effiel Tower. Basically if no sacred path, you saved hammers on shines and temples early on, but still need to invest in monument and other culture buildings. Sacred path adds 50% culture yield from brazilian woodcamp, so it is worth the effort to defend your religion. Broadcast tower only gives 34% and require much more and social policies.