hi guys thought i could share some tips on how i win at civ 5 deity where the only problem is the wait between turns or the occasional wipe in case of war in the first 50 turns.
in a way this thread is a COMPLETE SPOILER, and you'll prolly end up not playing anymore.
general settings for the game: the more civs,the more research agreement.the bigger the map,the more unlikely an early wipe.set barbarians on very bad or whatever is called,this make things faster.i play on pangea,less effort to meet the other civ.
here we go.
you'll prolly start with a special resource or a couple near your capital,and you'll find horses and iron later,just get a town there cos they are basic for early money.set science to get to work these.
now start trading with IA, whatever money you get is ok, 240g is the usual even if some civ no matter how friendly they are,will offer less. now trade that 240g for gold per turn- u should get 8, but even if its less its not a problem,just longer.
eventually barbarians will come and destroy your job on the resource you traded,blowing the trade...but not te one where you keep the gold per turn. rebuild the camp,mine or whatever on the resource and trade it again plus your gold per turn,and turn it again in gold per turn.barbarians will do their job,so even if you'll end up surrounded by them, try not to kill them unless you start starving.you can stop using them as soon as you develop the science to destroy your resource enhancement on your own but there's a backdraft on doing that on your own:every 2 turns it goes down instantly and the next it will take the turns as shown in the panel so if you do the trick with,like, 6 resources and 2 horse camps keeping track of this becomes annoying.after a while of this start buying favor with city states instant allies should not be a problem with your cash. BE CAREFUL NOT TO ALLY WITH THOSE WHO SHARE YOUR RESOURCES or when barbarians blow the resource you provide the city will provide theirs and the agreement will continue if this happens....well declare war on them.
.After the patch IA tends not to accumulate big health so you'll have to do things the other way around- give them a lot of gold (you should have a lot in 50/60 turns) in exchange for gold per turn which you'll take away the usual way.
stay friendly with all civ and even if they ask for that special resource,give them what they want-our barbarians will blow the trade and you get them more friendly with u.
around turn 100 if u allied with a couple of militar city state(you should be allied with all of them by now) you should have enough militia to survive an attack. just in case some civ are interested in your cities, have them declare war at some other civ(they will for a price) or the other way round, diverting attention from you.i kept them constantly at war with each others
be careful to be the master balancer in this,you dont want any civ to become too powerful so help out with money the weakest one and keep the more powerful on constant negative gold per turn so they get no science (actually keep all of them on no science)
so much for the money part,last time i played i ended up with 100k per turn,more then enough to buy out a civ,but later on this
research agreement: i made one every 5/6 turns with every civ, giving the money in the very probable case they hadn't.6 turns is the minimum in case you decide to shift your research in favor of a science and discover it with the agreement bonus.
forget about wonders if u don't have an ingeneer, you'll hardly beat IA on a normal run to build them even during a golden age.
GP. don't rush to get rid of them. keep scientists around, they 'll come useful for that special slingshot you desire,whatever it is.
sooner or later some civ will be almost extinct or gone for good.a pity isn't it?
time to take them back to life buy their ex capital and on the panel to decide what to do with the city revive the civ,they'll be grateful (astoundingly only for a number of turns!)and you have another research agreement.just in case, try to make them strong with some cities more,they are very low on science and can easily be conquered again.
in spite of your best effort some civ will complete apollo program....this is when it gets tough on cultural victory.getting all the other civ to attack the guy or the other way round will not work so....time to destroy their civ.i hate this part but cultural got too nerfed so i do what i must
buyout their cities and donate them to whoever you want.best thing is splitting his civ among the others so even if he decides to reconquest his cities it hardly will be at war with all the other civ at the same time.or you could just destroy them( it was not in my heart to do it).last time i played i fragmented egypt so much that he had only his capital left- he never left earth.
well i think that's it.things i didn't cover are not important, those who go for cultural know what tree to use, so do those who go for domination( but after this read...why go to war when one can buy them?)
have fun,i did.
in a way this thread is a COMPLETE SPOILER, and you'll prolly end up not playing anymore.
general settings for the game: the more civs,the more research agreement.the bigger the map,the more unlikely an early wipe.set barbarians on very bad or whatever is called,this make things faster.i play on pangea,less effort to meet the other civ.
here we go.
you'll prolly start with a special resource or a couple near your capital,and you'll find horses and iron later,just get a town there cos they are basic for early money.set science to get to work these.
now start trading with IA, whatever money you get is ok, 240g is the usual even if some civ no matter how friendly they are,will offer less. now trade that 240g for gold per turn- u should get 8, but even if its less its not a problem,just longer.
eventually barbarians will come and destroy your job on the resource you traded,blowing the trade...but not te one where you keep the gold per turn. rebuild the camp,mine or whatever on the resource and trade it again plus your gold per turn,and turn it again in gold per turn.barbarians will do their job,so even if you'll end up surrounded by them, try not to kill them unless you start starving.you can stop using them as soon as you develop the science to destroy your resource enhancement on your own but there's a backdraft on doing that on your own:every 2 turns it goes down instantly and the next it will take the turns as shown in the panel so if you do the trick with,like, 6 resources and 2 horse camps keeping track of this becomes annoying.after a while of this start buying favor with city states instant allies should not be a problem with your cash. BE CAREFUL NOT TO ALLY WITH THOSE WHO SHARE YOUR RESOURCES or when barbarians blow the resource you provide the city will provide theirs and the agreement will continue if this happens....well declare war on them.
.After the patch IA tends not to accumulate big health so you'll have to do things the other way around- give them a lot of gold (you should have a lot in 50/60 turns) in exchange for gold per turn which you'll take away the usual way.
stay friendly with all civ and even if they ask for that special resource,give them what they want-our barbarians will blow the trade and you get them more friendly with u.
around turn 100 if u allied with a couple of militar city state(you should be allied with all of them by now) you should have enough militia to survive an attack. just in case some civ are interested in your cities, have them declare war at some other civ(they will for a price) or the other way round, diverting attention from you.i kept them constantly at war with each others
be careful to be the master balancer in this,you dont want any civ to become too powerful so help out with money the weakest one and keep the more powerful on constant negative gold per turn so they get no science (actually keep all of them on no science)
so much for the money part,last time i played i ended up with 100k per turn,more then enough to buy out a civ,but later on this
research agreement: i made one every 5/6 turns with every civ, giving the money in the very probable case they hadn't.6 turns is the minimum in case you decide to shift your research in favor of a science and discover it with the agreement bonus.
forget about wonders if u don't have an ingeneer, you'll hardly beat IA on a normal run to build them even during a golden age.
GP. don't rush to get rid of them. keep scientists around, they 'll come useful for that special slingshot you desire,whatever it is.
sooner or later some civ will be almost extinct or gone for good.a pity isn't it?
time to take them back to life buy their ex capital and on the panel to decide what to do with the city revive the civ,they'll be grateful (astoundingly only for a number of turns!)and you have another research agreement.just in case, try to make them strong with some cities more,they are very low on science and can easily be conquered again.
in spite of your best effort some civ will complete apollo program....this is when it gets tough on cultural victory.getting all the other civ to attack the guy or the other way round will not work so....time to destroy their civ.i hate this part but cultural got too nerfed so i do what i must
buyout their cities and donate them to whoever you want.best thing is splitting his civ among the others so even if he decides to reconquest his cities it hardly will be at war with all the other civ at the same time.or you could just destroy them( it was not in my heart to do it).last time i played i fragmented egypt so much that he had only his capital left- he never left earth.
well i think that's it.things i didn't cover are not important, those who go for cultural know what tree to use, so do those who go for domination( but after this read...why go to war when one can buy them?)
have fun,i did.