Deity Domination Victory Strategy (3v3 Future Teamer)

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Deity Domination Victory Strategy (3v3 Future Teamer)

1. Introduction
1.1 Deity AI Has No Advantage
1.2 Setting
1.3 Important factors
1.4 Game Strategy
2. Basic Strategy
2.1 Initial Expansion Requirements
2.2 City Placement
2.3 Phase I Expansion (8 turns)
2.4 Phase II Expansion (8 turns)
2.5 Phase III: Expansion 3 and preparing for war (10 turns)
2.6 Phase IV: Capture the first city
2.7 Fish the First AI
3. Tactics
4. Examples

1. Introduction

3v3 Future Teamer games are not popular online, and I play them rarely. When I do play, I keep forgetting the rules. I write this guide for myself; please allow me to share it with you.

There are a few tactics, which are specific to this Era. Let me get right to the point: there are three important tactics to win Deity 3v3 team games:

Zero Percent Research;
Early Expansion; and
Universal Suffrage.


Zero Percent Research
Each future tech provides you with one Happiness and one Health. You do not need that; instead, through Expansion, you will get Happiness and Health from Resources. Because of 0% Research, you have unlimited Resources to support your empire, regardless of its size.

Universal Suffrage
This is equivalent to Ancient Slavery and Drafting in the middle eras, except Universal Suffrage is much, much, much more powerful than both.

Early Expansion
Your cities will outnumber the Deity AI’s cities 3 to 1; roughly, you have 15 cities and the Deity AI has 5 cities.

The future game is easy, I would say the difficulty level of a Future Deity game is roughly equivalent to the Emperor Level in the Ancient game.

1.1 Deity AI Has No Advantage

In other eras, the Deity AI has many advantages. In the Future Era, they have no advantages:

Technologies cost less (40 % less?)
We do not do research, so this is a non-issue.

Building cost less (40 % less?).
Very few buildings are required, so this is a non-issue.

Units cost less (40 % less?).
Our cities out-number AI’s cities 3:1. With 40% disadvantage, for every AI’s unit, our three cities combined will produce 2 units. Adding Universal Suffrage, this rate will be doubled, so we will produce four times faster than the Deity AI.

Happiness costs less (40%?).
Our Expansion will provide enough Happiness resources for 50 turns, at that point the domination victory will be achieved.

Inflation, city, and civic upkeep cost less (40%?).
We do not have financial problems, thanks to 0% research.

Unit upgrade cost less (40%?).
No units will need to be upgraded.

Health costs less (40%?).
Our Expansion will provide enough Health for 50 turns, at that point the domination victory will be achieved.

Cities grow faster (40% less food?).
Our cities out number AI’s cities 3:1, making our economy twice as large as AI’s.

1.2 Setting

Difficulty: Deity
Speed: Quick
World Size: Small
Map: Inland Sea, Team Battleground, Balanced, …
Era: Future
Leader: Random *
Teaming: 3v3

* India could be nice for fast workers.

This guide assumes you are the front player; if not, regenerate the map to make sure you are the attacker.

1.3 Important factors

I consider the following the most important factors in winning the Deity game:

Zero Percent Research;
Early Expansion and City Array; and
Universal Suffrage.

Zero Percent Research
0% Research is the foundation of the Universal Suffrage, so you must learn this tactic.

Universal Suffrage
This is equivalent to Ancient Slavery and Drafting in the Middle Era, except Universal Suffrage is much more powerful than both.

Early Expansion
It takes some management skills to manage 15 to 20 cities. We will come back to this.

There are some other minor tactics, which may or may not be relevant, depending on how efficiently you execute the plan:

(1) Happiness.

The War Weariness (WW) should not be an issue. WW is controlled as follows:

Police State: -25% (all cities)
Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -100%.

This is no good because Police State conflicts with Universal Suffrage. If you have a Happiness problem, then try this:

Jail: -25% (in that city)
Mount Rushmore: -50% (all cities)
Total: -75%.

(2) Culture Bomb

Like Happiness management, Culture Bomb plays a very minor role in the Future Era. If you must, then use it.

1.4 Game Strategy

The strategy in this guide has several phases:

· Expansion 1 (8 turns)
· Expansion 2 (8 turns)
· Expansion 3 and preparing for war (10 turns)
· Capture first City (8 turns)
· Destroy the first Deity AI (12 turns)


Phase I. Initial Expansion 1 (8 turns)

In this phase, you will set up 7 cities and have 7 workers in 8 turns. The worker to city ratio is 2 at minimum.

We call these cities:

C_11 (city, wave 1, number 1)
C_12 (city, wave 1, number 2)
…
C_17 (city, wave 1, number 7)

The secondary requirements are that each city will need the following:

Happiness filler
Factory
Barrack
Religion
Power (some later time)

However, this is beyond Phase 1.

Phase II. Expansion 2 (8 turns)

In this phase, you will set up 4 more cities and have 8 more workers in 8 turns.
We call these cities:

C_21 (city, wave 2, number 1)
C_22 (city, wave 2, number 2)
…
C_24 (city, wave 2, number 4)

The first 7 cities will need the following:

Happiness filler
Factory
Barrack
Religion
Power (some later time)

In addition, each player in your team needs to have iron, oil, and aluminum. If there are not enough resources, make sure you get it from your teammate.

Phase III. Expansion 3 and Preparing for War (10 turns)

In this phase, you will set up 4 more cities and have 8 more workers in 10 turns.
We call these cities:

C_31 (city, wave 3, number 1)
C_32 (city, wave 3, number 2)
…
C_34 (city, wave 3, number 4)

The 4 cities, c21, c22, c23, c24, will need the following:

Happiness filler
Factory
Barrack
Religion
Power (some later time)

Generally speaking,
· when Deity AI has 3 cities, you have 7;
· when Deity AI has 4 cities, you have 11;
· when Deity AI has 5 cities, you have 15.
· The Deity AI will never have a chance to build the sixth city.

The initial attack force will be the following:

15 Attacking units:
5 Stealth Bombers
7 Modern Armor
5 with city rider,
2 with general promotion for mechanized infantry
3 Mechanized Infantry (for helicopter)

5 Auxiliary Units
3 workers
2 settlers

At this point, the Deity AI’s defense force is only 5 units.

Phase III. Capture first City (8 turns)

Before your attack, your opponents will attack you 2 – 3 times, each time with a two unit combo: helicopter and Mechanized Infantry.

When you start attacking with your 15 units, your opponent city will be defended with only 5 units; 15 against 5, you should take the city without losing a single unit.

Phase V. Destroy the first Deity AI (12 turns)

By now, the attack force will be the following:

30 Attacking units:
10 Stealth Bombers
15 Modern Armor
10 with city rider,
5 with general promotion for mechanized infantry
5 Mechanized Infantry (for helicopter)

5 Auxiliary Units
3 workers
2 settlers

and you will wipe out a city every three turns.
 
2. Basic Strategy

The tactics used will be in the next chapter. This chapter will focus on strategy.

2.1 Initial Expansion Requirements

The objective of the initial expansion is to get 7 cities and 7 workers in 8 turns.

The production assignments are:

City 1 building order:
Worker (1 turn)
Worker (1 turn)
Settler (1 turn)
Settler (1 turn)
Happiness filer (1 turn)*
Happiness filler (1 turn)
Factory (3 turns)

Here are the details:

Starting:
Worker 1, worker 2, worker 3.
Happiness filler 1, 2, 3.

*Note: connect iron and oil only after Happiness fillers.


City 1:
Worker 2: send to city 2

Build Worker 4 in 1-turn: Worker 1 and 3 complete chopping in 1 turn.
Worker 3: send to city 3
Worker 4: work on resources
Build Worker 5 in 1-turn: Worker 1 completes chopping in 1 turn.
Worker 4 builds road to city 4.
Worker 5 builds road to city 5.
Build Settler 4 in 1-turn: Worker 1 completes chopping in 1 turn, Universal Suffrage.
Worker 4 follows Settler 4.
Build Settler 5 in 1-turn: Worker 1 completes chopping in 1 turn, Universal Suffrage.

By turn 4 of founding this city, city 1 has produced 2 workers and 2 settlers.

At this point, you have not hooked up iron, oil, and aluminum, so you can make some cheap Happiness fillers.

Build Happiness filler 4 in 1-turn: Universal Suffrage.
Build Happiness filler 5 in 1-turn: Universal Suffrage.

If you do not have enough money, ask for some from your Deity teammates.

Now start building Factory at turn 7.

City 2 building order:
Worker (2 turns)
Settler (2 turns)
Happiness filer (2 turns)
Factory


City 2:
Build Worker 6 in 2-turns: Worker 2 completes chopping in 1 turn.
Worker 2: work on resources
Worker 6; chop
Build Settler 7 in 2-turns: Worker 6 completes chopping in 1 turn, Universal Suffrage.

By turn 4 of founding city 2, it has produced 1 worker and 1 settler.

At this point, you have not hooked up iron, oil, and aluminum, so you can make some cheap Happiness fillers.

Build Happiness filler 6 in 2-turns: Universal Suffrage.

If you do not have enough money, ask for some from your Deity teammates.

City 3 building order:
Worker (2 turns)
Settler (2 turns)
Happiness filer (2 turns)

City 3:
Build Worker 7 in 2-turns: Worker 3 completes chopping in 1 turn.
Worker 3: work on resources
Worker 7: chop
Build Settler 7 in 2-turns: Worker 7 completes chopping in 1 turn, Universal sSuffrage.

By turn 4 of founding city 3, city 3 has produced 1 worker and 1 settler.

At this point, you have not hooked up iron, oil, and aluminum, so you can make some cheap Happiness fillers.

Build Happiness filler 7 in 2-turns: Universal Suffrage.

If you do not have enough money, ask for some from your Deity teammates.

Now it is turn 8; you have produced 4 settler, 4 workers.

2.2 City Placement

Unlike early eras, you should not search for spots for the cities.

The reason is simple: in the early eras, each city will ideally have 2 hills for production, 2 food resources for growth, and some flood plain for cottages. There are no such needs for the Future Era. Any tile can have a workshop; therefore you do not need a hill. State Property and the extra food in the farms will take care of growth.

There are also some practical reasons; how can you search for spots for 20 cities? Instead, simply build a city into an array.

Let

C = City
X = tile

For Team Battleground, Balanced, …, this is your placement:

xCxxxCxxxCxxxCxx
xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx
xCxxxCxxxCxxxCxx
xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx
xCxxxCxxxCxxxCxx

For Inland Sea, build 2 columns of cities in a regular array around the inland lake:

xCxxxCx
xxxxxxx
xxxxxxx
xxxxxxx
xCxxxCx
xxxxxxx
xxxxxxx
xxxxxxx
xCxxxCx
xxxxxxx
xxxxxxx
xxxxxxx
xCxxxCx

You might make a point defense in the front by placing a single city three squares ahead of all other cities.


2.3 Phase I Expansion (8 turns)

Now, it is the time to play for real.

The objective of this phase:

· Get 7 cities and 7 workers in 8 turns
· All 7 cities have a Happiness filler by the end of the next phase
· All 7 cities have Religion by the end of the next phase


I.1 Select Universal Suffrage, Bureaucracy, Serfdom, State Property, Organized Religion

I.2 Research
Set the Research to 0% for the entire game.

I.3 Use the drill in the earlier section to get 7 cities and 7 workers.

I.4 Plan and build City Array.

Selection of location for Food resources and hills are irrelevant.
Selection of location for iron, oil, and aluminum are irrelevant.
The only important thing is how fast you can fill the regular array of the cities, which will cover all the land available to you.

I.5 Worker Automation

You will start manual management of works for the following process:

(a) Chopping workers and settlers;
(b) Work on special resources;
(c) Do not connect to iron, oil, .. so you can make some cheap units as Happiness fillers.

Once these tasks are completed, automate one worker for each city. In addition, automate 3 global workers for resources, automate 3 global workers for railroad only, and at all times, you must manually control 3 workers for the front line railroad.


2.4 Phase II Expansion (8 turns)

The objective of this phase:

· Get 4 cities and 8 workers in 8 turns
· All 7 cities in Phase I have Happiness fillers.
· All 7 cities in Phase I have Religion.

II.1 Select Emancipation

Now, why do we select Bureaucracy in the first place?

The India Fast Worker will complete chopping in 1 turn. Chopping will produce 20P; Bureaucracy will increase this to 30. The city is founded with size 5, which has another 10 P or more. Bureaucracy will increase this into 15P. Now the total is 45P, which is more than the 40P required for a worker.

Assuming the 5 tiles produce 12P;
· At the end of turn 1, the capital produces 48P, so we have 8 left over hammers.
· At the end of turn 2, the capital produces another 48P, so we have 16 left over hammers.
· At the end of turn 3, the capital produces 48P + 16P left over hammers, which is more than enough to produce a settler (60P) in a single turn.
· All of these are done without even touching Universal Suffrage. The next settler, however, must be produced via Universal Suffrage.

II.2 Building Order of c14, c15, c16, c17.

City 4 (c14):
Build Worker 8 in 2-turns: Worker 4 completes chopping in 1 turn.
Worker 4: work on resources
Worker 8: chop
Build Settler 8 in 2-turns: Worker 8 completes chopping in 1 turn, Universal Suffrage.

By turn 4 of founding city 4, city 4 has produced 1 worker and 1 settler.

At this point, you have not hooked up iron, oil, and aluminum, so you can make some cheap Happiness fillers.

Build Happiness filler 8 in 2-turns: Universal Suffrage.

If you do not have enough money, ask for some from your Deity teammates.

City 5, 6, and 7 follow the same pattern.

Out of cities 4, 5, 6, and 7, City 4 is the leader, which will be responsible for the spreading of Religion.

II.3 Building order of c11, c12, c13

City 1 (capital) role is primarily Unit Production.
City 2 role is primarily to spread Religion in this phase.
City 3 (capital) role is primarily Unit Production.

City 1
Factory (3 turns; 2 turns spend in the last phase)
Barracks (1 turn)
Unit (1 turn)
Unit (1 turn)
Unit (1 turn)
Worker (1 turn)
Power (2 turns)

City 2
Factory (3 turns, with Universal Suffrage)
Missionary (1 turn)
Missionary (1 turn)
Missionary (1 turn)
Worker (1 turn)
Barracks (1 turn)

City 3
Factory (3 turns, with Universal Suffrage)
Barracks (1 turn)
Unit (1 turn)
Worker (1 turn)
Worker (1 turn)

If you do not have enough money, ask for some from your Deity teammates.


II.4 Now you are on the way to 11 cities.

In the first 7 cities, each city has an automatic worker.
In the four cities newly founded in this phase, manually chopping.
Set 2 workers for global resource.
Set 2 workers for railroads.

II.5 Small Defense Force

You have produced 4-unit forces, 1 – 2 stealth bombers, 1 – 2 modern armor, 1 – 2 mechanized infantry. This should be enough to counter Deity AI 2-unit pillaging force (1 helicopter, 1 mechanized infantry).

II.6 Know Yourself, Know Your Enemy

The game provides you the military strength of each player. Go to the game chart; the default setting is the score. Use the pushdown menu to select “Power”. The Power graph indicates each AI’s military strength, so at any given moment, you should know precisely the strength of each of the 6 players; act upon this information.

II.7 Religion

City c12 will spread Religion to city c11, c13, and c14. At that point, City c14 will spread Religion to c15, c16, c17, and c21. At that point, c21 will spread Religion to c22, c23, c24, and c31.

II.8 Theology
Missionaries are a priority so allocate the Universal Suffrage money to them. This is the general pattern, however, at some point, you will need to accelerate the Religion spreading by making every city with a factory to produce missionaries. As soon as you have produced 15 missionaries, change organized Religion to Theology.

Theology and the 15 missionaries can be replaced by a single world wonder, Pentagon, provided your partner can get it; you are simply too busy for that.

II. Universal Suffrage

The money is limited at the beginning, so the money allocation order is as follows:

Workers and settler in city c11, c12, c13
Workers in city c14, c15, c16, c17
Factories in city c11, c12, c13
Settlers in city c14, c15, c16, c17
Missionaries
Units in city c11, c12, c13
Factories in city c14, c14, c16, c17

From that point on, make sure c11, c12, and c13 pump out a unit every turn. If you have more money, allocate them to:

Factories in city c21, c22, c23, c24
Units in city c14, c15, c16, c17

2.5 Phase III: Expansion 3 and Preparing for War (10 turns)

The objective of this phase:

· Make city c31, c32, c33, c34
· Get attack force ready


III.1 Make city c31, c32, c33, c34

Cities c21, c22, c23, c24 produce c31, c32, c33, and c34. By now, you know the pattern.

III.2 Produce Attack Force.

The attack force will be the following:

15 Attacking units:
5 Stealth Bombers
7 Modern Armor
5 with city rider,
2 with general promotion for mechanized infantry
3 Mechanized Infantry (for helicopter)

5 Auxiliary Units
3 workers
2 settlers

A 15 units force is not big, but the Deity AI’s defense is only 5 units at this point.

2.6 Phase IV: Capture the First City


The objective of this phase:

· Complete your expansion
· Capture the first city
· Produce offensive forces to the full strength

IV.1 Killing without losing Your Units

Unlike Ancient War, you generally do not lose a single unit due to the Stealth Bomber. Your force should be large enough to take the injured units out of battle and let them heal.


IV.2 Cash Support from Teammates

Deity AI has many advantages, including;
· Inflation, city and civic upkeep, upgrade cost less (40%?).
· City grows faster (40% less food)?

As a result, they have gold left over; take the gold to pump out your units. The top four cities should pump out one unit per turn.


IV.3 Completed Expansion


IV.4 National and World Wonder

The Three Gorges Dam (1750P) will provide powers to all of your cities, if you have two great engineers on time, grab it.

The following National Wonders are also nice to have:

Ironworks (700P)
Global Theater (300P)
Heroic Epic (200P)
Mount Rushmore (500P)

C11 should have a Global Theater
C11 and c12 should have Ironworks and Heroic Epic
C13 or c14 should have Mount Rushmore

For example, build Heroic Epic and Global Theater in the city c11.


IV.5 Great people

Great Artist: Culture Bomb:
Great Engineers:

build this:
Three Gorges Dam (1750P)
Ironworks (700P)

It really does not take much to build:
Global Theater (300P)
Heroic Epic (200P)
Mount Rushmore (500P)

Rest of the Great Guys:
Join specialist in the capital.

IV.6 Maintaining the Roads
You should manually control three workers to build roads in the front cities.

IV.7 Defense Intelligence
Watch the Power graph every other turn and send your defense to compensate for the imbalance between the your teammate and his opponents.

IV.8 Take the first city

Finally, it is time to take the first city.

Step 1. Use 5 Stealth Bombers to reduce the Culture Defense and move the 10 units to Striking Distance.
Step 2. Use 5 Stealth Bombers to do units damage and attack with the 10 units.

You should take the city with 5 defenders without losing any units.

IV.9 Attack Force Expansion.

The invasion force should be expanded to:

30 Attacking units:
10 Stealth Bombers
15 Modern Armor
10 with city rider,
5 with general promotion for mechanized infantry
5 Mechanized Infantry (for helicopter)

5 Auxiliary Units
3 workers
2 settlers

With 15 cities, especially the top four cities pump out one unit per turn, thanks to the 0% Research and Universal Suffrage, this expansion is easy.

IV.10 Recon Flight

Conduct reconnaissance flight every turn. Remember:

(1) You cannot fight without bomber coverage;
(2) Bombers range is 12 squares;

So make sure you settle cities when necessary so bomber fleets covers every battle.

2.7 Finish the First AI

Objective:

· Wipe out the weak AI

Generally speaking,
· when Deity AI has 3 cities, you have 7;
· when Deity AI has 4 cities, you have 11;
· when Deity AI has 5 cities, you have 15.
· The deity AI will never have a chance to build the sixth city.


At this point, Your Deity Opponents have four cities and you should take one every three turns.

3. Tactics

3.1 Zero Percent Research

3.2 Early Expansion
Simply build a city array.

3.3 Universal Suffrage.
Cannot live without this one.

3.4 Knowing Yourself; Knowing Your Enemy
Learn how to use the Power graph.

3.5 Killing Without Losing
Two words: Stealth Bombers.

3.6 How to Control WW
Mount Rushmore and jail.

3.7 Mobility is the Key to Success
Mobility offers protection to your forces after the fight and allows you to retrieve all injured units and therefore save them.

3.8 Economic Attack
Pillaging can stop Deity AI from building fighters.

3.9 Keep Captured Cities
Do not destroy captured cities; AI will always build it back.

3.10 City Management
How do you manage 20 cities: automate worker.

3.11 Attack with Overwhelming Force
A 3-to-1 ratio is very easy to achieve in the Future Era.
 
4. Examples

Once again, in the future era:

you do not research;
you do not have financial problem;
you expand like rats;
you pump out units like ants; and
you simply overpower and over run everything in your path.

The Deity AIs do not come even close to you.

The following files are for 2v2 Deity domination.
 

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Notes added:

3.12 Worker-Settler vs Settler-Worker
The Worker-Settler is used in this guide, which is pretty much standard in the earlier eras. However, Universal suffrage makes Settler-Worker at least an equally good approach, if not better. You should try that sometimes also.

3.13 Artist bomb
Artist comes really easy.

3.14 Three Gorges can replace 15 power plans.

3.15 Pentagon can replace 15 missioneris.
 
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