A proposed Diety BEATING strategy

Neo Guderian

Panzerarmee General
Joined
Nov 6, 2001
Messages
125
Location
Pensacola Florida
I've seen a few Diety guides out there, but their emphasis seems to rely on manipulating/configuring the initial start in order to give the player a better advantage. While I am certainly supportive of any method that makes a civer's gaming experience happy and fulfilling one, for me personally, I want a more robust strategy that I can use to beat the upper echelon difficulties without tampering.

I believe that if we are ever going to challenge huge, marathon, 12 civ maps with raging barbarians on Diety, and shoot for a Spacehip or cultural victory starting in the ancient era, we are going to need some pretty radical strategy concepts to pull it off. I for one, want to beat the AI in spite of their rampant cheating and fantastic starting advantage.

I think I have found an idea worth exploring further. I had considered just keeping it to myself until I had proven conclusively that it works, but the past two days have demonstrated that its going to take quite awhile to iron out all the particulars of the strategy. For that reason, I want to put this concept before the community and see what you guys can do with it, if anything.

In two simple words, the whole mechanism that 'might' make this strategy viable is 'war weariness'. Whilst reading Krikkitone's War Weariness thread I had the idea that It might be possible to bring the AI to its knees with massive unhappiness by waging a defensive war throughout the ENTIRE game.

The thread revealed that defensive actions, in one's own territory, created less war weariness than offensive wars in foreign lands. Also, the losses suffered by the enemy at the hands of your defenders would create more war weariness for the AI than the player.

With this idea in mind, I picked Churchill and started a Huge, marathon, raging barbs, 12 civs pangea ancient game to test this in practice. I didnt last very long because I underestimated the sheer volume of units that the AI would field and ended up losing around 500bc to swarms of all types of classical age units. Raging barbs actually dulls down the ai's performance so in my next games, I left barbarians normal.

The results were shocking. I started a game with Egypt and saved it at the start. The first time I played it, I remained peaceful, adopted everyone's fav religion, opened borders, paid tribute and generally tried to be everyone's little brother. Around 500 ad, the ai was well into the middle age era. I built up about 20 long bows and declared war on everyone. Within 20 turns I lost, of course.

What was striking was the performance I had when I loaded the initial save and played again, this time declaring war as soon as I had a single archer. By the time 500 ad came around, the Tech scene was very different. I was still fighting classical aged units and the ai's were begging me for peace with techs, and tons of gold. I eventually succumbed to their monstrous forces however.

I wonder, if there is a way to survive the onslaught long enough (Yes, I had an archer that had 400+ experience that was fighting as a 15.30 unit) for war weariness to really bring the ai's to ruin. If this can happen, then the player can then use those super units to trounce the ai's territories unopposed or even vassalize or destroy most ai's. Furthermore, with their economies shattered with unhappiness, the player can then catch up in science and steal the victory. At least that is the theory. I will do my best to prove its value, either useful or useless.

Sorry for the long winded column. What does everyone think? If you give this a try, let me know how it goes. Also, I found it neccessary to always settle on a hill. Otherwise your units are gonna get wiped out fast.

I found the egyptians to be the most suited for this gambit because their Unique Building allows great prophets to be generated. This is crucial for paying for the massive army you are going to need. Adding super priests to your cities certainly covers the cost of that massive army without hurting your science. But im sure that any civ will work.

Civ On..
 
nice idea, but how do you intend to finally win ?? okay in 500ad all the AI may have incredible war weariness problems.. but your whole (probably little in deity level) empire will have been pillaged, you wont probably extend much (or you will face the same war weariness problems)... Will you be able to aim for cultural or space race victory ?
 
The other problem with this technique is it's still going to be very map specific. I can only see it working on maps where everybody starts on the same landmass, and there is already a good strategy for beating deity games with those maps. All you have to do is choke the AI as early as possible with warriors and chariots, so they can't use their workers.
 
This is an interesting idea. I'd play with Churhill or Mansa Musa.
 
I don't see this working at all. For one thing, your war weariness will probably be as high if not higher than the AIs', since it will come from 11 wars while theirs will only come from one. Also, war weariness affects them less to begin with since they start with a higher happiness cap. To add insult to injury, they'll be able to trade with one another while you'll have nobody to trade with. Some AIs like Ghandi still won't attack you, so this will have no impact on them. And you won't be expanding, which on Deity is a must. There are countless other reasons as well.
 
Those are very good points raised. I have a tendancy toward urban development rather than military prepardness and I usually get beat because of that tendancy.

In principle, the player wants to conserve the great generals that will pop out as a result of the extreme war fighting. If they are attached to units early, they will more than likely be killed off in those massive assaults because they will try and do most of the defending. One can expect a riddiculous number of great generals the further the game progresses with the more battles per turn are fought and won. The highest I managed to pay attention to were 27 attacks repelled against the capitol in 1 turn.

Once the AI begins severe tech stagnation, theoretically it becomes possible to get to gunpowder before the AI. Build a few cats and use the generals to join the most experienced units in the garrison (the general units upgrade for free and keep their xp). Then take this force out and carve out a nice empire from ai cities. Maybe pick up a few vassals along the way (keep in mind if playing one city challenge, you'll have to settle for razing and elimination). With a nice empire established, you can easily decide what kind of victory to pursue.

I also do not think that this is map dependent. AI's on different landmasses will advance at the normal rate and have optics very early. When contact is made, simply declare war and drag them into the world war. While it will take them longer to feel the effects, they will eventually succumb to war weariness.

As for dealing with your own war weariness, the globe theatre as well as hereditary rule will easily take care of this. Since you are going to have 20 - 40 units in your capitol anyway, unhappiness will not be a problem.
 
Zombie69 said:
I don't see this working at all. For one thing, your war weariness will probably be as high if not higher than the AIs', since it will come from 11 wars while theirs will only come from one.

Actually, as of 500 ad (the furtherest ive been able to survive) I have yet to see even +1 war weariness in my capitol.

Zombie69 said:
Some AIs like Ghandi still won't attack you, so this will have no impact on them. And you won't be expanding, which on Deity is a must. There are countless other reasons as well.

Again I have not experienced this. Having had Gandhi as an opponent, Indian forces were there with every one elses hurling themselves to their deaths.

While I am not yet saying this is a viable strategy, I want it to be proven one way or the other. I believe it will work, but we shall see.
 
What exactly are you doing to help yourself survive? Trying to defend yourself entirely with Archers? Hooking up Bronze? Making a second city? Third city?

I imagine you're getting pillaged so often that you may not even be building a Worker. If you cannot develop cottages or keep enough farms alive consistenly to run specialists your economy must be stagnating immensely. I'm not sure how you'd earn enough gold to support the army you're talking about... early Shrine is a must to get the autospread of a religion, plus you really need a religion! I'm not sure how on deity you could reliably get all of these (in vanilla, I don't have Warlords). You'd probably want Aggressive/Philosophical and be forced to build early Stonehenge to get a GP to burn on Code of Laws. Egypt in Warlords gets a huge advantage with the UB that allows priests before you need a religion.
 
Neo Guderian said:
I've seen a few Diety guides out there, but their emphasis seems to rely on manipulating/configuring the initial start in order to give the player a better advantage. While I am certainly supportive of any method that makes a civer's gaming experience happy and fulfilling one, for me personally, I want a more robust strategy that I can use to beat the upper echelon difficulties without tampering.

If you want to beat them fair and square without any tampering, here is a strategy that may work (it will not work 100% of the time, but you can win at least 1 out of every 10 games). A bit of warning...that article was written a long time ago. Nowadays, it has been proven that you don't even need to build the Pyramid. Its author got the right basic ideas, the rest is up to you to improve upon.

http://forums.civfanatics.com/showthread.php?t=171130

PS: It's possible to win without going to war. If that isn't fair game, I don't know what else?;)
 
After playing around with this I'm not sure how well this would work out trying to be as general as you wanted. For instance, I'm not sure how you could pull it off without Egypt in Warlords. I'm doing some experimenting and finding out that Montezuma is pretty much the leader of choice for vanilla. Jaguars finally come into their own since you have a good defender that doesn't rely on requiring a resource. Pangea maps are also favored- need to have lots of opponents, so that you can alternate who you are at peace with and who you are at war with. Keep up with the tech race by only accepting peace when they offer you techs and/or a pile of cash, then declare war again as soon as the Peace Treaty runs out. The 10 turns of peace won't be long enough to have any significant reduction in WW.

Seafood starts seem to help a lot, since you can have an unpillagable (by land, obviously) food source that allows you to run priests. Place a Galley on each one you've improved and you're fairly safe.

One problem I've been having is not getting attacked enough! Early on the AIs just send Archers over that refuse to engage my city defenders in battle, they just wander around trying to pillage, which is hard when I don't bother making improvements :lol:. I may have to give raging barbs a try so that I can start getting some experience before the AI melee/horse stacks start showing up. It does look like it has a noticeable impact on AI development though, the last game I ran by 800 AD nobody had gone beyond Mathematics.
 
I knew someone would come up with an even better take on this war weariness concept than me.

I hadn't even considered making peace to cover tech advancements as well as money then redeclaring after 10 turns.

Also, you are very right about the aztecs. Their UU is superior to archers. Not only that but they are eligible for city raider which allows you to take the fight to the AI. Furthermore, this negates the need to get to Feudalism as soon as possible, allowing other tech options.

As for getting them to fight you early, I think the best method is not to build too many defending units. I noticed this problem also when the AI knows it cannot hope to win.

Well done and much thanks.
 
That's the big issue, figuring out how to transition out of the defensive. I love seeing AI stacks wipe themselves out on my Guerilla II / City Garrison III Archers with hilltop + Wall. But even with Catapults I'm not going to be able to take these guys on the offensive. Jaguars allow for City Raider, but if you go too heavy on that line then you're running a gamble on defensive when Swordsmen + Elephants show up. Maybe it's best to stick with City Garrison II Archers that you then start giving Combat promotions to with the idea of converting them to Musketmen? These conversions are going to take cash, but you're likely to be able to get that from making peace, and you'll need a general peace to break out anyway in order to make your first attack.

Great People seem to be very important. Either you want GPs to settle for cash to pay for your Army, or GSs to help your crap research rate. You really need to get a decent time to Alphabet so that you can start collecting techs in peace offerings... and there is no way you're going to self-research Construction when you're this bottled up. In vanilla at that level there's no way to guarantee yourself the ability to run priests, even starting with Mysticism. You're pretty much forced to build Stonehenge for GP points. So the best plan might be to go for the fast Library to be assured of GSs. The hammers/gold from settled GPs are just so handy for this strat though... so Egypt/Warlords may be the only way to go. I'm still waffling between Alexander/Montezuma on vanilla, have to run some more games to see what's the best way to go there.
 
Well, I think my conclusions about the slower ai tech rate with this strategy are quite inacurrate.

After running a 'staged' test, I found that it really boils down to ai mechanics rather than war weariness. I plopped a couple mech infantries in my city and just let the game run. Around 800 ad I plopped some spys in the enemy capitols and +3 WW was the worst war weariness I saw. This civ (incan) had sent and lost the most units. The French, which had commited only a handful had zero war weariness even though they were the first I declared war on.

I think it really just boils down to how the AI reacts to warfare. It seems that AI's gear their economies for war production rather than expansion. Perhaps War Weariness will be a factor late in the game but its impact will not be the all crippling affect that I had anticipated.

Still, I believe using a constant warring strategy has its merits and with continued refinement I may yet be able to pull off a diety victory.

Trying the Aztecs now. I think their Unique Building will be handy for those whips.

I also have realized that pangea is the most effective map type as any isolated ai's will rapidly advance.
 
I think the problem is that the AIs get a massive reduction in their WW on deity, and another reduction from it being a huge map. I'd be interested in seeing whether you could cripple an AI this way on a lower difficulty/smaller map, even though there are of course much simpler ways of beating the AI that way.
 
Also, wouldn't the Malinese work better because of their skirmisher unit? I'm gonna go try this now.
 
Neo Guderian said:
I think it really just boils down to how the AI reacts to warfare. It seems that AI's gear their economies for war production rather than expansion. Perhaps War Weariness will be a factor late in the game but its impact will not be the all crippling affect that I had anticipated.

Yes- the deaths of modern era units cause far more WW than ancient era ones. You won't cripple them with unhappiness, but you will be getting your units buffed up, slow down their production of infrastructure, and in theory getting decent deals on peace agreements.

I haven't carried this through to a win yet myself, but it's a lot of fun to experiment with. In my last game with Alexander I managed to found a city on Bronze and cranked out nothing but Phalanxes. In 1000 AD I had the following stats:
4 Phalanxes lost and
  • 64 Swordsmen
  • 3 Jaguars
  • 2 Praetorians
  • 50 Axemen
  • 26 Spearmen
  • 23 Archers
  • 2 Longbows
  • 1 Crossbow
  • 19 Chariots
  • 37 Horse Archers
  • 25 War Elephants
  • 19 Catapults
...killed.
I'd never had this amount of kills normally at this stage of the game. One of my Phalanxes is at level 9, and it's rare for me to even hit level 6! I usually only get to level 6 at the end of the game when I'm trying to scramble for domination with modern era units. The sad thing is I'm playing vanilla- I have no idea how many GGs I'd have under Warlords but it would have to be quite a few. After getting to Gunpowder I could attach as a Warlord to my level 9 Phalanx and have a nice City Raider III / Combat V Grenadier or Rifleman... if I understand how those are used. You get the Warlord at 1 unit type above your current tech level right?

I have to recommend getting a second city out before you let slip the dogs of war. It helps your healing to have the AIs split their attacks, but it also helps to have them sticking with one city only. City #2 then has a chance to start building up your Catapult stacks while the other keeps cranking out defenders. You also pretty much need to build a Library and run a scientist if you want to have any hope of getting Construction, Monarchy, and Feudalism. You can also build Research for a few turns to shave off some time on key techs in the very early years. I'm almost tempted to buy Warlords so I can see how this works with the GGs.
 
pi-r8 said:
Also, wouldn't the Malinese work better because of their skirmisher unit? I'm gonna go try this now.
I think it works much better to have an Aggressive civ. You need the cheap Barracks and the free Combat I so that you can make your Medic I Warrior. You'll also want to be able to have Shock available to units coming straight out of the Barracks. Archers are no problem, you have to be prepared for Axemen and Swordsmen. When the Horse Archers and Elephants start appearing you need to be ready with bonuses against them, with luck by this time you should have somebody out with the Formation promotion.
 
Eqqman said:
I'd never had this amount of kills normally at this stage of the game. One of my Phalanxes is at level 9, and it's rare for me to even hit level 6! I usually only get to level 6 at the end of the game when I'm trying to scramble for domination with modern era units. The sad thing is I'm playing vanilla- I have no idea how many GGs I'd have under Warlords but it would have to be quite a few. After getting to Gunpowder I could attach as a Warlord to my level 9 Phalanx and have a nice City Raider III / Combat V Grenadier or Rifleman... if I understand how those are used. You get the Warlord at 1 unit type above your current tech level right?

I have to recommend getting a second city out before you let slip the dogs of war. It helps your healing to have the AIs split their attacks, but it also helps to have them sticking with one city only. City #2 then has a chance to start building up your Catapult stacks while the other keeps cranking out defenders. You also pretty much need to build a Library and run a scientist if you want to have any hope of getting Construction, Monarchy, and Feudalism. You can also build Research for a few turns to shave off some time on key techs in the very early years. I'm almost tempted to buy Warlords so I can see how this works with the GGs.

Using a GG as a Warlord will add 20xp to that unit (actually, 20xp will be spread out across all units in the stack, but if you're using the GG for a Warlord, you'll want to have the "stack" be a single unit). It also makes some special promotions possible and makes upgrades free for that unit.

You would probably NOT want to use your lvl 9 unit with a Warlord. The 20xp probably isn't enough to get the unit a promotion (well, maybe 1). And you want be able to leverage more than one or two of the special promotions. You'd be better off attaching the warlord to a lower level unit, so that you can grab the special promotions as your warlord unit improves.

That being said, considering what you're trying to do with this strategy, I'd say don't make any Warlords at all. Normal play, you burn your first GG on a Warlord to ensure you have a unit with enough promo's to let you build HE and WP. You don't have that problem with this strategy.

You could settle one GG as a military academy (+25% military unit production, can only build one per city), and then settle the other GG's as advisors (+2xp to each unit built, unlimited number of advisors).

You would fairly early on find yourself capable of building units with 3-4 promotions fresh from the start.
 
gdgrimm said:
It also makes some special promotions possible and makes upgrades free for that unit.
I guess I misunderstood how this was supposed to work. I thought that the upgrades gave a free level above what you have researched. So as soon as I hit Gunpowder my Warlord Phalanx could turn into a Grenadier or Rifleman. In this case I would not be caring about the 20 XP bonus, just trying to get a nice CR III / Combat V high-strength unit out.
 
Eqqman said:
I guess I misunderstood how this was supposed to work. I thought that the upgrades gave a free level above what you have researched. So as soon as I hit Gunpowder my Warlord Phalanx could turn into a Grenadier or Rifleman. In this case I would not be caring about the 20 XP bonus, just trying to get a nice CR III / Combat V high-strength unit out.

Nope. You upgrade the Warlord unit just like all others. You just don't pay any cash for it, and you get to keep all your XP's (rather than having them reset back to 10).

So getting Gunpowder won't do anything for a Warlord Phalanx (no upgrade path from Phalanx to Musketmen). Once you get Chemistry or Rifling though, you could upgrade it to a Grenadier or a Riflemen.
 
Back
Top Bottom