An interesting Deity game

Airness

Chieftain
Joined
Nov 7, 2001
Messages
43
Location
New York
I have had lots of fun with my latest Civ the Japanese on a Deity level Game on a large continent map with 8 civs.

I found that a Militaristic and Religious combo is quite powerful:

1) As usual, my neighbouring Ai had 3 cities as I was still building a temple in my capital. So I quickly build some archers and worriors and launched attack on the English

2) My troops went to Elite quickly and took over 2 cities. I kept the pressure by sending swordman into battle. Soon a leader emerged! I instantly build the pyrimid with him. This paves way for a potent Despotism military rush and high culture openning.

3) I rush built those cheap temples, cathedrals in all my cities, and started reaping in the culture points.

4) This game favors the attackers to defenders. In any era, the best available attacking units can always beat best available defenders:
e.g. Swordman attack 3, spearman defense 2;
longbow attack 4, pikeman defense 3;
tank attack 16, infantry defense 10

This margin only gets larger as the game progress. So for a similar cost always build the offensive units.

So if really pays to keep on attacking before you switch to Democrocy.

I wiped out English and Russians early with a combined force consisting longbows, swordman, pikeman and 2 samuri. I upgraded my troops as the tech became available.

Whenever they have new tech, i offered peace and exchanged for those tech. And declare war again cause i still wanted their land lol. I captured many workers and had them build a long road from the battle front back to home.

Dont know why the computer rarely build barracks/walls, that made my assault so successful. My Elite longbow/swords eat those regular spearman alive. And i was able to get 10 leaders by 600AD. I build an army with my second leader, rushed Heroic Epic with the 3rd leader, and from then, GLs flocked in!!!!

I did not complete wipe out russia, kept 1 of her city alive for "milking leaders". Leaders can only emerge after i use my previous one. So when i needed a new leader, i declare war on Russia, fought her with 15 of my elite troops, get a leader, offered peace. She is more than happy to accept peace cause she does not want to get eliminated, hey i did not want that either! :D I got 4 leaders this way.

I rushed the following wonders all in my capital city by 680AD:
Pyrimid, Sistines Chapel, Bach's Cathedral, Newton's University, Theory of Evolution, Hoover Dam, Heroic Epics, Wall street(yes thats right, even the cheap ones.). My capital was generating 70 culture points per turn by 500AD.

My focus on culture really paid off. NON of my 45+ occupying cities revolted againsed me, cause their native country had less than half of the culture pts i had. Their citizens converted to my nationality in a snap.

I also leader rushed a forbidden city in a newly took over fertile river plain city with about 8 surrounding cities. Had about 30 captured workers join this group of cities, and massed developed the land around them. So in about 10 turns, this new city group was more powerful then my original around my capital!

Now it is in 680AD, 2 techs away from producing tanks, my capital has net produciton of 100/turn, and about 12 other can produce a tank 2-3 turns. I am all set for a all out conquest ending! Spaceship is just too easy now.

I did not research a single tech in this game, extorted most, store a couple, and traded some. Had gold on 100% throughout.

So for all you peace loving civers: Militaristic is the way to go. If you ever want to build a city like my capital on more difficult levels, there is no other option.

Interesting obervations:
1) AI can build a city on a hill, I saw it happen, and i took it over for fun.

2) AI never declare a war on you for no reason even though it had a far more superior military. As I wiped out 2 Ai, had the largest land area but a small military, the other powerful AIs just sit there and had their troops on "Patrol", never even tried to capture my undefended cities once. How nice, So I never provocated anybody , just busy trading with rest of them.

3) Seems the AI's can get worker/settler from the Barbarians, I captured about 10 of them, once I joined them to my cities, they became my citizens instantly Cool, no assimilation needed.


4) Since so many of you complain about the city overthrown problems, here is the solution, work on your culture early, and attack those AI's having fewer culture points than you. Also, if you wage war early, never on more than 1 opponants, cause your economy is so fragile, the AI will always outproduce you. But you can rely on good tactics and judgement (unit combo, picking targets, using terrens).

5) denying resource of you enermy, I offered gold/res to every other AI to have trade embargo against China, it did not get rubber throughout. So he can only use rifleman against my tanks in a few turns hehe.

6) I got 1/3 of Russian cities for "free". After I took over 3 large cities, I offed them back(along with 200 gold/turn) to Russia for 5 other smaller cities, she gladly took it, only to have me declare war on her again and took those 3 undefended cities back. I end up with 8 cities in 1 turn, 5 of them with my own citizens and 3 resisted for just 2 turns. Of cause she never got her 200g/turn :D

I can post my saved game if anyone is interested at 4000BC and 680AD

Airness
 
I don't know the exact numbers, but the game doesn't favor attackers as much as you think. The defender is given bonuses for the square he is in, as well as for being in a city of large size (or a city with walls) or a fortress. And also, attack is harder often because there will be multiple defenders on a city. Certainly, with enough attackers you can conquer anything. I'm just pointing out that it isn't as lopsided as you think, and you shouldn't ALWAYS build attacking units unless you are confident no enemy unit can penetrate to yr core territory.
 
Yeah..I do think attacking early and often is the best way to go early on the higher levels. It depends on where you start though. Geography is the key for this type of win. What if you got no one to attack? Or you only have 1 civ to attack? I play random maps generally. So I haven't a clue sometimes. It is too painful to launch attack with galleys too. I just hang out and trade then...when I get decent boats then go out and kill...but not necessarily. Pends on the situation and so forth. I do agree though..the fun way is to attack early and often. I am playing a ton with the Babs right now...Bowmen rush is a quick way to early genocide.:)
 
Originally posted by Airness
1) AI can build a city on a hill, I saw it happen, and i took it over for fun.

So can the human. I've done it a couple of times. Since the base square always produces the same stuff, it doesn't matter, and I think you still get the hill bonus when defending.
 
Until cities are size 6 offensive and defensive units are pretty close

At size 6 (size 12) with a defender fortified (not sure on rounding)

Phalanx defense 3.5 (4)
Musket Man 7 (8)
Infantry 17.5 (20)
Mech Infantry 31.5(36)

First attacker with 4 attack is the longbow man or knight in the age after the phalanx

First attacker with 8 attack is the marine, in the same age as the Musket Man but quite a bit further in.

First attacker with 18 attack is the Modern Armor the very best offensive unit.

And Modern Armor gets 24 attack against a 31.5 defender in a Mech Infantry in a city.

Still it is harder to make gains defending than attacking.

Eliezar
 
Hey Dragon, I posted my 2 saved games in the General Discussion forum, under the same thread name. Play the 4000BC one see how you do.

Airness
 
Originally posted by Eliezar
First attacker with 8 attack is the marine, in the same age as the Musket Man but quite a bit further in.

Your analysis on attack vs. defend is correct, but this particular statement is not. The first unit with an attack greater than 8 is Cavalry, which attacks at 10. Marines don't come until Amphibious Warfare, which is long after Musketmen.

Perhaps the best upgrade available in the game: Knights -> Cavalry. One step, and it's 6.3.3 to 10.6.3. Gotta love that.

Incidentally, ordinary Infantry has an attack of 10, which is better than the Marine.
 
Hey the barbarian worker is a bug in the game, and I've seen it often. Pretty much every game I've played. Also when you click on the unit and see its info screen (right bottom of screen) its name will be freaky, like yyyyyy:sdfs, just garbage.

What I think causes it, is producing a worker in your town that has some other culture in it. And perhaps cleaning the town out this way (ie, abandoning the town by making that last worker). I do this often, one for those forever free workers, and two my view of optimal placement differs from the AI.

So in any given game, I have a good 20-30 of these. I would also guess these workers wouldn't show up on the captured worker screen in military advisor, but that section is completely unusable, I can't tell a damn thing from it, except that I have 3 workers and their original culture.
 
Originally posted by Flynn
Perhaps the best upgrade available in the game: Knights -> Cavalry. One step, and it's 6.3.3 to 10.6.3. Gotta love that.

Incidentally, ordinary Infantry has an attack of 10, which is better than the Marine.

I don't know what modded version you're playing but my knights are only 4.3.2, and my cavalry 6.3.3.

My Infantry only have an attack of 6 (6.10.1).

I guess I would agree that Musketmen are from the Middle ages and Marines the Industrial ages, but that's about it.
 
Originally posted by Loopy


I don't know what modded version you're playing but my knights are only 4.3.2, and my cavalry 6.3.3.

My Infantry only have an attack of 6 (6.10.1).

I guess I would agree that Musketmen are from the Middle ages and Marines the Industrial ages, but that's about it.

DOH!

Don't I feel stupid!

You are correct. I blame the drugs.
 
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