Lily_Lancer
Deity
How to achieve different victory conditions?
Domination: Domination is a matter of science. Your science output decides how much strength your troop have against your enemy.
In GS everything related to military is on the bottom line, so just go straight towards the modern tank tech line and beeline modern tank armies. You can start you conquer at archer or horseman, and continuously conquer and finally gets modern tank armies.
Suggested Civ:
Korea, Korea gives you much better campuses and a very useful mid-game UU.
Indonesia, Indonesia gives you large early game advantage and also a very useful mid-game UU if you're
playing Continent or sea map.
Science: Science Victory is a matter of culture. Your culture output decides how soon you'll be on the one-tech-per-turn highway of bumping science.
For science victory, early science is not that useful as in Domination victory, unless you wish to start your conquest a little bit. Conquest some wonders may help. The real thing you need is late game government( which gives you many policy card slots, and allows you to build Royal Society), Cold War( double envoy), Scott(+40% science) Maracana (explosive culture and amenity output), Globalization (greatly increases your science output). These all lie on culture phase.
For science, go the research lab line, build power plants and research labs . If you really miss some wonder like Forbidden Palace, buy a few bombers to capture it.
Also, don't forget to pre-plan places to chop the 3rd and the 4th 1,800 and 2,100 prod cost project. If you don't have such places but an AI has, go conquer that city.
Suggested Civ:
China: Oh Great Wall culture.
Greece: Oh Acropolis, Culture and envoy, best for SV.
Culture Victory: Culture victory is a matter of Faith. Yes you have to make enough culture for Cold War and maybe the future Civic for free Rock Band promotions, but what really matters is the number of rock bands you have.
Wonders are best place for Rock Bands, so don't build too much wonders. Leave some for your enemies so that your Rock Bands can perform on them.
If you rely on your local tourism, you'll find that they aren't really as useful as rock bands since GS nerfed them.
Suggested Civ:
Mali: Discount on Rock Bands, hurray!
Russia: The Russians have a lot of faith, also if you get those early GPs, the AIs won't get, making their culture easier to be dominated.
Religious Victory: Religious Victory is a matter of Diplomacy. You faith output is important, however Yerevan seems more important and so as your diplomatic status. If AI declare Holy War on you, then you face challenges for your victory. The thing you can do is to have apostles fighting here and there, but still maintain a peaceful relationship to your opponents. The +10 strength congress resolution really helps. Also, religious combats adapt the strength bonus of diplomatic visibility. (In fact these are two really powerful sources in religious combats if you can get them)
Another way is through Domination, inquisition(usually the founding inquisition that inequists all cities with a holy site plays a big part) and gifting cities.
Diplomatic Victory: Diplomatic Victory is a matter of Domination. Unless on very rare situations you may get a lot of points from emergencies, you can't really expect you win lotteries every game. In 99% situations you need the first post-modern Congress to get +2 victory point. You really wish this to pass, you really wish this to pass on the first post-modern Congress . (Since this one actually matters for 5 points, if not +2 then you get -3)
However the first few votes are really cheap.
If there're multiple AIs who use their first few votes (for example, assume they all only use 60 diplo favors against you so they can vote you -4 each, if there're 7 AIs they sum up to be -28), If you want +29 you need 4060 diplo favors) 4,060 is definitely a number I cannot afford. Even with Future Civic you're only running +50 per turn.
So at least in most situations, you don't wish there will be too many opponents. If there is only 1 it is the best that you can always overwhelm him.
If there're two or three maybe you can still afford to beat them, but at really heavy costs. Even if there are only 3 opponents, they sum together may result in as much as 20 votes and you need more than 2,000 diplo favors to counter.
So Diplomatic Victory is actually much cruel than Domination. In Domination Victory you only need to capture the capital. You can ignore other cities and go directly with you 107-strength Modern Tank Armies (or 130-strength GDRs). However in Diplomatic Victory you have to eliminate your opponents from the map. They have to not stand the test of time, instead of only cede a capital to you.
Think carefully what is actually the victory type you wish to pursue.
Domination: Domination is a matter of science. Your science output decides how much strength your troop have against your enemy.
In GS everything related to military is on the bottom line, so just go straight towards the modern tank tech line and beeline modern tank armies. You can start you conquer at archer or horseman, and continuously conquer and finally gets modern tank armies.
Suggested Civ:
Korea, Korea gives you much better campuses and a very useful mid-game UU.
Indonesia, Indonesia gives you large early game advantage and also a very useful mid-game UU if you're
playing Continent or sea map.
Science: Science Victory is a matter of culture. Your culture output decides how soon you'll be on the one-tech-per-turn highway of bumping science.
For science victory, early science is not that useful as in Domination victory, unless you wish to start your conquest a little bit. Conquest some wonders may help. The real thing you need is late game government( which gives you many policy card slots, and allows you to build Royal Society), Cold War( double envoy), Scott(+40% science) Maracana (explosive culture and amenity output), Globalization (greatly increases your science output). These all lie on culture phase.
For science, go the research lab line, build power plants and research labs . If you really miss some wonder like Forbidden Palace, buy a few bombers to capture it.
Also, don't forget to pre-plan places to chop the 3rd and the 4th 1,800 and 2,100 prod cost project. If you don't have such places but an AI has, go conquer that city.
Suggested Civ:
China: Oh Great Wall culture.
Greece: Oh Acropolis, Culture and envoy, best for SV.
Culture Victory: Culture victory is a matter of Faith. Yes you have to make enough culture for Cold War and maybe the future Civic for free Rock Band promotions, but what really matters is the number of rock bands you have.
Wonders are best place for Rock Bands, so don't build too much wonders. Leave some for your enemies so that your Rock Bands can perform on them.
If you rely on your local tourism, you'll find that they aren't really as useful as rock bands since GS nerfed them.
Suggested Civ:
Mali: Discount on Rock Bands, hurray!
Russia: The Russians have a lot of faith, also if you get those early GPs, the AIs won't get, making their culture easier to be dominated.
Religious Victory: Religious Victory is a matter of Diplomacy. You faith output is important, however Yerevan seems more important and so as your diplomatic status. If AI declare Holy War on you, then you face challenges for your victory. The thing you can do is to have apostles fighting here and there, but still maintain a peaceful relationship to your opponents. The +10 strength congress resolution really helps. Also, religious combats adapt the strength bonus of diplomatic visibility. (In fact these are two really powerful sources in religious combats if you can get them)
Another way is through Domination, inquisition(usually the founding inquisition that inequists all cities with a holy site plays a big part) and gifting cities.
Diplomatic Victory: Diplomatic Victory is a matter of Domination. Unless on very rare situations you may get a lot of points from emergencies, you can't really expect you win lotteries every game. In 99% situations you need the first post-modern Congress to get +2 victory point. You really wish this to pass, you really wish this to pass on the first post-modern Congress . (Since this one actually matters for 5 points, if not +2 then you get -3)
However the first few votes are really cheap.
If there're multiple AIs who use their first few votes (for example, assume they all only use 60 diplo favors against you so they can vote you -4 each, if there're 7 AIs they sum up to be -28), If you want +29 you need 4060 diplo favors) 4,060 is definitely a number I cannot afford. Even with Future Civic you're only running +50 per turn.
So at least in most situations, you don't wish there will be too many opponents. If there is only 1 it is the best that you can always overwhelm him.
If there're two or three maybe you can still afford to beat them, but at really heavy costs. Even if there are only 3 opponents, they sum together may result in as much as 20 votes and you need more than 2,000 diplo favors to counter.
So Diplomatic Victory is actually much cruel than Domination. In Domination Victory you only need to capture the capital. You can ignore other cities and go directly with you 107-strength Modern Tank Armies (or 130-strength GDRs). However in Diplomatic Victory you have to eliminate your opponents from the map. They have to not stand the test of time, instead of only cede a capital to you.
Think carefully what is actually the victory type you wish to pursue.
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