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Any tips for Deity?

Discussion in 'Civ6 - General Discussions' started by Very Mad Max, Jun 2, 2017.

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  1. Very Mad Max

    Very Mad Max Chieftain

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    I usually go scout-slinger-settler-slinger-settler as my first builds in my previous games (Immortal, I won that difficulty) but by the time I start my first settler, I get declared war on, or the location I wanted to settle is already settled, or I am forward settled. I remember I tried a deity run but Monty came in with three eagle warriors and a slinger and killed me on turn 12. How do I defend from this early aggression, and what should be my main plan afterwards?
     
  2. Balkans

    Balkans Warlord

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    I don't build scout on deity. If i'm sandwiched it's usually warrior-warrior for starters. Depending on if i can buy builder, or easily squeeze settler, i will somewhere there build a slinger for archery eureka, sometimes i will risk if i can get the 50% bonus military production and postpone some of the units, but usually you need to be very prepared when someone comes knocking. The best way to learn is to get stomped. That way you will learn when and what to risk. You say turn 12 it was over, sometimes you can't defend that stuff, it's fine. After defending early wars and stabilizing it basically turns out into normal builder game, most of the time, depending on your war mongering appetites.
    Forward settling isn't really a problem because you hold grudge against that Civilization and later take what is yours. But usually you can settle a couple of decent locations, that's the appeal of high difficulty, up hill battle, you can't have all the spots! :)

    edit: my best tip for anyone interested in deity games is play 75 turns and then start new one, after 10 tests you will get the feel for it.
     
  3. king of nowhere

    king of nowhere Warlord

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    in my experience, being killed on turn 12 is extremely rare. my setup is slinger-worker-settler, the worker is useful not only for the extra production of worked tiles but also for all the eurekas and inspirations it triggers (state workforce, irrigation, horseback riding...)
    I generally stay peaceful and try tograb as much land as i can. i forward settle others more often than I am forward settled myself
     
  4. MaximusPlatypus

    MaximusPlatypus O.O

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    slinger first, and don't send your warrior too far.
     
  5. DizzKneeLand33

    DizzKneeLand33 Fall from Heaven 2 still rocks

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    In my opinion, it really depends on the Civ you are playing -- different plans for different abilities.
     
  6. Victoria

    Victoria Regina Supporter

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    I will start with a slinger and look for barbs or civs with my warrior but not go too far. If another civ is close you must take it for granted they will declare on you and so it's warriors and slingers depending on terrain. Normally I will get a slinger first then a warrior then lots of slingers because they will come at you.
    Do not be in the slightest bit worried if they forward settle, it saves you buying a settler.
    You have to kill their troops attacking you and then take their forward settled city as they should not have too many troops and you should be churning them out.
    If they do not DOW then find out if you can settle on iron as soon as you can and/or do a joint war with someone else against them. Getting a battering ram and walls is also important.

    On deity you just gotta do this quite often based on the way the game is designed.
     
    KyivanRusCivPlease, KumaChan and HF22 like this.
  7. joncnunn

    joncnunn Senior Java Wizard Moderator

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    The main thing is keep the warrior fairly close to home, particularly if there's no other military unit around and that applies to some degree even on Prince.
    If the warrior stays nearby Scout first can work on Deity in most cases as long as the very next build is a Slinger followed either by another slinger or a cheap city improvement. (Having only a Warrior, Slinger, and Scout is quite weak for defending both the current capital and the brand new city from barbs, if wanting to build a settler as 3rd build the first two builds really should be Slingers.
    Building Slinger first and the Scout second is somewhat safer than Scout followed by Slinger; sure they'll be a few more goody huts that the AI takes, but in the current state of the AI there would still be plenty. (For that matter you can delay Scout even further and still find some camps unexpectedly close to the AI's cities; the units main point is that it's much more expendable than Warriors or Slingers and so a good time to build the scout is when you want to send something far away from your borders to explore.)
     
  8. MaximusPlatypus

    MaximusPlatypus O.O

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    The experience that scouts get is negligible (popping huts and finding natural wonders and continents, I think) so basically as long as you have a 1:1 ratio of military units to settlers/cities you are fine. What I mean is if you pop another warrior or just use your initial one to advance your sightline/area, don't send an unescorted settler or have a builder improving a tile unless it is between your cap and the unit. Let's say you have a strong suspicion that barbs/ other civs are south of you, and you have a river to the south of your cap. (you can see coast or the tundra cap to the north) it's acceptable to have unescorted builders/ settlers on the north side of the river doing things (but still a calculated risk). Use the slinger/warrior to move in a southward direction to pop fog, but keep your civilian units at least one tile behind. You have to control the area, and play the map. I hope this makes sense as text/typing can only convey so much. After you play a while on deity, you will get an innate sense of what you can do in the very early turns, I hope this makes sense.
     
  9. Eliminator_Sr

    Eliminator_Sr Prince

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    I generally build 3 slingers and a warrior and most of the time follow that with more units. Anything but military units early is asking for trouble on Deity. My go to strategy on Deity is to build a lot of units and go immediately for nearby cities. Let your opponents build districts for you and then take them. I've had some losses before turn 20 too and usually it was because I moved my starting warrior too far away. It helps to keep him close by and fortify on a forest tile if possible. It's tempting to let him stray far because that's really the only way you are going to get any envoy boosts. The beginning is really survival mode until you get enough units to muster an attack but if you have some solid production in the capital then you can really dial it up. Stay aggressive!
     
    KyivanRusCivPlease likes this.
  10. Arent11

    Arent11 King

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    (1) Save and reload often :)
    (2) Don't build scouts. In fact, be careful not to scout *too much* because you are weak early on & enemy civs declare war on weak civs.
    (3) Play a warmonger civ. Best would be civs that are better than others from the get go - scythia has a combat advantage immediately, america has a +5 on its home continent, aztecs have eagle warriors & free builders, rome has free monuments, sumeria has war carts.
    (4) Watch let's plays.
     
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  11. DizzKneeLand33

    DizzKneeLand33 Fall from Heaven 2 still rocks

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    To expound upon this further, if you are playing the Aztecs there is no reason to build anything but eagle warriors as your first, second... eighteenth build. They create builders and settlers aren't needed. Slingers are weak in comparison. I usually skip building them altogether (after all, they don't create workers). The first builder I actually make is usually after Feudalism.

    This is assuming you aren't starting on an island by yourself. That makes it tougher. :crazyeye:

    Now, I am assuming that the Aztecs aren't the only special case, but I seem to have more experience with them than other Civs (I play random Civ, and almost 50% of the time get the Aztecs, nice RNG there). Does anyone have a specific strategy with other Civs that is different than the standard?
     
  12. king of nowhere

    king of nowhere Warlord

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    I admit I wasn't trying to take full advantage from them, I settled a city or two before going warmongering mode, but I didn't get that much use from eagle warriors in deity; ok, they were great at first, but very soon the enemies had walls and swords, and my eagle warriors were outmatched; even when they won, the chances of creating a slave very very low.I captured maybe one or two cities with eagles, then I was forced to hurry a peace until I could upgrade my army.
     
  13. TurboJ

    TurboJ Warlord

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    On deity, I get to build a settler in abour 2 our of 3 games. In the remaining ones, I'll just have to go conquering even if I'm not playing a warlike game. If AI doesn't leave you any decent spots for a second city, it's time to go to war.

    My advice for deity is you should always be prepared for early war; and prepared doesn't necesserily mean actually going to war. But if you're completely unprepared, it's quite likely the AI will come and take advantage of your lack of preparation. When you're prepared, you are prepared for defence as well as offence if circumstances dictate either one is necessery.
     
    Last edited: Jun 4, 2017
  14. Pietato

    Pietato Emperor

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    Depends on where I start. Usually I go with a scout first, though, as those goody huts and free delegates are just too powerful to ignore.
     

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