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- Aug 3, 2020
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These can be argued to tie together though.Some of my own notes towards the Deity-start:
1. re:CivLifeR. No. Entertaining, but no - for pure advice. I remember watching one of his videos where he said that "scout" is inferior choice to "slinger" as opener. I don't see it. The faster movement of a scout is critical on Deity.
2. re: Scouts. Finding the tribal goodie huts and "First Meets" on CityStates is so so critical. I'm usually Scout/Scout to open on Deity. If I happen to have a strong production/food capital, I may go Scout/Settler. (Advanced GamePlay can see people doing a HolySite or Builder early... but too wordy to get into those more advanced options). Every AI meet is +1 era score, finding a wonder +1 era score. Gotta explore fast & smoothly to get era score.
3. Early AI rush/war. Probably the one thing I'll disagree w/Oberin on is this. This is a VERY advanced technique. He lists all the info - he's right. It's just hard. I've been playing Deity for over a year and still don't feel like I have a good grasp on how to pull it off. On 'standard' speed - I don't see it as a very viable strategy for anything less than ELITE players. You will know when you are. If you are asking questions about Deity (I still do/am)... you are not elite. Probably only 1/30 to 1/50 games might I have a weak AI neighbor within range AND the production to ramp up an army to pull it off. Also - a lot of time you have to dedicate units to Barb camps, see below.
4. Barbarians. One of the MOST frustrating parts of Deity - for me - Barb spawns. You take your Warrior exploring 6 tiles to the East... your first scout goes 6 tiles to the West... and then you find out that there's a horse barb camp to the North and another to the South. Game.Over. Generally - one of my favourite 'luck based' elements of Deity game-starts is when there is a CityState near my capital. Wherever that city/state is... say 'West' (9oclock)... you say 'OK, Cahokia has got that area covered for Barbs' and you turn your Warrior/Scout to the NorthEast (2oclock) and SouthEast (4oclock). You move your warrior in a way around your capital (to 1oclock, 12oclock, 11oclock, then home) so you can return it... and your scout(s) head outbound.
I'm not particularly fond of civlifer, but like him (?) I also open slinger in most cases, occasionally warrior, before immediately beginning on a settler at pop 2 in my capital.
The reason for this is obviously because I like the flexibility of having an extra military unit in case of early war (which happens a lot), but also because I find scouts to be a somewhat risky opening, and you sort of highlight the risk with scout openers right here.
The problem (imo) with scout openers is that you are at the whim of RNG as to whether or not the scout pays off, especially in regards to goodie huts and first meets.
Some games that scout can net you 3 first meets, a relic and a builder which is fantastic and boosts your early game a lot, other times you get no huts and no first meets, which sucks a lot since you wasted valuable early production for essentially nothing.
The other problem is that you cannot reliably use a scout to actively hunt and clear barbarian camps, thats not how they are designed.
Which leads to the problem you describe, which is that you run the risk of getting overwhelmed by a barbarian invasion.
That is not an end by itself (barbarians cant raze your capital anyway), but it can be a major nuisance in case you have a trapped settler unable to move out, which can ruin your early game completely.
There is also another advantage of having two military units out (starting warrior + slinger/warrior built), and that is that you can get some decent good era score out of clearing camps.
Personally I almost never have that problem of a barbarian invasion, but then again I actively hunt barbarians in the very early game (the second they pop close'ish on the minimap, I move my warrior/slinger over), as I need to both clear camps and scout with the units (after barbarians are dead) if they are to pay off vs a scout.
Finally there's the added value of getting easy access to the Archery eureka (if you open Slinger), and faster and more consistent Bronze working and Military Tradition boosts (with any sort of military unit), which is very helpful in the event of early war.
There's imo definitely merit to opening scout first, but as a player that values consistency, military units just offer the safest and most consistent opener for me.
Sort of like playing a standard and safe French defence over a risky gambit, for those who catch the chess reference.