snarzberry
Emperor
13/07/2011 Hi everyone, just letting you know that since I wrote this the game has been heavily altered through patches to the point that this guide is now pretty irrelevant. Good luck looking for new strategies.
- snarz.
***UPDATE***
Patch 2.17 has changed things in the opening of OCC cultural games. Details are in the thread discussion. Basically the opening will now entail taking the free Great Person from the Liberty tree in order to construct Stonehenge. The overall plan still applies. Good luck!
***************************************************************************************************************
Ok, you know you've been waiting for it - someone to post an article about how to beat Deity with a strategy that isn't dependent on bloodshed, large empires and being a maniacal puppet-master/dictator. Well, here it is!
The Super-Capital, Peaceful, Deity, Cultural Victory
I think many of you who, like me, were builders in Civ 4 will enjoy playing this strategy. It focuses on areas that are basically ignored, or at least sparingly utilized, by most people playing Civ 5 out there, namely - Great Engineer generation, Wonder construction and Diplomacy.
This strategy is also a One City Challenge strategy that can win against Deity because, you guessed it, we will not be expanding beyond our capital. Nor will we be engaging in war of any kind. Nor will we build a military unit of any kind, and actually we will build no units other than our initial worker. Don't believe you can get away with that on Deity? Read on...
Disclaimer: This strategy utilizes managing Research Agreements (RAs) to give the best chance of providing desirable techs. IMO this is no more an exploit than strategic teching with trading in mind in Civ 4. Please do not use this thread as a place to discuss whether or not it's exploitative. If you think it is, just don't play this way.
This strategy should work on any map type but I've used it on Standard Speed - Continents/Pangaea - Deity
This guide will also dispel two commonly held myths about Deity level.
MYTH 1: You can't build any early wonders, the AI gets there too fast.
MYTH 2: Peace with your neighbors is impossible without a strong military.
First things first - What Civ to use? I've used this strategy on Deity successfully with three Civs. Egypt, Arabia and Siam. Egypt and Arabia are best, but for the first attempt I recommend using Egypt.
Overview
The Opening
Tech Path and RA Slingshots
Education-Chivalry-Acoustics Slingshot
The Astronomy - Navigation - Archaeology Slingshot
The Race for Cristo Redenter
Social Policies
***EDIT***
Your goal in the opening of the game is to build stonehenge. Post patch 2.17 this is only possible with satisfactory frequency by using the free GP from the Liberty tree as an engineer to build it in one turn. The two options are to take tradition as your first policy, then opening liberty, free worker, free gp. I would go this way if I found a culture ruin. If not perhaps it's best to simply take the first three policies in liberty, I'm not sure I haven't tested this. SP's I recommend to take are now liberty, tradition, freedom, piety, rationalism.
*************************************************************************************************************
As soon as Freedom is available open it. Once it is open take Constitution and Free Speech.
Other than that do as the game seems to require. The 5 SP trees that I take are Tradition - Piety - Freedom - Patronage - Commerce/Order.
Diplomacy
Once those tasks are completed there's nothing left to do but build that pink spaceship the Utopia Project. By this time multiple other Civs will be breathing down your neck building spaceship parts left, right and center. If everything happens just right then the game can finish around the end of the 18th Century on standard speed and you possibly will not have been involved in a violent action of any kind. You have just won a Super Capital Peaceful Deity Cultural Victory!
I hope you enjoy a different style of Civ 5 game, even though it's only one city it definitely has a 'builder' feel to it. This is a style designed for Immortal/Deity. On lower levels there is no need to go through such elaborate methods in order to secure the key wonders. You can just build them as normal. On Deity they go fast, so you will be under pressure to reach your landmark points the entire game racing against the AI. This relieves a lot of the nexturnitits that typify culture wins in Civ 5. I'd be interested to hear any suggestions on improvements or feel free to point out any mistakes that I've made if you spot any.
Thanks for reading.
Snarzberry : )
- snarz.
***UPDATE***
Patch 2.17 has changed things in the opening of OCC cultural games. Details are in the thread discussion. Basically the opening will now entail taking the free Great Person from the Liberty tree in order to construct Stonehenge. The overall plan still applies. Good luck!
***************************************************************************************************************
Ok, you know you've been waiting for it - someone to post an article about how to beat Deity with a strategy that isn't dependent on bloodshed, large empires and being a maniacal puppet-master/dictator. Well, here it is!
The Super-Capital, Peaceful, Deity, Cultural Victory
I think many of you who, like me, were builders in Civ 4 will enjoy playing this strategy. It focuses on areas that are basically ignored, or at least sparingly utilized, by most people playing Civ 5 out there, namely - Great Engineer generation, Wonder construction and Diplomacy.
This strategy is also a One City Challenge strategy that can win against Deity because, you guessed it, we will not be expanding beyond our capital. Nor will we be engaging in war of any kind. Nor will we build a military unit of any kind, and actually we will build no units other than our initial worker. Don't believe you can get away with that on Deity? Read on...
Disclaimer: This strategy utilizes managing Research Agreements (RAs) to give the best chance of providing desirable techs. IMO this is no more an exploit than strategic teching with trading in mind in Civ 4. Please do not use this thread as a place to discuss whether or not it's exploitative. If you think it is, just don't play this way.
This strategy should work on any map type but I've used it on Standard Speed - Continents/Pangaea - Deity
This guide will also dispel two commonly held myths about Deity level.
MYTH 1: You can't build any early wonders, the AI gets there too fast.
MYTH 2: Peace with your neighbors is impossible without a strong military.
First things first - What Civ to use? I've used this strategy on Deity successfully with three Civs. Egypt, Arabia and Siam. Egypt and Arabia are best, but for the first attempt I recommend using Egypt.
Overview
Spoiler :
Here's how it works. Victory will be achieved by developing a super-capital city in which is built exactly these World Wonders - Stonehenge, Angkor Wat, the Sistine Chapel, the Louvre and Cristo Redentor. It's possible to pull this off by careful generation of Great Engineers who will build the last three of these wonders, by utilizing two crucial mid game 3-tech slingshots and by guiding RAs down a specific tech path. At the end of the game, probably around 1800 CE the capital will be an awesome sight to behold!
The Opening
Spoiler :
The first 30 - 40 turns are all about netting Stonehenge (SH). Tech immediately Pottery and Calender. The build order is monument - worker. This is one of the elements that makes it more likely that SH will be built. Taking monument first means that during the construction of SH the second Social Policy (SP) will become available. Selecting Aristocracy after the initial Tradition will shave a couple of turns off the build time. Grow the capital to size 3 and then stagnate and focus on production. The city can be starved for a few turns when SH is nearing completion to save another turn.
There are a few variables here that depend on what type of terrain the capital occupies and what bonuses (if any) are received from ruins. If the worker is completed before Calendar is researched, good, if not there is a decision to be made. If it's only one or two turns and there is forest tile to chop, finish the worker. Then tech Mining and chop. If there's no good way for the worker to speed up SH then wait until it's completed. Obviously Egypt is best for this. In fact if you do it this way in my experience Egypt is a favorite to build it, and the other Civs are around 50/50. If you're Egypt and all of the conditions are perfect (not even counting getting gifted Pottery from a ruin, which is even better), you'll finish it around turn 32. But if you're on track to finish it by turn 40, you have a good shot at it.
If you fail to build SH either continue playing with another plan, or reload. It's essential to winning this way. Not only because of the base 8 culture per turn, although that is awesome. The Great Engineer(GE) points it generates are paramount.
There are a few variables here that depend on what type of terrain the capital occupies and what bonuses (if any) are received from ruins. If the worker is completed before Calendar is researched, good, if not there is a decision to be made. If it's only one or two turns and there is forest tile to chop, finish the worker. Then tech Mining and chop. If there's no good way for the worker to speed up SH then wait until it's completed. Obviously Egypt is best for this. In fact if you do it this way in my experience Egypt is a favorite to build it, and the other Civs are around 50/50. If you're Egypt and all of the conditions are perfect (not even counting getting gifted Pottery from a ruin, which is even better), you'll finish it around turn 32. But if you're on track to finish it by turn 40, you have a good shot at it.
If you fail to build SH either continue playing with another plan, or reload. It's essential to winning this way. Not only because of the base 8 culture per turn, although that is awesome. The Great Engineer(GE) points it generates are paramount.
Tech Path and RA Slingshots
Spoiler :
After SH is built tech Writing - Philosophy (unless there's marble available, in which case tech Masonry first and improve the hex). By now you should have one luxury resource harvested and have met at least one other Civ. Sell them the resource. Use the money along with your savings to buy a Library in the capital and enter into a RA with them. After that Library is bought you will spend all of your money, every coin, on RAs until you know you have enough techs to build Cristo Redentor, which will happen if everything goes perfectly around turn 200. After that, all of your money will be used to buy any Cultural City States on the map. As soon as the Library is bought build the National College.
With your first RA the target is Civil Service. Not because it's an important part of this strategy, it's just an expensive early tech that you want to get out of the way. After completing Animal Husbandry and Trapping, sink a turn of research into the other available techs except CS. Then set to research Theology. As soon as Theology is researched build Angkor Wat (production focus). You'll be surprised that you almost always get it. This helps with border expansion, although you don't truly need a lot of land, but you really want it for it's additional GE generation point.
With your first RA the target is Civil Service. Not because it's an important part of this strategy, it's just an expensive early tech that you want to get out of the way. After completing Animal Husbandry and Trapping, sink a turn of research into the other available techs except CS. Then set to research Theology. As soon as Theology is researched build Angkor Wat (production focus). You'll be surprised that you almost always get it. This helps with border expansion, although you don't truly need a lot of land, but you really want it for it's additional GE generation point.
Education-Chivalry-Acoustics Slingshot
Spoiler :
Hopefully you'll have met at least three Civs by now. With these three Civ research partners you will perform two crucial 3-tech slingshots. The first is the Acoustics Shot. The purpose of this slingshot is to build the Sistine Chapel with your first GE.
Around the time that you're finishing Theology enter into a RA with each of these civs on the same turn. Then tech through the requirement techs for Chivalry, ending in Currency. Make sure all other tech paths are blocked off and make sure you know exactly what turn the RA is due to expire (30 turns from signing) so you can be ready. If you've not made a mistake then 30 turns from signing the agreements you will receive Education - Chivalry - Acoustics. Your first GE will be born around this turn (sometimes even on this exact turn for a delicious feeling of plan-coming-togetherness). Build the SC. This increases your capitals culture output by 33%. Well done!
Around the time that you're finishing Theology enter into a RA with each of these civs on the same turn. Then tech through the requirement techs for Chivalry, ending in Currency. Make sure all other tech paths are blocked off and make sure you know exactly what turn the RA is due to expire (30 turns from signing) so you can be ready. If you've not made a mistake then 30 turns from signing the agreements you will receive Education - Chivalry - Acoustics. Your first GE will be born around this turn (sometimes even on this exact turn for a delicious feeling of plan-coming-togetherness). Build the SC. This increases your capitals culture output by 33%. Well done!
The Astronomy - Navigation - Archaeology Slingshot
Spoiler :
When the RA expire for the last slingshot, renew them immediately. Take note of when they will expire and get ready to perform the Archaeology shot. The purpose of this slingshot is to build the Louvre in your capital with your second GE and to provide early access to the powerful Hermitage National Wonder.
At the bottom of the Tech Tree beeline to Metal Casting. As soon as it's complete build a workshop and station an Engineer Specialist. Ensure that no other specialists are working. This specialist, along with Angkor Wat and the Garden, which you should build if you can, will generate another timely GE that you will use to build the Louvre.
After MC research Optics - Compass. Then block all the other available techs, by completing up to 33% of the required research, other than Astronomy. Don't forget Banking! If you've not made any mistakes exactly 30 turns after your first slingshot you will receive Astronomy - Navigation - Archaeology. Use the GE to build the Louvre, and build two Landmarks with the Great Artists (GA). Lock these tiles to work for the rest of the game. Build the Hermitage immediately.
At the bottom of the Tech Tree beeline to Metal Casting. As soon as it's complete build a workshop and station an Engineer Specialist. Ensure that no other specialists are working. This specialist, along with Angkor Wat and the Garden, which you should build if you can, will generate another timely GE that you will use to build the Louvre.
After MC research Optics - Compass. Then block all the other available techs, by completing up to 33% of the required research, other than Astronomy. Don't forget Banking! If you've not made any mistakes exactly 30 turns after your first slingshot you will receive Astronomy - Navigation - Archaeology. Use the GE to build the Louvre, and build two Landmarks with the Great Artists (GA). Lock these tiles to work for the rest of the game. Build the Hermitage immediately.
The Race for Cristo Redenter
Spoiler :
From here the race is on to build Cristo Redentor before the AI does. It isn't easy. If you fail to build it you will likely lose, you just won't be able to even finish 5 SP trees, let alone build the Utopia Project, before someone launches a spaceship. The specifics of how best to do it will be different every game. It all depends on how many Civs you've met and how many RAs you can fund. Your goal is to research Telegraph and lastly Radio. They are the last and only techs you now need. After you have these it wouldn't matter if you generated 0 science for the rest of the game.
The techs to block the undesirable paths are Metallurgy, Fertilizer, Replaceable Parts, Railroad and Refrigeration. My advice is just to know how many RAs you have going and when they expire to best guide the path towards Telegraph.
There are 8 or 9 expensive techs that you need to get there. All of these, but one, will be researched via RAs. During this process pre-build Oxford University, which gives one free tech, to the point that it needs only one turn to finish. Complete the build as soon as Telegraph becomes available and use your third (and final) GE, who should be born by now, to build (most of) Cristo Redentor. This has reduced all future SPs buy 33%. Huge!
The final tech that you want is Radio. As soon as it's researched build a Broadcast Tower, this doubles the base culture of your capital and along with CR reducing the SP cost is enough to provide you with a Deity Culture Victory. After CR is built just max out culture in anyway you can, you should be pumping out over 300 per turn and for maybe a dozen SPs in a row they will be coming at one every 6 or 7 turns. Even the last SP you get, the most expensive, will be under 10 turns.
The techs to block the undesirable paths are Metallurgy, Fertilizer, Replaceable Parts, Railroad and Refrigeration. My advice is just to know how many RAs you have going and when they expire to best guide the path towards Telegraph.
There are 8 or 9 expensive techs that you need to get there. All of these, but one, will be researched via RAs. During this process pre-build Oxford University, which gives one free tech, to the point that it needs only one turn to finish. Complete the build as soon as Telegraph becomes available and use your third (and final) GE, who should be born by now, to build (most of) Cristo Redentor. This has reduced all future SPs buy 33%. Huge!
The final tech that you want is Radio. As soon as it's researched build a Broadcast Tower, this doubles the base culture of your capital and along with CR reducing the SP cost is enough to provide you with a Deity Culture Victory. After CR is built just max out culture in anyway you can, you should be pumping out over 300 per turn and for maybe a dozen SPs in a row they will be coming at one every 6 or 7 turns. Even the last SP you get, the most expensive, will be under 10 turns.
Social Policies
Spoiler :
***EDIT***
Your goal in the opening of the game is to build stonehenge. Post patch 2.17 this is only possible with satisfactory frequency by using the free GP from the Liberty tree as an engineer to build it in one turn. The two options are to take tradition as your first policy, then opening liberty, free worker, free gp. I would go this way if I found a culture ruin. If not perhaps it's best to simply take the first three policies in liberty, I'm not sure I haven't tested this. SP's I recommend to take are now liberty, tradition, freedom, piety, rationalism.
*************************************************************************************************************
As soon as Freedom is available open it. Once it is open take Constitution and Free Speech.
Other than that do as the game seems to require. The 5 SP trees that I take are Tradition - Piety - Freedom - Patronage - Commerce/Order.
Diplomacy
Spoiler :
You have two main goals regarding diplomacy.
1. Don't get into any wars, unless the action is far, far away and everyone else is in on it too.
2. Incite wars against anyone who you think is nearing a Science Victory.
The second goal is pretty straight forward stuff. If you see Gandhi building lots of spaceship parts then do whatever you can to bribe whoever you like to go and start a fight.
It's the first goal, not getting into any wars, that can be tricky. You are a weakling. You have no army. Don't even bother wasting your time with walls and castles. Any one of the Civs out there, if they get up the motivation, can wipe you off the map and there isn't a thing you can do about it. Get used to this idea.
The main big decision is if to enter into a public declaration of friendship (DoF) with an early neighbor, or not. One of the main ways you can lose playing this way is if your neighbor just decides he wants your land. A DoF makes if very unlikely, as long as you're a good boy, that this Civ will declare war (DoW) on you. The bad side is that any Civ that becomes the enemy of your friend will dislike that you've Dof'd with them. I think sometimes it's a good idea and sometimes it's not. If there is one massive Civ on my continent and they want to be friends then I usually go for it. If it's heavily populated and there's some aggressive Civ's out there then I usually don't.
It's important to monitor the Civs attitude towards you, especially your neighbors so you can predict if they're preparing for war against you. If you can see that they are, you need to direct their attention elsewhere.
Happily, in my experience, once the first third of the game is over this becomes less of a problem. Every Civ will be your BFF and even though wars are going on all around you (some of them of your making), no one would even think about harming a hair on your head. I think it has something to do with not settling any additional cities and trading with everyone for all time. Normally disagreeable leaders, like Montezuma, will be bending over backwards for you. In one game Monty attacked one of my allied cultural city states three times. And three times I went and asked him what he wanted to declare peace with that city state and three times he just did it for nothing. What a guy!
1. Don't get into any wars, unless the action is far, far away and everyone else is in on it too.
2. Incite wars against anyone who you think is nearing a Science Victory.
The second goal is pretty straight forward stuff. If you see Gandhi building lots of spaceship parts then do whatever you can to bribe whoever you like to go and start a fight.
It's the first goal, not getting into any wars, that can be tricky. You are a weakling. You have no army. Don't even bother wasting your time with walls and castles. Any one of the Civs out there, if they get up the motivation, can wipe you off the map and there isn't a thing you can do about it. Get used to this idea.
The main big decision is if to enter into a public declaration of friendship (DoF) with an early neighbor, or not. One of the main ways you can lose playing this way is if your neighbor just decides he wants your land. A DoF makes if very unlikely, as long as you're a good boy, that this Civ will declare war (DoW) on you. The bad side is that any Civ that becomes the enemy of your friend will dislike that you've Dof'd with them. I think sometimes it's a good idea and sometimes it's not. If there is one massive Civ on my continent and they want to be friends then I usually go for it. If it's heavily populated and there's some aggressive Civ's out there then I usually don't.
It's important to monitor the Civs attitude towards you, especially your neighbors so you can predict if they're preparing for war against you. If you can see that they are, you need to direct their attention elsewhere.
Happily, in my experience, once the first third of the game is over this becomes less of a problem. Every Civ will be your BFF and even though wars are going on all around you (some of them of your making), no one would even think about harming a hair on your head. I think it has something to do with not settling any additional cities and trading with everyone for all time. Normally disagreeable leaders, like Montezuma, will be bending over backwards for you. In one game Monty attacked one of my allied cultural city states three times. And three times I went and asked him what he wanted to declare peace with that city state and three times he just did it for nothing. What a guy!
Once those tasks are completed there's nothing left to do but build that pink spaceship the Utopia Project. By this time multiple other Civs will be breathing down your neck building spaceship parts left, right and center. If everything happens just right then the game can finish around the end of the 18th Century on standard speed and you possibly will not have been involved in a violent action of any kind. You have just won a Super Capital Peaceful Deity Cultural Victory!
I hope you enjoy a different style of Civ 5 game, even though it's only one city it definitely has a 'builder' feel to it. This is a style designed for Immortal/Deity. On lower levels there is no need to go through such elaborate methods in order to secure the key wonders. You can just build them as normal. On Deity they go fast, so you will be under pressure to reach your landmark points the entire game racing against the AI. This relieves a lot of the nexturnitits that typify culture wins in Civ 5. I'd be interested to hear any suggestions on improvements or feel free to point out any mistakes that I've made if you spot any.
Thanks for reading.
Snarzberry : )