[C3C] COTM170 Germany Deity

Più Freddo

From space, earth is blue
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Jan 26, 2005
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Location
Vienna, Austria
COTM CLXX Germany Deity
cotm_170_illu.jpg

Will your Germany grow to make up the prominent heavy-weight immovable center of the world?
 
In this game, you will rule as Chancellor Gerhard Schröder over the Germans, who are Scientific and Militaristic and start the game with the knowledge of Bronze Working and Warrior Code. This is a Deity-level game. The German Unique Unit is the Panzer, a faster Tank. The game has been carefully designed by Più Freddo to cater for players of all skill levels by helping the less experienced player to survive the very difficult and dangerous early stages while offering the experts optimization challenges and opportunity for excellence.


In the beginning of the Valkyrian Times, the Germans found themselves in the middle of a green meadow. It was a richly endowed people, who not only had an extensive Worker force, but also an old Diplomat, called Herr Otto von Bismarck, out and about in the world, to represent the German interest in world politics. Herr von Bismarck had, as a diplomat, no personal military power, but could move with surprising speed.


The German tribe has been given the suitable tools: Don't forget to build up you army!


Starting Position


cotm_170_start.jpg


Scope of the Game
  • Normal Map
  • Continents, 5 billion years old, 60% ocean
  • Normal, temperate climate
  • 7 Opponents
  • Sedentary Barbarians

Time Plan
  • The game is released on January 1, 2025
  • Submissions are due by March 31, 2025

Game Release Page


Spoilers are free. Please use your judgement!


@The_J
@Blake00
 
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To dispel any doubt: Germany starts with a Settler and two Workers in the starting location and a scout-like unit somewhere else in the world. Carefully study your game setup and exploit its opportunities!
 
I would advise first checking the spaceship launch screen for opponents. If there exist some which have the agricultural or expansionist trait, then try to find one of them with the diplomat Bismarck and trade Bronze Working, Warrior Code, or both for Pottery. Even with that plan and all friends/enemies starting with Pottery, I think I would still research Pottery first at this level, since the AIs have a very strong tendency to research Bronze Working and Warrior Code first.

Germany's best starting build to prebuild a granary is a settler due to their starting technologies (Rome, Scandinavia, and Japan have a similar starting prebuild position). With this starting position though, with an irrigated grassland cow, and 4 mined grasslands, the capital (starting in the geographical location of the settler) can eventually produce 10 shields per turn, while also growing 2 population in 6 turns, since it can have 4 surplus food every turn (or 3 + 3 + 4 for the surplus food). This means it can produce, perhaps with a quick barracks build after the granary completes,

1. 3 warriors and a settler every 6 turns.
2. An archer, a warrior and then a settler every 6 turns.

With all governor settings changed to 'off', but emphasize production 'on', I think as an alternative it might produce more archers, but also settlers. Something like

3. 2 archers, then a settler in 7 turns. Then an archer and a settler in 5 turns.

That assumes that 10 shields per turn gets maintained though, and that will need controlled a bit differently.

The capital might also produce an archer and then a worker in 3 turns.

Since barbarians got set to sedentary, an alternative might also lie to just forget military altogether and have it put settlers more quickly to grab those huts. But, with Deity AIs and their starting units, there exists some danger that the AIs will pop those huts and get barbarians.

Not chopping the silks could make sense for a capital running on a 3 food + 3 food + 4 food scheme. However, we have 4 bonus grassland tiles on river squares for this capital. The 2nd city could planted on the gold hill and then use the silks instead. With the capital using those river squares and Bonn? Bremen? Munich? using the eastern/right bonus grassland squares, that leaves 2 bonus grasslands north of Berlin to use. A city at the 8-7-7 spot from Berlin (numPad convention) seems a suitable location at this point in time to me.

As an alterative to researching Pottery, one might set research to Ceremonial Burial (probably at 0%). Then use only one of the extra workers to try and find a hut, if Bismarck does not seem like he can manage a contact to trade for Pottery early.

Or just set research to Ceremonial Burial, and see if Bismarck can find a hut to learn Pottery. Then once Pottery gets learned, maybe start researching Alphabet.
 
As soon as you meet them and have collected something to offer them! (This is not an acknowledgement that Russia is in the game.)
I tend to think that BB made a political joke here, with no direct connection to this specific game... ;)
t_x
 
finally a game to play till finish.
Definately set on place+worker I cow + worker M.
Set science to 1 and research Iron in 40 turns. Trade for granary - u will need it asap. At 4 pop u will have 10 shields so 6 turn granary and 10 turn +2pop.
My rule - if turns to make granary are <= turns to +2 pop then make it.
Building order - war, war, granary(if still not trade with AI barrack), settler, barrack, worker, repeat (war, war, worker + war,spear/arch,settler)
After 40 turns - upgrade all warior to sword and rush all near enemies
 
One point of clarification on the release page in regards to, "Knowledge of Sanitation cancels Disease in Jungles and Wetlands." Flintlock discovered a bug in C3C. Disease is actually cured at Tech #8, which is Writing.
 
OK, thanks. So, the number 8 because it has only one bit set, and that is the bit I have set for Sanitation, but it is never checked. What moronic programmers who don't unit test their code!
 
OK, thanks. So, the number 8 because it has only one bit set, and that is the bit I have set for Sanitation, but it is never checked. What moronic programmers who don't unit test their code!
What is amazing is that nobody noticed after 20+ years! I recently ran a test game for a mod I am working on and enabled the cure disease "bug fix" via C3X so that it actually does cure disease at Sanitation rather than Writing. Disease was a real a pain in the butt. I see why Flintlock has it disabled by default.
 
funny that re-establishing the disease feature is actually the cure for the disease bug ;)
t_x
 
Hmmm. I have never played at Deity. My first, and only, Demigod game was COTM 168. I did manage a victory, but came in last place. Any general tips for a Deity game? I'll search the forums of course, but if anybody has general advice for Deity it would be greatly appreciated. I assume tech pace might be an issue and 20K is probably out the window unless you really know what you are doing.
 
The last Deity game, last quarter, was designed especially to facilitate a 20k victory, and I also play tested it. This one is not (which doesn't mean it's impossible).

Generally, you must survive the early part of the game, since the AI starts with a lot of units and like to attack a weak civilization. At the same time you must expand as fast as possible. Perhaps investigate if a combo settler factory is possible...? Be sure to build a Barracks in a combo factory.

In later stages, you can count on the AI to never stop researching. You must interact more than at lower levels. You need to be very well prepared before you go to war. You will be beaten to most Wonders.
 
I agree with everything Piu said. At the very beginning, seek out as many AI civs as fast as possible to trade your startig techs with. This includes building boats to reach another continent. Research techs ignored by the AI and trade. Goody huts are useless unless you are expansionist so don’t bother. Above all build military and settlers. Settle in the most food rich locations, preferably next to a river or lake.
 
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