Intro
This series is going to take a bit from the cookbook model and a bit from the university model. The goal is to get new people to give Deity a go and old hands to show how it's done.
We'll play in 4 turnsets -- until turn 70, 110, 150, and finish. After each turnset we'll pick two saves, by vote, to play on with. Voting works as follows. Anybody -- people who submitted saves and lurkers alike -- will choose one save they want to see played from and two alternates. I'll then do my best to capture everybody's preferences. I'll also try to pick two saves that are in different positions. For example, a save at turn 70 that's in the middle of a chariot rush and a save that's getting ready for elepulting. In this way, different strategies can be compared throughout the entirety of the game and not just at the beginning. We can adjust the format as people have ideas for improvement.
People can play from one or both of the saves. If you want to play from your own saves that's also welcome, but learning this way tends to be a little slower as comparison is trickier. Replays are encouraged, that is, feel free to submit three saves. Try out different strategies and then get comments on them. Reloads because you lost a fight you should have won or just missed the Oracle are frowned upon.
The hope for this structure is that different areas of people's games can be improved. For example, I might pick up a 110 save getting ready for a cuir rush and by turn 150 have 9 horse archers and be almost finished with Lib. Then I can look at how @Fippy played from the same save and has 29 cuirs and be almost finished with Rifling and try and learn something. I'll use the first few posts of this thread to keep the saves organized.
Deity 101 - Hatshepsut
For the first installment in this Deity School series I've chosen one of my favorite leaders and a solid choice for people still learning Deity. Creative means free border pops, cheap libraries, and early Great Scientists. Spiritual means civic change abuse and cheaper temple happiness. The starting techs are lovely both because they're expensive and useful. War Chariots are great for attacking and fogbusting. All in all a forgiving leader that allows for a very fast start.
Settings are standard. Normal speed, no huts no events, fractal map. Attached is an autosave -- I haven't done anything to the map. I've played the first 100 turns or so and confirmed the map is reasonable.
Two very small spoilers:
And the start.
Let's talk opening moves and then see what turn-70 saves we can come up with.
This series is going to take a bit from the cookbook model and a bit from the university model. The goal is to get new people to give Deity a go and old hands to show how it's done.
We'll play in 4 turnsets -- until turn 70, 110, 150, and finish. After each turnset we'll pick two saves, by vote, to play on with. Voting works as follows. Anybody -- people who submitted saves and lurkers alike -- will choose one save they want to see played from and two alternates. I'll then do my best to capture everybody's preferences. I'll also try to pick two saves that are in different positions. For example, a save at turn 70 that's in the middle of a chariot rush and a save that's getting ready for elepulting. In this way, different strategies can be compared throughout the entirety of the game and not just at the beginning. We can adjust the format as people have ideas for improvement.
People can play from one or both of the saves. If you want to play from your own saves that's also welcome, but learning this way tends to be a little slower as comparison is trickier. Replays are encouraged, that is, feel free to submit three saves. Try out different strategies and then get comments on them. Reloads because you lost a fight you should have won or just missed the Oracle are frowned upon.
The hope for this structure is that different areas of people's games can be improved. For example, I might pick up a 110 save getting ready for a cuir rush and by turn 150 have 9 horse archers and be almost finished with Lib. Then I can look at how @Fippy played from the same save and has 29 cuirs and be almost finished with Rifling and try and learn something. I'll use the first few posts of this thread to keep the saves organized.
Deity 101 - Hatshepsut
For the first installment in this Deity School series I've chosen one of my favorite leaders and a solid choice for people still learning Deity. Creative means free border pops, cheap libraries, and early Great Scientists. Spiritual means civic change abuse and cheaper temple happiness. The starting techs are lovely both because they're expensive and useful. War Chariots are great for attacking and fogbusting. All in all a forgiving leader that allows for a very fast start.
Settings are standard. Normal speed, no huts no events, fractal map. Attached is an autosave -- I haven't done anything to the map. I've played the first 100 turns or so and confirmed the map is reasonable.
Two very small spoilers:
Spoiler :
We share our land mass with at least two AIs. That is, we are not isolated or semi-isolated.
Many forum games ensure that the resource required for the UU (horses here) is available. I have not ensured that this is the case.
Many forum games ensure that the resource required for the UU (horses here) is available. I have not ensured that this is the case.
And the start.
Let's talk opening moves and then see what turn-70 saves we can come up with.
Attachments
Last edited: