Deity Always War OCC

How do you get Bronzeworking to pop from one of the huts inside the "good guy" area? I have played this scenario so many times and have popped the huts in different orders, sometimes with a scout, sometimes with a warrior and the most I have ever got was Animal Husbandry. I have tried it by getting the two huts just outside the fortified pass but no matter what I do I cannot get BW to pop. How do you do this?????:mad: :mad: :mad:

Thanks for the help.

Turinturambar said:
If you take the goody hut closest to the city with your starting warrior you get mining, if you move him then south to the next hut you get masonry and if you move him afterwards to the goody hut at the top of the screen you get bronceworking. You have to follow this order though, else the random numbers won´t match correctly.

There you go. That was in spoiler earlier, so that's probably why you missed it.
 
^ ^ following on my post above, I have played this scenario several times (10 - 15 times or more) and have not been able to pop BW. I have however lasted until amost getting Samurai's before getting steamed rolled.

I want to ask the OP how he lasted with only 2 - 3 axemen in the fortified pass. There are times (very early) when only 2 axemen are ok, but you will quickly need 4 axe and a spear. My experience is that you have to progresively build your defense force because the AI stacks get bigger and bigger.

On a recent loss I had 5 axe and 2 spear fortified in the pass. Three of my axe were great generals with the correct promotions for the defensive role they are playing. The other 4 units were nicely promoted from battles.
however the AIU begins to show up with war elephant (these can be controlled) but the problem is with the catapults. to survive you have to grow your defensive force bigger and bigger.

This scenario is so balanced I don't see how you can win without popping BW.
 
Heh I can´t get enough of this scenario.

I tried it now without the globe and was able to win by conquest 1 turn earlier in 1665 AD. But I also got to biology 2 turns earlier in 140 BC due to bulbing a third great scientist for chemistry. Didn´t have a lot of combat luck though, so I used lots of reloads (6).

I also found that an early great spy is excellent for settling. I was able to steal sailing, monarchy and compass from shaka. So that saved me about 2000 beakers.
 
An important part of the strategy in this guide is upgrading a massive amount of sam's to mech infantry. I believe the estimated gold cost was approximately 40k. The guide author said he built and deleted an infinite number of chariots to generate the gold necessary to upgrade his army.

I cannot figure out how to generate gold by building and deleting chariots. Can someone explain how this process works?
 
I cannot figure out how to generate gold by building and deleting chariots. Can someone explain how this process works?

Well, the most you could get is one Chariot per turn, but the idea is that excess hammers from a build overflow into the next build. You can only carry over as many hammers as exist in what you are building, however. That means if you build a 25 hammer Chariot, 25 hammers get carried over to the next build (presumeably also a Chariot). Any excess hammers beyond the carryover are converted into gold one a 1 for 1 basis.

With the Heroic Epic you get +100% production on military units. That translates into +100% gold from the hammers lost since you're spending enormous numbers of hammers on tiny Chariots.

Protective Civs with Stone can use this to great advantage when building Walls. Chop a few trees and Whip when you're making the Wall to see a sudden massive influx of cash.

Edit: Listen to Krikkitone below. I was afraid I might have been a little bit wrong, but I wasn't sure and didn't have time to go look it up then. Thanks Krikkitone.
 
^ no the amount you carry over is the GREATER of what you are producing and your total production so

if He was making 200 hammers per turn and building Chariots
Start
200 production 0 overflow
Chariot built
200 production+175 overflow
Chariot built
200 production + 200 overflow 150>gold
Chariot built
200 production + 200 overflow 175>gold
[repeat at this point]
 
Maybe I'm missing something here, but I haven't been able to follow Turin's CS slingshot walkthrough. I always deviate around turn 33, where the worker in production still has some turns left to build and he states that it finishes that turn. This (naturally) delays the growing of the city and the improving of the land. It's not critical that I stick to this path (I have actually beaten this scenario already), but I feel as though there must be some mechanic I'm missing. Has anyone else followed his formula successfully, or maybe Turin can throw in a word as to where I'm going wrong? I'm hitting all the correct benchmarks up until this point, and even finishing the gold mine on turn 36, but getting that third worker out that fast is eluding me.
 
Hey, Swordmaster, I don't have an answer for you, but thanks for freshening up this thread; I missed it the first time and it's great.
 
Maybe I'm missing something here, but I haven't been able to follow Turin's CS slingshot walkthrough. I always deviate around turn 33, where the worker in production still has some turns left to build and he states that it finishes that turn.

My guess is that you don´t add the chopping hammers correctly, or that I simply made a mistake. Do you switch production to the worker during the turns when the chop gets made?

Anyway with lots of reloading (~10 times) and popping writing from the fourth hut this is possible: Conquest victory in 1580 AD.

Civ4ScreenShot0074.JPG
 
You still playing this scenario after two months, Turinturambar?
Anyway, I just found this thread, great game!
 
My guess is that you don´t add the chopping hammers correctly, or that I simply made a mistake. Do you switch production to the worker during the turns when the chop gets made?

I'm not quite sure. In any case, I made a good rush for it and did Bio in the BCs. I did a deviation and changed the town to farms, just because, and ended up with a size 37 city producing something like the 15th GP in 11 turns. Kinda trivialized the game, almost made me feel like I was playing on settler by the end. But still, thanks for the walkthrough. Doubt I would have been able to do it without being shown the way.
 
Very interesting setup.

There are some very exciting military strategies with this set up.

I experimented with "Milking the Warlord GGs" strategy. :D

To hold the entrance forrest hill tile, there are some good options:

a). Build a Fort and use Gurilla+CG+Drill Archery units

b). Leave the forrest and use woodsman+drill Samurais.

a looks very attractive due to the immense stacking defensive bonus, but problem is Archery units are weakers than melee counter parts, and enemy CR promotion cancels CG proms. Also taking a detour to Longbow could delay our bigger picture goals i.e. rushing to CS, Liberalism, Biology and etc.

So I went for Samurais.

To hold the tile, I start with woodsman axeman and spearman. When I got GGs, I attached to axeman and first MAX out to WoodsmanIII, this prom is almost broken as it gives 2 free first strikes and as much healing power as a MedicIII unit!

With Samurais already came with 2-3 FS when build, so a WoodsmanIII Samurai defending a forrest hill is even better than a longbow guarding a Hill city. It can kill 20-30 weaker units in one turn and gain XP like no one's business.

So I did this repeatedly, giving promotions as follows:

1. Leadership
2. WoodsmanI,II,III
3. Drill II,III,IV
4. CRI,II,III
5. After upgrading to Rifle/Grenadiers go: GurrilaI,II
6. Combat I-VI
7. Commando/Pinch and etc.

Once after maxing steps 1-3, they are nearly invincable, and so I give them CR promos for the future sake since the CR promos are not available to gunpower units.

I rotate out the samurai GG who obtained all promos after step 4 to let greener GGs to defend and reach that status. If you just let one strong GG defend, he will hog all the XPs and other GGs will never be able to reach all the CR promos needed.

Very quickly I had 6 GGs with all promotions at step 4. So if I continue to Mech Infan, These guys all will become menance city busters...

I do paid a lot of attention to AI stacks, if it gets too big, I put all waiting GGs into the defending stacks just to be safe.

Lots of fun so far, thanks for setting it up :goodjob:
 
Heh have fun playing ABigCIvFan. I played the heck out of this scenario, but I finally think I have reached the fastest victory possible with the 1580 AD win.

Anyway here are some of the crazy technology checkpoints from that game. If anyone can beat those dates I´d be really interested:

1)Civil Service from Oracle in 2075 BC.

2)Philosophy in 1300 BC.

3)Biology from Liberalism in 305 BC.

3) Ability to build Tanks (combustion + industrialism) in 1190 AD

4) Ability to build Mech Infantry (Robotics) in 1440 AD

5) First city razed in 1455 AD

6) Conquest complete (63 cities razed) in 1575 AD (24 turns since starting the conquest)
 
Congrats on your super early win Turin.

My games are played far from optimal in terms of teching. I think I got Bio around 300AD.

I do have a wonder-heavy capital as I researched science/growth/hammer enhancing techs at similar rate instead of hard beelines.

I also focused on getting techs so I can adaquately defend the path, i.e. use Samurais against Axe/Swords/HA/Cats, use Rifles/Grens against Mace/knights and etc.

There are already a few occasions where several AIs merged their stacks by chance (20+ Catapults and 50+ Praets/Maces/HAs) and attacked my stack of about 15 units on the same turn, it gave me real good scares. There is a real chance they can destroy my 6+ GGs + supporting casts and break through If I am not careful enough.

Since I have MEDIC3 in the stack, sometimes a single extra GG unit can be the difference between losing my whole stack or surviving a strong attack unscathed on 1 turn.

If I do survive til Mec Inf. My multiple CR3 GGs will make short work of the AI cities.
 
It's great to see people still playing this one. It was one of the most fun games I ever played, and I'm glad to see others enjoy it as well. Of course, I never got so efficient at it as Turinturambar. I was happy to finish in the 19th century. The 16th is just crazy.
 
I'm having a lot of fun playing this, even though my usual level is monarch. However, there's something that's mystifying me: the health of my capital is always 2 less than in dualdoc's saves. When I look, for example, at the 275BC save, everything is the same except for an extra 2 health for "civilization" which does not appear in my games. Hannibal is fin, cha, which may give a happiness bonus but not a health one (that's expansive, AFAIK). What gives? Any ideas?
 
I'm having a lot of fun playing this, even though my usual level is monarch. However, there's something that's mystifying me: the health of my capital is always 2 less than in dualdoc's saves. When I look, for example, at the 275BC save, everything is the same except for an extra 2 health for "civilization" which does not appear in my games. Hannibal is fin, cha, which may give a happiness bonus but not a health one (that's expansive, AFAIK). What gives? Any ideas?

I got the +2 health random event (herbalist). It was really helpful.
 
"3)Biology from Liberalism in 305 BC."

:lol:
 
Just posting some cool scenes from my game:

1645AD: Showdown. 81 combined AI forces taking on my GG army.




1732AD: 14 GG Army! Patton being the highest cammanding officer with 485 xp. Almost everyone has CR3 promos, they take down cities with full cultural defense without chipping the paint :lol:





Played this again trying an early Bio, all farms/SE approach, here is the size 39 capital at 1220AD.


 
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