After playing several games (deity level, pangea) , I noticed that there are very small number of wars (even zero) around the world till t100 and AIs build lots of wonders.
i tried tradition 3-4 cities and it seemed that AIs get stronger (in terms of units) after t100 and they had lots of trade routes up. I could manage to win, but I felt like I was missing something.
So I used my favorite GK tactic, liberty fast expo CB rush. Without lux selling, it's hard to get upgrade money, so instead of 6-7 CB upgrades like in GK, I did 3 CB upgrades (CS meeting gold, ruins, lux and embassy gpt selling). Other than that, I hard built CBs. And the best part of the change is now you are 99% sure that you can get pyramid, as it requires liberty and not that many AIs take that path.
Basic tactic is
SP: liberty open - left side - citizenship.
tech: ignore writing. pottery - mining/archery/animal - masonry/lux techs - bronze - beeline CB - get sailing when you get first caravan (so that you can get one more) - horseback - up to you
Cap BO: scout - monument - granary - archer/worker/shrine - archers till you can build pyramids, caravan when you can set a route to other civ - settlers (depends on how many unique lux around and how many good spots are available. usually 3-5 cities are good) - CBs and horseman and go.
expos: monument - granary - shrine if needed - units
I tried this strategy 3 times and for all time I could get the first cap before t85 and next one around t100-110. AIs just don't have enough units! I don't know why, but I DoWed the first victim and killed his 5-6 units with 2-3 CBs and well-placed front city. After that, there was no units for him... I just took the cap.
I am not sure about this, but I guess the reason this works is
1. with caravan, you get like 4 spt so your tech is not slow - actually faster than GnK early rush. Since deity AIs have lots of techs that you don't know, you will get big spt bonus (1 spt per 2 techs that he knows but you don't know - for early games, it's like 7-8 techs). Even in pangea map, make sure you finish sailing when you can make trade routes to other civs.
1-2. In many cases, they are far from you so you need to make expo so that you can reach them in 10 tiles - another advantage of early expos. Moreover, this will make AIs to set up trade route with you more likely. See the 1st screenshot - I am getting 20 spt out of trade routes. I have 1 lib only (cap...). 3 of them are mine and 2 of them are from AIs - each route gives 4 spt. Yes, I am behind the tech, but I got weapon to kill you anyway.
2. Without river/ocean gold, AIs do not have gold to buy units - they have "usual GnK" army size only when lots of trade routes are up. So when you attack them with CBs around t70, they do not have army.
3. Especially for mid-game and after, if you bribe AIs to DoW it seriously cripples AI, as they rely on trade routes for gold.
Attached 2 screenshots from the previous game as Zulu (their UA and UU are awesome...). I ReXed after getting pyramids and killed Moroco around t90 and Assyria (this guy had honor 5, but made too many UU that cannot attack units so it was easy) at t114.
i tried tradition 3-4 cities and it seemed that AIs get stronger (in terms of units) after t100 and they had lots of trade routes up. I could manage to win, but I felt like I was missing something.
So I used my favorite GK tactic, liberty fast expo CB rush. Without lux selling, it's hard to get upgrade money, so instead of 6-7 CB upgrades like in GK, I did 3 CB upgrades (CS meeting gold, ruins, lux and embassy gpt selling). Other than that, I hard built CBs. And the best part of the change is now you are 99% sure that you can get pyramid, as it requires liberty and not that many AIs take that path.
Basic tactic is
SP: liberty open - left side - citizenship.
tech: ignore writing. pottery - mining/archery/animal - masonry/lux techs - bronze - beeline CB - get sailing when you get first caravan (so that you can get one more) - horseback - up to you
Cap BO: scout - monument - granary - archer/worker/shrine - archers till you can build pyramids, caravan when you can set a route to other civ - settlers (depends on how many unique lux around and how many good spots are available. usually 3-5 cities are good) - CBs and horseman and go.
expos: monument - granary - shrine if needed - units
I tried this strategy 3 times and for all time I could get the first cap before t85 and next one around t100-110. AIs just don't have enough units! I don't know why, but I DoWed the first victim and killed his 5-6 units with 2-3 CBs and well-placed front city. After that, there was no units for him... I just took the cap.
I am not sure about this, but I guess the reason this works is
1. with caravan, you get like 4 spt so your tech is not slow - actually faster than GnK early rush. Since deity AIs have lots of techs that you don't know, you will get big spt bonus (1 spt per 2 techs that he knows but you don't know - for early games, it's like 7-8 techs). Even in pangea map, make sure you finish sailing when you can make trade routes to other civs.
1-2. In many cases, they are far from you so you need to make expo so that you can reach them in 10 tiles - another advantage of early expos. Moreover, this will make AIs to set up trade route with you more likely. See the 1st screenshot - I am getting 20 spt out of trade routes. I have 1 lib only (cap...). 3 of them are mine and 2 of them are from AIs - each route gives 4 spt. Yes, I am behind the tech, but I got weapon to kill you anyway.
2. Without river/ocean gold, AIs do not have gold to buy units - they have "usual GnK" army size only when lots of trade routes are up. So when you attack them with CBs around t70, they do not have army.
3. Especially for mid-game and after, if you bribe AIs to DoW it seriously cripples AI, as they rely on trade routes for gold.
Attached 2 screenshots from the previous game as Zulu (their UA and UU are awesome...). I ReXed after getting pyramids and killed Moroco around t90 and Assyria (this guy had honor 5, but made too many UU that cannot attack units so it was easy) at t114.