Deity Introduction Guide for Julius Ceasar

Quantum7 said:
If you're at -100 per turn it'd be hard to 'recover'. Every worker building cottages gets disbanded ;).

Once you have your own continent, you can probably disband a hell of a lot of those praetorians, and if there are any forests left chop your cheap courthouses. I'm thinking you'd be WAY behind the diety level civs on the other continent though, so catching up may not be possible.
 
friskymike said:
Once you have your own continent, you can probably disband a hell of a lot of those praetorians, and if there are any forests left chop your cheap courthouses. I'm thinking you'd be WAY behind the diety level civs on the other continent though, so catching up may not be possible.

I think you are on to something great there. If you wait until the local civs on your home continent to get Alphabet, then milk them for all their techs before elminate them, you could rebuild your own continent. If there are no more forests to chop, pop-rush the courthouse instead.
 
Moonsinger said:
If you play this game on a dual map, you should earn a score of at least 120,000 points, at least 130,000 points for a tiny map, at least 200,000 points for a small map, at least 250,000 points for a standard map, and at least 300,000 points for a large map.
Are you sure about the different scores for different map sizes? I thought the scoring formula did a pretty good job of normalizing the score so that the max score didn't depend on map size. I would think that means that it's easier to get a high score on the smallest mapsizes as there are less AIs and less distance to travel to reach them, and less cities required to reach high population/land earlier.
 
Dianthus said:
Are you sure about the different scores for different map sizes? I thought the scoring formula did a pretty good job of normalizing the score so that the max score didn't depend on map size. I would think that means that it's easier to get a high score on the smallest mapsizes as there are less AIs and less distance to travel to reach them, and less cities required to reach high population/land earlier.

My estimate score for different map size was based on the minimum score of actual games that I have played so far using this tactic. Different approach to the game probably will yield a different set of scores. If you take a look at all the games I have played so far using this tactic, you will see that the score does actually increase consistently base on map size and difficulty level.
 
friskymike said:
It would be interesting to try this on continents, after conquesting a large continent and rebuilding your economy the game should be able to be won normally I imagine, would be a good challenge.

I suspect the biggest problem with this would be the Pyramids. As I understand it (haven't actually tried it yet), the Pyramids are vital in order to give you enough civics options to stay in anarchy. On a pangaea map, you can be certain of conquering the Pyramids sooner or later. On a continents map, you stand a fairly decent chance of finding the Pyramids on another continent. Then you're screwed.

If the Pyramids really are as critical as I think, this might also put a lower bound on the difficulty levels where this strategy can work. For example, if you tried it on Settler, there's virtually no way the AI could build the Pyramids for you before your city maintenance costs bring your economy to its knees.
 
I have been thinking...instead of keeping all these cities, it may be better to give most of all of them to the strongest and farest civ for safe keeping. The maintenance costs will definitely kill them. This would give us a chance to rebuild our economy while destroying theirs.
 
I'm a newbie to the whole Civ thing so I'm calling this as I see it.....which may not necessarily be correct.

I don't understand how you get more than one turn of anarchy when you change Civics. I ran this strategy at Noble and even with Great Pyramid I still could only change one civic at a time (and hence only one turn of anarchy) because I didn't have more than one ofthe others in the other columns. I still won a domination victory....but only just. Does Diety impose longer periods of anarchy than Noble or am I doing something wrong?
I was also interested to know if you took on more than one AI opponent at a time. I suspect I was too timid and went for them in sequence rather than going in hard early with whoever was closest.
 
Daydream said:
I don't understand how you get more than one turn of anarchy when you change Civics. I ran this strategy at Noble and even with Great Pyramid I still could only change one civic at a time...


I'm not sure how you coud only change one at a time, if you have the pyramids then you have access to all government civics, and you have bronze so access to slavery. Thats two fields which you can change each time. Not sure if Moon did any tech extortion but you can usually get some relgious civics early on, Organized Religion being popular with the AI, so that gives you three. You likely won't be getting an economic civics easily but getting either Feudalism or Civil Service will give you a fourth civic option.
 
I'm not sure how you coud only change one at a time, if you have the pyramids then you have access to all government civics, and you have bronze so access to slavery. Thats two fields which you can change each time. .[/QUOTE]

I had all the Gov. civics plus slavery....but changing both at once still only produced one turn of anarchy. Go figure...:))
 
Daydream were you playing on Marathon setting? i assume the anarchy time is increased at longer gamespeeds.

Great work Moonsinger.
 
Thank you Jafink......I was only playing at normal.....and now I've reread Moonsingers opening criteria I can see I missed that most important detail.

No wonder I just scraped in ahead of the collapse of my economy....newbies luck...lol
 
DaveMcW said:
AIs won't accept cities if the maintenence cost will kill them.

Thanks! There goes another dream.
 
Daydream said:
I don't understand how you get more than one turn of anarchy when you change Civics. I ran this strategy at Noble and even with Great Pyramid I still could only change one civic at a time (and hence only one turn of anarchy) because I didn't have more than one ofthe others in the other columns. I still won a domination victory....but only just. Does Diety impose longer periods of anarchy than Noble or am I doing something wrong?
I was also interested to know if you took on more than one AI opponent at a time. I suspect I was too timid and went for them in sequence rather than going in hard early with whoever was closest.

Yes, you can selection more than one civic combination, and there are a lot of combination. For example, Tribalism and Police State, Police State and Slavery, ...., etc.
 
Daydream said:
I had all the Gov. civics plus slavery....but changing both at once still only produced one turn of anarchy. Go figure...:))

Were you playing a religious civ? The religious civ would always spend 1 turn in anarchy no matter what. Please note that the Roman isn't a religious civ. This tatic definitely won't work on the religious civ.

//Edit: Never mind. I now see that you were playing at the normal speed. Yes, that would explain it too.
 
amazing strategy!! :)
just curious, how this strategy will fare for civilizations other Roman when only swordmen are available?
 
ionimplant said:
amazing strategy!! :)
just curious, how this strategy will fare for civilizations other Roman when only swordmen are available?

I believe it would work for any civ that starting with either The Wheel or Mining. If your civ start with The Wheel, you can start searching for Mining right away, then go to Bronze, and then Iron Working. However, since the regular swordman is weaker than praetorian, you may have to slow down to replace their lost. The Roman praetorian is the best choice (especially for anyone who hasn't beaten the Deity level yet).
 
I love how in the screenshot, Rome is building a settler. Isn't 60 cities enough already? :crazyeye:
 
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