Deity Learning Curve

ProbStat

Chieftain
Joined
Sep 1, 2006
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Just got Civ IV, but I'm an old-time Civ I-III player. My intent is always to play Huge-Deity-Slow games, with everything set as difficult as possible (random maps, climate, etc.). I like a challenge.

So far, I've been leaving games feet first, as they say. The old stand-by tactics of Civ III don't seem to work.

First observation: it takes way too long to build a settler for that to be the obvious first build that it generally was in prior versions.

Second observation: Barbarians in Civ IV are NASTY! I have tentatively (every adjustment I make is tentative, always ...) decided that Archery is a dire necessity (I'm thinking Bronze Working might substitute, and it is a much more useful tech, but too often I get it and there's no Copper to be had) and that the beginning warrior unit's role is to (a) survive, (b) get his five experience points from fighting animals (always aiming to be defending from the woods; from the woods on a hill against a Bear), (c) take Combat I and Cover as his promotions, and (d) go home and wait for the Huns. I'm thinking that if you have some good defensible points (read: hills with woods) in appropriate positions and the sea guarding at least 40% of your perifery, you might go for Woodsman I and II, and actually do a little exploring before you bring your unit home, but beware. The barbarian invasions seem to begin in earnest around 3000 BC, and they seem to begin all at once all over the place, so if you are not on the coast you can figure on having several simultaneous invasions from all sides. (If you want easy, there's always Chieftan level ...) My starting warrior tends to sneak around in the woods and run from the great Bear. I go for the goody huts, but I certainly don't think it's the best use of the unit to try to get each of these that you can. With a scout, I would try to explore and get goody huts, since a scout has no real combat value except against animals.

I haven't settled on a leader yet. I started with Louis XIV (Industrious and got two relatively expensive free techs that are also the best start toward Writing), then went to Frederick the Great (decided I wanted Hunting and Mining and that Industrious was not the killer trait that it had been in Civ III), then went to Qin Shi Huang (decided that Financial is the nearest thing to a killer trait in Civ IV, that Agriculture was more often useful than Hunting, and that Industrious, while not killer, was still not too bad), and most recently Washington (decided, for reasons to come, that Organized was a good trait to have). (Once I think I know how to play the game a little bit, I'll randomize the leader as well.)

I like the game quite a bit. As advertised, Firaxis seems to have done a good job of removing the strategies and tactics that dominate all others. I still don't know the game well enough to be able to say with any certainty what does and doesn't work with my playing style (I like to win by research and productivity rather than warfare, and I particularly dislike "going Mongol" as a strategy - AIs are generally pretty bad at warfare, so I consider that almost cheating; may re-evaluate if I ever get into multiplayer Civ IV).

In particular, I still am not comfortable with the additions of Cottages, Great People, religion, and most of all the maintenance cost calculation; I don't have a good feel for their value. Cottages seem to be very ripe for outside attack, providing as they do reward to their pillagers while crippling those who lose them if they have been relied upon very much.

I have built an Academy with Great Scientists, and that's obviously a nice thing, and I have built a Shrine with a Great Prophet (albeit on Monarch level; not having a lot of success founding religions on Deity level ...), and that's obviously a nice thing. Great Engineer, I can also see. Great Artists? Not so much, although I'm not clear on the free tech aspect and I don't go for Cultural Victory. Great Merchant? Nice, but something to alter your game play to get? Probably not.

I'm starting to get a feel for religion, but still not clear on its affect on diplomacy. Coreligionists seem to like each other better, but sometimes they still go to war.

I really got burned, however, on maintenance cost. I had what would have been a very good start in Civ III: small continent to myself with a close neighbor (who dropped a city on my continent, but that's expected); survived the Barbarian onslaught and even had them pinned down in a single city; and so I started filling up the continent with cities and preparing to sack the Barbarian city and for my dear neighbor's inevitable attack. What was I thinking?! I think I had an extravagent six cities and maybe a dozen units; really living high on the hog here. My civics were all still completely primitive, which no doubt contributed, but still ... My research kept getting reduced, finally to nothing, and then my cash started disappearing quickly. "Okay," I thought, "this isn't good, but the game seems to do all right at giving reasonable solutions to things going wrong." Not this time! I ran out of money, still having a negative cash flow, my units went "On strike," and I lost not the near-worthless Warrior sitting in my capitol, but the top-of-the-line axemen on their way to the Barbarian city! Apparently union seniority rules apply to units going "On strike!" Brilliant!

And of course, Deity level forcing one to play right at the ragged edge, I was nowhere near having anything that might mitigate the situation. I hadn't put anything into Cottages, and maybe doing that would have kept me from complete catastrophe, but mainly I think I had too many cities too far apart. I think my treasurer reported a cost of 6 for cities and 7 for distance, and at one point I think I was paying a coin or two for units. But I got completely bushwacked; the obvious tactic from prior versions of filling in blank space on the map with cities has had its feet cut out from under it. It kind of annoys me that the AI civilizations will just drop a city anywhere, and that is just not available to the player; I understand that I get the slowest, stupidest, most unruly population on the board at Deity level, but this seems like a difference of kind rather than just of degree.
 
With those world settings, many super-experienced players (ex: Sulla, Sirian) would say a deity win is impossible. You can win deity, but its done by giving yourself a great map.
 
For me, the play rather than the win is the focus. At Deity, you need to play a very sharp game just to get into the competition; a win if it is even possible requires doing virtually everything right and also being lucky. I want more to improve my play than to notch wins. My impression at this point is that a Deity win at the settings I like is possible, but not anywhere near my grasp at this point. As I get closer, I might decide that it's unreachable as well; it certainly seemed that way when I first started playing.
 
It's brave jumping straight into deity, but I wouldn't really recommend it if you want to learn the game mechanics.

I'd suggest dropping to emperor for now and moving up once you're comfortable. You will be challenged. I myself started playing civ4 at emperor and it was a steep learning curve for a while - Emperor in civ4 is more difficult than deity was in any of its predecessors.
 
The problem is maintenance costs are higher the higher difficulty you play. You need to expand slower and always err on the side of commerce and not production. So instead of working those 1 food and 3 hammer mined hills work those 2 food, 1 commerce cottages because it will be needed if you're going to keep up. Sure, you need some production, but not as much as you'd like to have. Then once you have courthouses in place and currency set up you can go to war and take a few cities from your nearest neighbor. You need to continually grow your empire throughout the game while keeping your research rate high. All the while keeping your relations as high as possible and building enough units to fight off an attack if the AI gets fiesty. It's really a balancing act between every aspect of the game. It truly takes master play to beat deity on anything but a small map.

I can't beat it, but these are my experiences on immortal. The difference is immortal lets you make a few mistakes and still win. Deity won't.

edit: Oh yeah and don't undervalue those great merchants. Sure, early in the game you want mostly great scientists for academies. But later in the game academies aren't worth it anymore. You can have those scientists help you learn a tech, sure, but a merchant will get you more gold than a scientist will get you beakers. Then you can either use that gold to upgrade your troops when you otherwise would have had to turn research off for a few turns, or you can bleed the gold into 100% research slider, effectively applying library/university/etc bonuses to the gold you got from the great merchant.
 
Don't get me wrong -- I scaled all the way back to Noble once I realized that all the dynamics have been completely reworked from prior versions. But I'm at the point now -- the maintenance cost fiasco notwithstanding -- where I think I learn more by failing at Deity than I would doing okay at lower levels. My goal is to have a reasonably playable strategy for Deity, and now that I've gotten mostly past the "I have no idea what's going on here" phase, I think my steepest learning curve is gotten by playing at Deity. The frustration level of it is manageable.
 
ProbStat said:
Don't get me wrong -- I scaled all the way back to Noble once I realized that all the dynamics have been completely reworked from prior versions. But I'm at the point now -- the maintenance cost fiasco notwithstanding -- where I think I learn more by failing at Deity than I would doing okay at lower levels. My goal is to have a reasonably playable strategy for Deity, and now that I've gotten mostly past the "I have no idea what's going on here" phase, I think my steepest learning curve is gotten by playing at Deity. The frustration level of it is manageable.

I think you will find that playing at Deity repeatedly will help you learn to successfully survive the start-game, but won't help as much on the mid-late game mechanics as would Immortal or Emporer. In other words, successfully surviving the barbs and securing a handful of cities doesn't often get you any closer to winning at Diety even if it let's you play the game for a longer time before losing.

The AI tech advantage at this level is just too great to overcome on standard starts/standard maps/randomized leaders. To keep up techwise, the human player must have a larger empire than the AI. Achieving this with all of the handicaps is virtually impossible (and I would argue one can do away with the "virtually" part). They will launch the spaceship well before you, even if everything is looking great on your end.

Moderately customized games are beatable at Diety, but I have yet to see anyone win a Deity game as standard and random as you are attempting. If you eventually win one, please share the story, as all will be interested.
 
Agreed with the dude above me. The best learning is had on the difficulty that you can beat but struggle doing so.
 
dalessi12 said:
Moderately customized games are beatable at Diety, but I have yet to see anyone win a Deity game as standard and random as you are attempting. If you eventually win one, please share the story, as all will be interested.

I have beaten deity at standard/continents/random a couple of times. I am not sure if huge maps would be harder or easier, but my computer can't handle anything above standard well.

I don't consider civ4 deity to be a properly balanced difficulty level though, and find it more enjoyable to play on Immortal. Mainly because there is too much dumb luck involved at deity. If the computer declares an offensive war on you on deity in the early game, it's pretty much auto-lose. Even if you can hold off the invaders, it sets back your development too much behind the other civs.
 
uberfish said:
I have beaten deity at standard/continents/random a couple of times. I am not sure if huge maps would be harder or easier, but my computer can't handle anything above standard well.

Bigger map is always harder. Deity on a tiny map is almost easy to win.
 
Fame and glory for the player for beats the AI at Deity, standard rules, huge map, all standard settings and no exploits.

I am working my way there from Emperor. Although I can win a fair ammount of games, Deity huge maps prob. will cost me a few years :) Then again I don't have the time to play many games.

I find it is a big difference being able to win A game at Emperor or winning ALL games random at Emperor. I am trying to do that before moving on.
 
Shillen said:
Bigger map is always harder. Deity on a tiny map is almost easy to win.

Tiny maps are indeed easy, but I wouldn't assume that a huge map is necessarily harder than standard. I think the early AI war declarations are less likely when there is more expansion space available, and more AI civs works in the player's favour as the player makes better use of trading.
 
uberfish said:
Tiny maps are indeed easy, but I wouldn't assume that a huge map is necessarily harder than standard. I think the early AI war declarations are less likely when there is more expansion space available, and more AI civs works in the player's favour as the player makes better use of trading.

Bigger maps are more difficult for the reasons small maps are more easy.
1) more problems with barbs, since there are more open spaces, it will take longer before all land is cleared out
2) bigger AI's, which means way more units.
3) maybe one of the important reason: it's incredible hard and tedious to micromanage your gigantic empire, resulting in less optimal play.

Of course there are more reasons one can think of but this what pops in my mind. The (extra) trading might help, but I noticed it isn;t that much better since 7 civs is usualy enough anyway.

One other thing what makes larger maps harder, is the more different kind of competition. You have more chance having spiritual and industrious civs for examples. Not that you should build lots of wonders and find religions, but just to point out it gives you more competion in various areas.
 
dalessi12 said:
I think you will find that playing at Deity repeatedly will help you learn to successfully survive the start-game, but won't help as much on the mid-late game mechanics as would Immortal or Emporer. In other words, successfully surviving the barbs and securing a handful of cities doesn't often get you any closer to winning at Diety even if it let's you play the game for a longer time before losing.

I agree that my mid-game is getting little experience from playing (and losing) at Deity, and I no doubt will take breaks and go to lower levels once in a while. But what I want is to get to the point that I survive the start-game (and eventually mid- and end-game) almost every time at Deity, which will let me start working on mid-game more often.

In Civ III, I was often able to keep up in technology almost entirely through trading, and the AIs seem almost more willing to trade (albeit I've only seen early game situations and situations where I was clearly losing ...) in Civ IV. I am separately working on the Tech Tree DNA (the addition of alternative routes to several techs has made that a real hairball ...) in order to identify any techs that are inordinately cheap given their value. I'll upload the project if I ever finish it ... it's kind of an interesting exercise on its own, for anyone familiar with number theory.

I am playing a game as Catherine the Great (Financial trait and Hunting tech to start) that is still playable, albeit I think I don't have a big enough empire to truly be competitive -- I have four cities, which is when I started seeing my maintenance cost get nutty, and I don't really have a good place to drop a fifth.

My focus on Archery has been heightened by this particular game. Catherine starts with a Scout rather than a Warrior, so I just sent the Scout out exploring (got Agriculture tech, I think, and a fair amount of coin from goody huts) and built a Warrior while researching Fishing (on the sea with lots of clams; it seems to make sense to exploit sea resources ASAP, and being on the sea seems to have a lot of advantages, such as having at least one side that the Barbarians can't rush you from). Sent the Warrior out before the Barbarian onslaught began and got him promoted to Combat I and Cover, just as planned ... but then he got way-layed by a Lion and a couple Panthers on the way home. :( But I got Archery and managed to build an Archer and have him promoted through fighting animals (I'd normally go with City Garrison I and II for an Archer, but since this one was wandering around anyway and I figured I'd need protection for Workers, I made him Combat I and Cover). And the Barbarian onslaught was not a problem at all -- by the time Axemen were coming, I had added the Shock promotion to this same unit, and as the Barbarians predictibly used the Donald Rumsfeld theory of warfare ("Fight with the army you have"), they quickly were reduced to bloodstains at the gates of my cities.

Now, I had mentioned earlier that researching Bronze Working for defense might be a better alternative to Archery, other than the issue of having to luck-out and have access to Copper, but I have decided that it probably isn't. Even if you have Copper, you have to build a mine to get it, and I am thinking that building Worker improvements prior to the Barbarian onslaught is awfully expensive: first, building a Worker at all is very expensive (more on that later); and second, the real cost of a Worker improvement before the Barbarian onslaught is the expense of building the Worker, plus the Worker's time, and on top of that, the cost of defending the improvement from the Barbarians who will summarily pillage it! I think it probably makes sense to build a Worker early in order to boost food production (this is another advantage of a coastal starting city: you can usually boost food a lot without building a Worker and defending its improvements; Barbarian Galleys don't seem to start appearing until around 1000BC), but not for any other reason, and certainly not in order to be able to build decent units for defense when you could get those just by researching Archery instead.

That said, Bronze Working is an incredibly valuable tech, particularly because of Forest clearing, which has been giving me 60 hammers as opposed to the 20 hammers that one of the update notes seems to claim it has been changed to give. That is a monstrous benefit, and I suspect it is part of an optimal strategy in instances where it is available. In my current game, I have a lot of forest, and have even had a couple squares grow new forest. I'd like to know what factors contribute to growing new forest, because that could be extremely useful if you can induce it to happen. Civ III, I think, allowed planting of forests with Engineering (?), but even so it did not give even the relatively extremely modest (10 shields?) production bonus for harvesting planted forests: Forest clearing is huge in Civ IV, and if Firaxis intends to have it be worth only 20 hammers, I wish they'd fix that so that we're all playing with the same rule book. Anyway, Bronze Working is huge ... just not as a beginning defensive research. Not sure if a re-grown forest in Civ IV can be re-harvested, but I haven't seen anything to indicate that it can't. I don't even know if there is a tech that allows planting of forests, which I think is what the Civ III limitation was meant to address.

On building Workers (and Settlers): the change in how city size is limited from producing these (food goes into production rather than into city growth in Civ IV as opposed to city size dropping upon the unit being produced as in prior Civ versions) seems to make optimal the path of growing a city to its Happiness or Health limits as quickly as possible, while building non-food consuming units and builds, and only after that point has been reached to start worrying about Workers and Settlers. In prior versions, you got the benefit of any growth that occurred while building your Workers and Settlers, and only paid your city size penalty when they were completed. In Civ IV, there is no growth while you are building Workers and Settlers, and growth is what you want: I suspect that you will almost always be able to make up whatever you lose by delaying your Workers and Settler builds through the bigger size and higher productivity of your cities (especially your starting city) that you get from delaying the builds. The exception to this is when you can lay down a Farm or a Pasture with a Worker, and thereby give a big boost to your city's growth rate.

Playing Catherine has given me a lot of appreciation for the defensive aspects of the Creative trait. I've been able to avoid money problems so far, so my reasons for wanting the Organized trait have not yet come to the fore, though they may. I've gotten a fair amount of coin from trading techs, and that has allowed me to keep research at 100% and still manage my cash bleeding. It annoys me that the maintenance cost aspect is so under-documented; I really have no way of knowing how bad the monetary costs of dropping another city would be. I have also, notably, made some pretty big blunders in trading tech (mostly forgetting to come back the next turn to trade my newly acquired techs for yet more wisdom; that delay did not exist in prior versions, and it threw my rhythm off) in addition to my complete waste of my first Warrior, but it hasn't completely crippled me. Again, I don't think I'm going to be competitive in this game, and I suspect that if any of my neighbors decided to wipe me out, I wouldn't last long. But I'm surprisingly not on life-support. I seem to be in a backward-ish corner of the world -- there are a lot of messages about things happening "in distant lands" -- so I'm thinking it might be worthwhile to seek out the civilizations that I haven't yet encountered in order to pocket before anyone else the tech advantages. But that would be expensive and uncertain in its result, so I'll probably just take a few cheap stabs at it, like seeing if there are other continents just off of my side of the one I'm on. Still, in spite of all the events "in distant lands," I have managed to have a different religion take root in each of my cities: Judaism, Hinduism, Christianity, and Confucianism (not one of them, in case you were wondering, founded by me). Probably my lazy citizens will argue that they should have four times as many national holidays!
 
The one thing that I can now see as possibly making a Huge-Deity game unwinnable is maintenance cost: if you can never have more than seven cities, say, regardless of your civics and how big the world is and how many cities your opponents have, you could be in a world of hurt on a Huge planet. I am skeptical as to whether Firaxis thought out this change very well: if it were sensible, they probably would have documented it better. It may be that there are factors in determining maintenance cost that do not coherently rationalize with planet size.
 
There's a good thread here in the strategy articles forum that goes some way to explaining city maintenance/upkeep costs. That's possibly worth checking out.

As for chopping giving you 60 hammers, which version of the game are you playing? Definitely by 1.61 chopping had been nerfed so that it was 20/chop before researching maths, 30/chop after researching maths. However the hammers from chopping have any production bonuses that apply added to them before the total is calculated (eg with a forge you'd get 25% extra for each chop; building a wonder with the required resource hooked-up would get you a 100% bonus - this could explain why you're seeing 60/chop maybe?).

Unfortunately there's no way to plant forests in Civ IV. As for forest growing, I don't know what the formula is, but the number of forested tiles adjacent to the empty square seems to be important (more forests -> more chance of a new one appearing). This last part's just based on experience, but I've never seen a forest grow over an improvement (including a road), so encouraging forest growth means leaving squares undeveloped too (however, I have seen jungle grow over a road in Warlords so that seems to be possibile).

As long as it doesn't require too much of an investment to do so, it's generally worth trying to make contact with as many other civs as possible, because there's a slight decrease in tech cost for each civ you have contact with that already knows it.
 
I have played large/9civs and I don't think it's any more difficult than standard. Just more time consuming.

Maintenance costs per city scale per level, they're higher on small maps.

voek said:
Bigger maps are more difficult for the reasons small maps are more easy.

Actually, the reason small maps are easy particularly combined with one of the slower game speeds is because you can get an early military victory without too much effort or even bothering to research much. Once you're at standard size, this is no longer possible.

1) more problems with barbs, since there are more open spaces, it will take longer before all land is cleared out

This is true, but AIs declaring war on you is far worse than barbs, and having more open space for expansion means all players will be in expansion mode for a while.

2) bigger AI's, which means way more units.

But the player will also be larger and have more units.

3) maybe one of the important reason: it's incredible hard and tedious to micromanage your gigantic empire, resulting in less optimal play.

Actually the opposite; with more cities you can specialize them more for maximum efficiency at one thing each, which is something the AI doesn't do well.

The (extra) trading might help, but I noticed it isn;t that much better since 7 civs is usualy enough anyway.

With 10 civs, lightbulb philosophy and you get almost the entire tech tree up to that point and it's more likely that good trading partners like Mansa will be in game. Tech trading is hugely important in deity as it's almost the only way to catch up from your slow start.

One other thing what makes larger maps harder, is the more different kind of competition. You have more chance having spiritual and industrious civs for examples.

You can't build wonders on deity reliably anyway - I don't consider "pick all opponents without Industrious and reload if you don't get pyramids" to be a real strategy.
 
Thanks for the link and the info, patagonia. I am getting 60 hammers; the first thing I did when I noticed that I should be getting only 20 was to check my version, which was 1.61. I guess somehow the update did not get loaded correctly, so I'll see what I can do about that. If clearing forest only gives 20 hammers, I doubt that it's much more than incidental rather than game-changing.
 
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