Deity Level Techniques Discussion

I am playing my first Diety game as the Russians - I have 7 cities on a standardsized map.

I am keeping up in techs through trade and the free tech each age. I found pillaging goodie huts very helpful too.
I now share the tech lead with the French and I am researching railroad.

I cannot keep up in military or wonder production so I guess a domination, culture or spaceship win is not possible. My only option is a diplomatic victory.

The plan is keep my head down, keeping up tech wise through trade, pre-build the UN and have a strong a military as possible to discourage attack.

I also plan on triggering my golden age by using Cossacks to attack a weak civ with no MPP pact.

There is currently a major world war involving every one but me and my neighbours the Americans are down to 4 cities - perhaps I will trigger my GA against them.

From this one game it looks like at diety level a Diplomatic Victory is much easier than any sort of other Victory and that trading techs is key and thus a Diety game on an Archepelogo map would be next to impossible. Can anyone comment?
 
You certainly took the right civ to keep up with the tech pace.

With careful planning and actions any deity game can be won by diplo if you survive till 10BC and don't get very unlucky afterwards.
The most dangerous thing is losing your reputation and sometimes that happens without your fault.

An archipelago map has advantages and disadvantages directly impacting trade.

The disadvantage as you noted is that trade is delayed and you will be probably be the last guy techwise until navigation.

The main advantage is that a landmass will have all the luxuries of one type in the world and after 'navigation' you can sell those luxuries for a lot of money/tech. It might be more difficult but you can catch the AI techwise by constantly trading those luxuries.

On the other hand if you start on an island without luxuries or have to share those luxuries with another AI than you will probably not make it.
 
Scyphax, sharing the tech lead as you enter the industrial era on deity is tough to do... with just seven cities, it's pretty amazing. As a result, I couldn't disagree more that you can't win the space race. Given the AI's lack of focus, if you're pretty close in tech in the modern era, you should be able to build your ship first, no matter their production advantage. Keep in mind that by then all of your cities will have high shield capacity, and at least two very high.

I would do everything possible to maintain the balance of power, so that no one civ pulls way ahead - ideally, they'll keep fighting just as they are now, and shift into less-efficient modes of government.

The ToE is obviously your biggest remaining goal, and you may want to trigger your GA for that... but a second option is to trigger it in the modern age for the ss build.

I think you could definitely win the space race... and would like to learn how you got to where you are now, with seven cities.
 
This is a subject I'm still very much trying to learn on, so I look forward to more input (like more info from Scyphax on how he did that)

Here are some key factors I've found -

1. I usually try to research the first tech, sometimes two, at 100%, then drop down to 1 scientist on techs the AI tends to ignore (Mathematics, Polytheism), ending up the era with 1 scientist on an expensive govt tech. The start of the game is the only time in the next 2000-3000 years where you have tech parity, so by all means research the first tech yourself and hope to trade that for another one. If you go 10% research from the start you may end up getting zero tech trades and instantly falling 1/2 age behind by your third contact, which is horrid. Instead, if you can trade one tech to the east and one to the west and broker, in some games you'll find yourself in parity in the middle of the ancient era

2. Great Library is nice, and in some games pivotal, but it's by no means a universal must have. Plus it's a bear to get! ToE is the one wonder that I've gotten in all games (or was hosed to miss), which usually leads to Hoover (or if getting wailed on, Replaceable Parts) My common wonder list on Deity is usually ToE, Hoover, UN, and if I do well, one Middle Age wonder (Bach's or other)

3. Txurce gives good tips on how to go for GL. I'll expand that by saying: Use your civ's traits to the hilt! For scientific, bend your efforts wholeheartedly to getting to the next era before all of the other civs have done so - being able to broker your free tech to those that don't have it works *great* - it's been called the "Nationalism Slingshot". Even if you have to go into debt of several hundred gpt to buy Theory of Grav and/or techs before it, do so! You'll recoup the money AND get Steam Power or Medicine. If you are the last one to get Nationalism though, you get nothing. If an expansionist traits, goody huts and techs (and maybe a settler) are critical to success. (Combined, this is probably how Russia did so well). If industrious, well you saw what Txurce suggested. If military, do research by 'pointy-stick' to get some techs :P If religious, strong culture will help you out a lot later in the game, but it's not as effective for actually winning on deity compared to other difficulties where 20k or 100k are much more attainable (on deity the AI will launch before then)

4. I'll re-emphacize that you can do well with a very short war, using a local concentration of troops against a weak spot, even if they have overall greater power and tech. In one recent game where I'm playing Koreans as warmongers and using a catapult rush (yes, this is goofy variant stuff) I've won four wars so far against powerful opponents, mostly due to the fact that their reinforcements (which could have **slaughtered** me) were 10 or more turns away, and just as they're about to arrive, I demand peace (as I've taken a city or two) and get a tech or half-tech. With the more apropos Celts, I used early war to get a good half-dozen techs in the ancient era. (Again, stopping the last war when I've killed a few cities but see the knights and muskets start to show up vs my swords and spears). This tactic obviously would fail miserably in multiplayer :lol:

5. Being a whole era behind doesn't mean the game is over. I've had more than one game where I finish research Feudalism while a foe starts building Newton's. Zachriel gives part of the key: honker down, stay at peace, pay tribute, and build up your *economy*. Easier on 1.29 than PtW due to earlier Wall Street, you CAN catch up, buying techs to get 'close' to parity, then researching a tech they igore and brokering it. Then go into deep gpt debt to buy Sci Meth, after having a prebuild going to near completion, and boom, ToE saves the game. This is the "full-era-behind-scrape-to-get-TOE Slingshot". It's not for the feint of heart. :P

6. You don't "need" a large empire, just a highly productive one. Five can do it (but it's a bear), 7 or 8 is doable if you're a very good builder/trader, and a few more plus a forbidden palace, is sufficient on a standard size map. Of course, more is better as long as you don't exceed OCN. If you just have a large empire but the outer half is unproductive and not well defended, you invite being swallowed up by stronger forces. If you have eight well defended cities, have some RoP's and embassies, trade alot, pay tribute, and supply the superpower with lux to keep him happy, you're in good shape.

7. One of the biggest keys to success on deity doesn't get much attention: luxuries. Not for yourself, nay! Trading away excess lux is a constant source of new techs that can easily mean the difference between being hopelessly behind vs staying close enough that Nationalism or ToE or a brokering opportunity bring you to parity. Here's the big tip though: sell your "only lux" (0 extra). Because on deity the AI are typically much larger you can trade a 0 extra for one of his extra AND get a good chunk of cash, with no net change to your happiness. Or suck up some unhappiness and sell your lux anyway, for that tech. If you have a bonus strategic resource, even more cash - but... chances are good the AI missing it may want to come get it for themselves :p

> Scyphax: From this one game it looks like at diety level a
> Diplomatic Victory is much easier than any sort of other Victory
> and that trading techs is key and thus a Diety game on an
> Archepelogo map would be next to impossible. Can anyone comment?

I've found Diplo to be by far the least painful, but mind you that's for games without ancient war, and usually involves a long dead-last period of turtling. Even OCC (one city) games can win with diplo on deity (I used Egypt, iirc). Trading is key, yes, but how well it would work on Archipelago depends so much on the specific map, and as much as one extra sea vs coastal tile. Getting the Lighthouse might be a game-winning move for example. The good thing about pelago is that it's *much* easier to defend yourself.

Space is quite doable, but mainly because the AI totally flounders and breaks down - it can't focus on getting the darn ship built and will research useless techs instead of laser. Soren has indicated this *will* be fixed in an upcoming patch, which will make the end game more interesting on deity.

Questions -
- Globetrotter - assuming you're talking about deity experience and not generalizing a good plan from Emperor, WHEN do you do this? How many cities/units, and what do you tend to face? (Be specific, I get the general gist of it :P )

Charis
 
Txurce

On easier levels I have found a cultural win in the OCC quite easy so I thought I would try the same but with about 6 cities at Deity.

I did select a good site - (river + furs) as I knew deity would be hard.

My stategy was to first create 3 extra scouts on pangea.

Get as many techs from goodie huts as possible and trade as many as possible.

I researched anything not on the way to republic - you only get things from goodie huts that you are not researching.

I had an excellent map which I also traded.

I had 5 luxuries of 3 different types, Saltpetre, Iron and 2 Horses which I trade. Somethimes I will even trade even if I only have one of a resource.

I trade techs and maps on my turn to every civ.

I trade regularly even just a map so that civs don't demand things from me.

The free tech at each age was invaluable without it there is no chance I could keep up.

Sometimes when you go up an age you get a chance to choose something to reseach and then you are given your free tech. When this happens I choose the tech that another civ has or is the quickest to reseach. You are then given one of the other two entry level techs. Then I change the tech I am reseaching to the tech I want to reseach.
I don't know why sometimes I get a choice and sometimes I don't.

On the minus side I have not managed to build even one wonder yet. I have either only one spearmen or one pikemen in each city; plus 2 knights, 1 cossack and 1 rifleman. Vast numbers of AI troops are pouring over my borders clogging my roads (I am in the middle of a vast contient).
 
Originally posted by Charis
This is a subject I'm still very much trying to learn on, so I look forward to more input (like more info from Scyphax on how he did that)

Questions -
- Globetrotter - assuming you're talking about deity experience and not generalizing a good plan from Emperor, WHEN do you do this? How many cities/units, and what do you tend to face? (Be specific, I get the general gist of it :P )

Charis

@Charis :

I am playing on Deity, Huge maps, all Civs, as the Egyptians.
Here’s a little summary of how I started, and what I reached now:

My closest neighbours are the Zulus and the Babylonians.
I established contact with all civs on the continent (11), and started the tech buy/selling issue, in order to try and keep up with the tech race. At least, try to...
In the mean time, I luckily got a settler from a goody hut, and afterwards, built another one.
Then, I forgot about culture and stuff, and started to build Chariots. Soon enough, I was lagging by a couple of techs.

By exchanging maps with my neighbours, I noticed that the Zulus did not have iron but had horses in their territory, and that the Babylonians did not have horses but had iron. Their iron was on a mountain nearby, unconnected, so I figured it would take him a while to get to it.
He had around 15 cities and I had just 4.
I was rushing Chariots, as much as I could, using the whip…

Suddenly, I saw a huge stack of around Babylonian 20 units moving north, towards some mountains. I sent a warrior to accompany them, just for observation.
Meanwhile, I gathered my troops near his closest cities. I counted 9 turns the number of turns needed for these 20 men to turn back and reach the battlefield.
And so, I attacked. He only had spearmen and bowmen in the area. In 7 turns, my Chariots ran through 5 cities. My army got weak, but I sued for peace (he could have easily crushed me, as his units were coming back from their mountain expedition). Mission was a success as I secured the iron (I already had one myself too). So, now, unless Babylon buys iron, their units are even with mine (but I have Horses, which is a +)

And so, I prepared for the Zulu. I expected them to have horses, but then again, no swordsmen, whereas I was now preparing my swordsmen. All Babylonian cities had around 5-6 citizens, which i used to whip and pop units!!! Very important!!!

I declared war, and my swordsmen easily crushed the Zulus impies, as my horsemen/chariots overran his archers before they hit me. Luckily, he did not have enough horsemen, as I believed he had just connected to it.

I grabbed around 6 cities + Hanging Gardens (Zulus were really advanced in tech, but lacked iron), then sued for peace + techs.

Then, I headed again towards Babylon, still with no iron, and put them down to one city, sued for peace + techs. And now, I am almost even in tech, ahead of some of the civs.

Before my operations, I had noticed a strong war involving Persia, China, Greece, Russia, France and Rome. So that’s why i took this opportunity, and probably why no one else was bothered in what I was doing. I do believe the Zulus and the Babs got involved in it at some point.

Now I am one of the biggest nations, with three crippled civs around me (Persia got kicked by the others). I just moved to Middle Ages. I have the space I need, so now I will focus on specific targets.

Bottom of the line: Hit your weakest neighbour before he gets stronger and get his resources. Use his population to increase your army, etc. It's working for me, but i won't generalize it...

In previous games on Deity, i tried to be peaceful in the start, but always found myself way back in tech, etc... Am trying now this strategy, and it seems to work... :)
 
Originally posted by Karl_t_great
Agree with Yndy, I usually play tiny panagea (shortest game in RT..)

I like tiny pangea for the same reason. Most people seem to prefer huge maps, and many don't even mention this fact though it makes a huge difference. :confused: Strategy changes drastically with map format IMHO.

And Karl also writes:
CIV -- funny name -- the more I play the more barbaric my playstyle gets...

Yowch. You can say that again. And to think that many of the features of this game were supposedly designed to keep warmongering levels down...
 
Scyphax:

I like to see that other players also sometimes take chances like having a Swiss Guard defense. The lack of wonders has never been a big factor in my deity games... I even won one without the ToE. Much as Charis suggests, you maximized the hell out of your civ's traits. Never mind the science bonus: lots of scouts on a pangaea map is huge, and researching away from your goal is very clever; the scouts also made it more likely that you would rack up all those resources. I just learned the value of constant map trading from Tao, not only for its attitude benefits, but to be on top of tech discoveries (and research rates). Pulling off what you did with seven cities is still amazing, but now I can understand it.

Charis:

Your analysis pretty much mirrors what I try to do, but it had never occurred to me to traded lone luxuries - that's a great tip. Trading is critical for me particularly in the Middle Ages, and it's worth remembering to safeguard your reputation in the game's first third, when it's so easy for circumstances outside your control to snap a trade route and kill off all gpt deals for the rest of the game. Something else I focus on in the Middle Ages as well as the industrial era is the no-tall-poppy strategy, where you do your diplomatic best to prevent one civ from pulling ahead.

In reply to your archipelago question, I won one game this way with the Aztecs, but domination was the only victory condition turned on. Otherwise, all of my losses have come on island starts. I always play them out - they're very fast! - but haven't been able to do anything about the AI launching circa 1500.

As I said earlier, I haven't played deity in a while, but when I was, my next goal was a domination win. I've had a couple of games where I could have gone for it, but took the cautious and lazy way out, going to space instead.

Globetrotter:

That's a very colorful example of how to win wars (and tech) in the ancient era, but players often don't even need to be as clever as you were regarding troop movements and resources to succeed in this manner. With this approach, you probably would have been able to jump Babylon for a couple of cities anyway, then negotiate a favorable peace, and continue with your ancient-era master plan. For me, it comes down to picking the right civ to jump, building just enough units to jump them, and knowing when to quit.
 
I would advise folks reading through this to take what Charis said to heart, seeing as how he has won a One City Challenge game diplomatically AND a Five City Challenge game by Conquest (!) on Deity. Here's some links to good information on how to play and win successfully on Deity:


RBD15 Succession Game, Deity One City Challenge (1.17f Civ3)
http://forums.civfanatics.com/showthread.php?s=&threadid=18047

Sirian's Epic Four Game, detailing a 750AD diplomatic win (1.21f Civ3)
http://sirian.warpcore.org/civ3/epic4.html

RBE1 Succession Game, how to build your way to Deity Success (1.29f Civ3)
http://forums.civfanatics.com/showthread.php?s=&threadid=28481

RBE2 Succession Game, the ultimate game of sticking it out to the finish (1.29f Civ3)
http://forums.civfanatics.com/showthread.php?s=&threadid=31407

Charis' Celtic Christmas 5CC Conquest game (PTW)
http://forums.civfanatics.com/showthread.php?s=&threadid=40040

RBP2 Succession Game, featuring seemingly suicidal attacks (PTW)
http://forums.civfanatics.com/showthread.php?threadid=39219

Hopefully some of you will find these links useful; there's plenty of good information out there on how to play and win against Deity opponents. Good luck! :)
 
I'm another one who never goes for Great Library at Deity level. The first wonder I usually try for is Bach's or Sun Tzu's. And even then I don't try to build the wonder at deity level, instead I try to get a leader for it. I also try to get Pyramids by conquest when possible, but not by building them.

When playing an expansionist Civ on a large enough map I try to get ahead in tech at the start. But that's a special case. In all other cases I fall rapidly behind in the first two ages and work with that. For my style of play trade is the key. My early focus is to try for contact with all other Civs asap. The main reason is to make old tech cheaper. When you are the last Civ to learn a tech it is much cheaper. A secondary reason is to try to be in a position to trade contacts early in the game.

I seldom research much until near ToE time in a deity game. At the start of the game I usually set tech to zero. (On a map with few Civs and where I expect tech to be slow, I may research one or two of the expensive early techs at 10% and/or one scientist.)

Two points in Ancient Times where trade can be especially profitable: When Writing is known to at least one Civ and not all Civs have contact with each other, you can often broker contacts to get fully caught up in tech. First pay what it takes (in terms of contacts if possible) to get caught up to Writing. Then trade around the table till you've sold everything you have in the same turn. Get all the contacts you can first, then trade the remaining contacts you have for tech - the tech you buy becomes cheaper once you've gained more contacts.

The second crucial point is when someone learns Map Making. I usually trade my maps plus some gold for Map Making, then trade my maps around the table for every other tech up to that point plus maps. (Sometimes you can even finish this crucial turn by selling your final maps which encompass everyone else's back to the Civ you originally paid for Map Making, to recover the money you paid them and come out at an overall profit. Sometimes this turn has a considerable net cost in gold but a small one compared with what you get out of it.)

Aside from those two crucial turns there's not much which is a common element to many of my games. There are many kinds of trade opportunities to watch out for. E.g. suppose that two Civs far away from you are at war. You can sometimes trade one of them an alliance against the other for some tech and/or gold. You can sometimes get a good trade with very little risk of ever actually seeing enemy troops. (Watch out of course for allying against a strong/rich Civ - they might then take an alliance with one of your immediate neighbors. This kind of risk keeps things interesting :) ) Another e.g.: once you've become stronger than some other Civ in the game, you can lean on them a bit for ongoing peace. Renegotiate peace and try to get them to throw in a tech. (Even though they're weaker than you, at Deity they will probably still get well ahead in tech. This is a good thing, gives you a chance to get it at a further reduction in price!) Sometimes you have to add money on your side of this deal but the price is still much cheaper than if you simply bought the tech outright. Trading resources can be very fruitful. I'm fond of trading iron or horses to a Civ which is on the losing end of a war with someone else - it can be good to bolster your weaker rivals to the expense of the stronger ones as well as getting some free tech thrown into the deal.

In almost all trades in the first ages an underlying theme for me is to wait till either:
1) The tech is at its cheapest so that I can get more for less. If I don't have a particular need to learn a tech then I don't trade for it until all of my known rivals have it.
2) I want the tech badly for an immediate reason. There are only a few techs I consider important to have as soon as anyone else. Examples are Chivalry if I'm planning an assault around that time, Scientific Method in almost every game for ToE, and techs required for wonders I'm shooting for.

But for much of the game up to ToE (and even around that time) I find it is not bad to be 10 or more techs behind. It is often possible to fight very effective offensive wars with somewhat outdated units. E.g., I've had great success with Cavalry+Artillery against fortified Infantry. With the right approach it works fine.

I like to use ToE as a "slingshot". As Scientific Method approaches, catch up at whatever cost it takes, build ToE, and slingshot into a tech lead, selling tech thereafter to maintain the lead.

Getting tech from war is a great technique of course! I always try to sqeeze the maximum out of peace deals, throwing in a bit on my side if necessary to get a tech thrown in by my opponent at lower than market price. Sometimes it is useful to deal with someone else to get a "blocking" tech just before finishing a war. E.g. if I think I have an opponent hurt so much that they'll give an expensive tech for peace, then I may buy that tech from someone else at the going rate, then ask my opponent for the next (and more expensive) tech following it for peace.

Another important trading technique is trading of tech. This can be quite useful even when you're behind. Whenever you get a trading opportunity which allows you to pick up a tech which is not known to all your rivals this opens additonal possibilities. (E.g. if you are trading a resource or an alliance and the other Civ values it so highly that you can get a "current" tech, one which isn't known to all rivals. As your rivals spread out a bit, some more advanced than others, whenever an opportunity like this comes along, choose the tech in trade which isn't known to everyone else, then immediately trade that newer tech to some of your more backward rivals for some older tech on another branch of the tree.
 
SirPleb

I buy techs as soon as I can in the Ancient Era even if I don't need it immediately for 2 reasons:

Goodie huts are now slightly more likely to give me a more advanced tech and a tech that I really want.

I am weak compared to the AI
And every trade you do makes that civ more friendly to you.
I find that if I have something the AI wants I must either trade it soon or an AI Civ will demand it latter
 
I do believe as mentioned by SirPleb that trading is extremely important in the game. In the same game i mentioned a couple of posts above, after i claimed techs from Zulus and Babylonians in exchange for peace, it almost got me equal with advanced civs like France, China, Russia & Greece... I focused on Chivalry as these guys did not have it (they had theology, invention and gunpowder), i beat them to the Chivalry tech, and sold it to them, overall extorting around 130 gpt from the French, and getting theology, invention and gunpowder too from selling Chivalry! In this case, i had overall 4 techs to the price of one, and i'm getting almost reimbursed for the first tech. :)
 
Originally posted by Scyphax
Goodie huts are now slightly more likely to give me a more advanced tech and a tech that I really want.

I am weak compared to the AI
And every trade you do makes that civ more friendly to you.
I find that if I have something the AI wants I must either trade it soon or an AI Civ will demand it latter
I play a bit differently: Except when I'm playing an expansionist Civ I seldom open huts in deity games. To me the risk of losing an exploring unit is just too high to be worth it.

I also trade many things as soon as possible to avoid losing the chance due to an AI's demands. In the early game I usually trade maps, contacts, tech, and resources as soon as possible. But I horde money and don't buy tech till I need it. It seems to me that having a lot of money in the treasury does cause AIs to demand some of it more often but I suspect that this also results in them spontaneously declaring war less often. I think that if I have money available then they often start by demanding a bit of it (usually not a lot), but if at that same time I had nothing available they might have simply declared war.
 
Originally posted by SirPleb

I play a bit differently: Except when I'm playing an expansionist Civ I seldom open huts in deity games. To me the risk of losing an exploring unit is just too high to be worth it.


On deity I usually pop huts in forests, on hills and mountains cause the defensive bonus means you usually end up with an elite unit if barbarians pop out. ;)
 
First off, If I play diety I will play panagea on a std map with 4 to 6 civs and no more.

So saying that, I will make my say to lituature and trade tech once I get writing. This is mostly for communications with XXX civ. Sending a single warrior out early to get contacts can earn you techs.

Once I get litature, I will make my way to republic and trade for techs.

In the midevil era, you will fall massively behind but you can prebuild the sistine chaple... which I always try for. The happiness comes in very handy latter on.(ps I will keep only a city with the sistine chaple If I capture a city.)

As I continue down the tech tree, I will go: education -> banking -> econmics. I do this inorder to bring up culature and improve my $$ flow to buy tech. In civ 3, wall street would come with banking but ptw does not have this till latter.

Once I get economics, I will try to build smiths and trade education or banking for techs to get me to newtons. If I get tog, I will use smiths as a prebuild for newtons and start building smiths again. This should come close to bumping me to the industrial era.

In the industrial era, I go steam power -> industrialization(sufferage) -> then beat a path to toe.

Now, at this point, you have a chance to fight a war. Assuming you dont have many luxies, that sistine chaple with railroaded, size 12, low corruption cities can really pump out units. You can pick off a city with luxaries and maybe get a GL or hit your GA. In anycase, you can build a wall of units around your country and prevent other civs from entering your country.

Preparation to war is generally 2 or 3 stacks of inf and 2 or 3 tanks. If you have this, you can join in on a war...

The biggest issue on diety is the tech production. Other civs seem to blast out techs while you dont have a prayer to keep up. If you can keep ALL the civs at war and pick off cities while in demo or rep, you can build a nice empire.
 
I wanted to add my industrial population push. After you get size 12 cites with zero food growth and before hospitals, you can alternate building settlers with military units. This will store population and let you use your granary.

Essentially, you build a settler, food builds to size 12 where you have zero food growth and you build another settler. Bring this settler to your capitol and place it there. Once you get toe built, trade atomic theory for sanitation... rush a hospital and take your settlers to get your capitol to size 20. With this size 20 city, you can build hoover in good time(I will also have a coal plant and factory in my capitol.
 
Originally posted by kb2tvl
I wanted to add my industrial population push. After you get size 12 cites with zero food growth and before hospitals, you can alternate building settlers with military units. This will store population and let you use your granary.

Settlers, not workers? Because your production is >= 30 shields in your size 12 cities?

Anyway, clever idea.
 
Hey guys, sort of new to the CIV lingo, but what does Pre-Build imply?
 
Originally posted by Ayatollah So
Settlers, not workers? Because your production is >= 30 shields in your size 12 cities?
I think he means settlers because they cost 1 gpt for 2 pop points, and woorkers cost 1 gpt per pop point. Shields are normally > 15, so worker=1 turn, settlers = 2 (max).

You would only want to do this if everything is terraformed or you have an amazing abundance of workers.

I have done it myself in OCC games so I can quickly push over size 6 and then size 12 when I get the appropriate buildings.

Originally posted by StrategizedMind
Hey guys, sort of new to the CIV lingo, but what does Pre-Build imply?
A Pre-build is where you set a city to build the Palace, or FP, or anything else, and wait for a wonder to become available.

For example, you may set your second city producing the Palace, then when you research Literature you switch production to the Great Library. It is a good way of snatching wonders as when a tech is known the AI's tend to start building the wonder that has just become available.
 
I meant settlers. =) In cases where you are industrious or have an abundance or workers just before steam power or if you are willing to settle for a bit slower railroading process, you can save some gpt and a settler can be built in one turn by a city with a factory... but does not have a hospital yet.

On diety level in particular, I generally languish in peace and behind in techs. If I rush buildings with cash, I can get some spare build time at the end of the midevil age. I can generally produce 4 settlers before I get to sanitation.

Another thing you can do is produce settlers/workers in a city with a factory and has railroaded floodplains or 2 food bonusus that are irrigated. You can pump out setters/workers and the city will grow back just in time to produce another. The advantage of this is that if you can get under size 6(which requires less food to grow) and are working food bonus tiles... You can grow your total civiliaztion faster than using a granary in a size 12+ city.
 
Back
Top Bottom