Deity play in the new patch

I have so far got over 15 deity wins. I got United Nations(my favorite), domination and cultural victory.


In duels it is dead easy too win a deity game. I just attack them straight on with three four special soldiers depending on my race(hoptiles, babylon archers, war chraiots, war elephants etc..) After I capture their one city, they are bound to lose the game.


On maps with many players I do the same. I dont settle a second city and I produce soldiers right away. I start conquering civilizations one by one until i conqured 3-4 of the civilzations. Never doing and dof`s and never attacking any dof partners, I have a quite good time. After I take out 3-4 civilizations I sometimes hit a wall of overdeveloped civilization. If this happens I decide to persue the path for united nations victory. If not I just conquer everyone....



I cannot see why everyone is struggling too much to win thought?
 
On very small maps I can definitely see deity still being easy hence why my opening post was with regards to standard size/standard speed. The difficulty, at least for me, is that all of my pre .275 strategies are being ruined by the outrageous number of friends+RA -> DoWs before the RA comes to term. This is mostly due to the new AI.

Pre .275, winning Deity felt rather easy or at least it was consistently doable. Nowadays, even with a perfect opener, the randomness of DoWs breaking my RAs is putting such a strain on any of my strats that I've opened this thread to try and discuss how players have tweaked their play to avoid those RA breaking to prevent their victory.

I must aknowledge I personally try to avoid UN victories because "it feels too easy" to just ally the missing CSs the turn before the vote. But that's a purely personnal choice and making it to united nations before some pacifist CS wins through culture/science is still a challenge.
 
I agree with you on regards to science. On my gameplay I never hope to be in front on science against AI. I don`t believe that is possible. In one game, there was a civilization whom i completely destroyed but left with a small city. Even that civilization catched me on science in 100 turns.

I don`t go and find the hidden states, in fact it is rather impossible because dominant AI seems to know even civ states that are located on the moon... I instead get them to ally with me, then declare war to others whom might try to buy the states back. When I declare war, they cannot take my precious states but launch huge invasion.

On my last game (epic, standard, earth, greece, deity) my biggest problem was Persia. This AI had 1000+ gold earning per turn and seem to be staying at golden age constantly. We fought big wars but eventually conqured my capital and half of my puppets. I manage to live behind my ally states and build nations back there. It was a huge triumph for my people


I personally believe it is impossible to have a science lead nowadays against deity.
 
See my first victory post-patch was through a science win. I was consistently 1st-3rd on science but it was primarily through having 5 out of the 7 ais consistently into DoFs with me (so I could consistently get 5-6 RAs every 30 turns). I had to go out of my path and attack Ghandi to prevent him from winning cultural before I could get the spaceship out but it turned out to be a great move as even after cutting the pop by half, his cities were all bigger than my capital -_-. In that particular game though I had close to 200 turns of peace. Sure I bribed all of my DoF friends to DoW each other and especially the civs that wouldn't DoF me to keep them busy but even then it was odd to see DoFs being renewed when my whole military strength was that of 2 allied CS unit spawning.

Regardless though prepatch I was able to keep a military-tech lead usually up to rifling+artillery against AIs and by then my empire was wide enough that my beaker output was greater than opponents so I was catching up/bubbling mech as soon as I would get infantry to jump super far ahead and finish the domination. The other day, I had a game where I poped rifling thinking "now I'm good for a slow push at even tech" only to find out one of my neighbors had infantry already...like 18% tech lead on me! mostly due to broken RAs delaying my first and 2nd push enough to not being able to recover.
 
I played a game today with the intent of going down the longswordsmen to rifles path and report here what it was like post patch, but unfortunately it didn't work out that way :undecide: Settings were deity-continents-standard everything-Denmark. I was looking forward to using the ski infantry to good effect. It was a pretty cool game anyway, so I thought I'd share.

There are differences due to the fact that it's a continents game. I really prefer them over pangaea as I feel they are more interesting. At the start of the game you don't know if you're on an island by yourself, or with 1,2,3 or 4 AI neighbors. You have to adjust on the fly to account for this and it brings in the need to get Astronomy and naval units/techs that you don't need as a priority in pangaea.

But it does open up the possibility of a more secure group of RA partners i.e. the ones you meet post-astronomy who live on overseas continents. Your relationship with them is typically much more stable. The catch is you usually don't meet them until post turn-100 and you have to invest resources beyond a scout to do so. So there are positives and negatives.

It turned out the distribution was a straight 4 - 4 split on two large continents, I shared mine with Hiawatha, Gandhi and the Incas. They are good neighbors to have, a real bunch of sweethearts. I got a great start and beserker rushed Hiawatha nice and early. I didn't expect to be able to roll through all 3 civs without upgrading to ski infantry on deity post-patch but that's exactly what happened and is why I thought this game would be relevant to this discussion. My berserker based army was good enough to wipe out 3 AI civs even though I was up against kremlin buffed strength 45 cities when I got to Gandhi. Trebs and beserkers got the job done, I lost 2 or 3 beserker units IIRC and ended up with an army of a GG, 6 beserkers, 3 trebs and a crossbowman.

In the opening I bribed Hiawatha to attack the Inca and signed 3 RA's with my neighbors for Civil Service, Metal Casting and Steel. This is my preferred set up and it freed up the Meritocracy GP for a manufactory on a sheep tile. I had to settle a second city to pick up iron, sometimes when this happens I use the GP to build the Oracle and take the free settler policy but in this game due to mad production I had hammers to spare for a hard-built settler.

This game very nicely demonstrates the 'leave them with an insignificant corner so they can contribute RA's' principle, that I was saying is still strong on continents, nicely. I left Gandhi and the Inca with one city each and got 4 RAs in total from them during the rest of the game. I puppeted their empires but annexed one of the Inca coastal cities so I could rush buy a caravel at astronomy and then met the other continent only to find out that Augustus had run away with the game over there and had taken out two civs (they still existed but were reduced to minnows) already.

I then went on a REX rampage to claim the rest of my continent. I think I probably built something like 12 - 14 settlers in a row in my capital at this stage. At turn 200 my stats were insane. 705:c5science: / 250:c5gold: / 250:c5culture: and when I won the game at turn 238 I was at 1200:c5science:

The thing is that Caesar was almost double my score when we first met and was double my strength in military. We ended up with an equal amount of cities, his 22 to my 21. But with his free reign on happiness he had 5 times my population. Despite this we were neck and neck for the science lead all game.

He finished the Manhattan Project on turn 207 and my scout was in his continent to see the nukes fly against his only remaining neighbor of any strength, Harun-Al Rashid, only 5 turns later. At least 3 were used in quick order and Arabia glowed in the dark.

Needless to say I didn't fancy taking on a monster deity with 40 000 :c5gold: in the bank and a liking for nukes so I felt that diplomatic was my best option (as cheap as some think that is). I could bunker down to defend my continent and win by science in all likelihood but it just takes longer and is less efficient. Diplomatic win on turn 238. It was a pretty awesome game.

I'm going to replay this game from about where I won from and try see how good Denmark's UA is during the late game at penetrating inland for a one-turn capital steal from a surprise naval invasion once Augustus has taken out Arabia's capital.

Here's some shots from the game. There is a good shot of the early rush attack with beserkers against Hiawatha and later the final siege vs Gandhi in Delhi. Notice the single city each left for Inca and India in my continent, boxed in so they cannot expand. Notice also the crazy increase in science between turns 129 and 201.

On a side note, any suggestions about how I should go about stealing Rome from Augustus in a one turn surprise naval invasion, after he has taken out Mecca? That would be the icing on the cake for this game but I wanted to lock up a win before experimenting.
 

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There are differences due to the fact that it's a continents game. I really prefer them over pangaea as I feel they are more interesting. At the start of the game you don't know if you're on an island by yourself, or with 1,2,3 or 4 AI neighbors. You have to adjust on the fly to account for this and it brings in the need to get Astronomy and naval units/techs that you don't need as a priority in pangaea.


On a side note, any suggestions about how I should go about stealing Rome from Augustus in a one turn surprise naval invasion, after he has taken out Mecca? That would be the icing on the cake for this game but I wanted to lock up a win before experimenting.

1. I do prefer continents/fractal/random maps as well generally more than all-land but I have been playing nearly only all-land since patch to try and gauge AI "occasionnal" DoWs which occur way more on all-land maps. Hopefully I will go back to more random/challenging maps shortly.

2. if you have the hammer or gold for it, I would dare sending "small" armies to penetrate on other borders way accross the land from his capital 2-3 turns before launching naval rush. Not sure if you should DoW pre or after faking a threat on the other flank, but that should leave you 1-3 extra turns for the capital rush as he will shift most of his defense to the initial threat. Doesn't have to be a huge threat, just enough to survive a few turns.

As for diplo victory, I generally feel like it's me aknowledging I failed on my total-domination attempt so I try to only go for it when I know Dom isn't possible anymore -_-. Currently completing a domination game as ottomans (wanted to try that janissary rush) and I don't think I can finish this through domination anymore. I'm @turn 225 ish, shongai surrendered 12500g for a 10turn peace that lined up perfectly with a SP so I picked that "minimum CS points set to 20" policy after peacing all of his CS. I could've gone straight to diplo for a win around 245 after that peace w shongai but I wanted to "keep trying" on the dom way. Now I'm facing egypt w nukes and the only tech lead on me and Ghandi's 19 or 20 SPs already earned...don't think I can take both out before either wins. At least I'm very friendly with egypt (my only friend left really) so if I go for diplo I'm 100% sure to win.

Regardless though, I still feel like it's really, really rough to play a total domination on standard/standard. I've seen AIs pick LSs around turns 90-95 lately. I really don't see how you managed to clear 3 AIs with zerkers and trebuchets within at best 20 turns -_- (obv the ottomans janissary rush is much delayed so I didn't really expect a total-dom victory initiating my first rush at rifling but seeing a 1hp unit kill a super weak ancient era unit in one shot and fully heal was much worth it)

It might have been my previous lackluster Deity domination but my first deity game ever I tried a domination game as mongolia and had cleared out 6 of the 7 AIs with LSs (was playing marathon at the time to smoothen the first game) and found it to be so damn easy that I went back to standard/standard challenges. I haven't been able to wipe 3 civs through LS rush since .275 though regardless of my opener and even on good luck games where I don't get DoWed early.

And then maybe I'm just stubborn but I really want to get to the point of somewhat-consistently winning total Dom games without going the cheap diplo way, even if it means winning 50 turns later.
 
Tried to take his capital twice, failed both times. Need nukes earlier than I can get them at this stage and Rome is just far enough inland to be awkward. I think I could do it if I reloaded a bit earlier but I can't be bothered now so I think I'm just gonna start a new game instead and aim for domination only from the beginning.

Not sure if I just got a lucky set of circumstances that enabled be to take out 3 civs with zerkers. Hiawatha and Inca had engaged in early war so that depleted their forces and their city strengths were in the 13 -15 range if I remember correctly. Those two dropped really quickly as I wiped out Hiawatha entirely, only two cities, and then took Inca's capital and let them keep the other city for a peace deal. That didn't take more than 10 - 12 turns approximately. The third war was much tougher and I was adding forces to the army as quickly as I could. Early trebs were big.

I think everyone agrees that diplo victory is way imbalanced right now, it's just too easy compared to the others and isn't satisfying at all, granted.

Curious, when you're attempting a gunpowder rush what turn do you aim to attack on?
 
Well my gunpowder rush wasn't exactly a gunpowder rush, more like a rifling rush. It was my first time doing it and it can definitely be sped up by a lot with better RA timing/gold management to hard buy a few janissaries. The bad part to doing it the way I went is you only have a very small window of at most 30 turns to produce janissary since it becomes obsolete on rifling.

It was last night very late that I went for that but if I recall, I timed my first set of RAs poped on turn 102 and then to complete rifling exactly 30 turns later. Optimally though if I had already had the feel of my beakers output and my capacity to lock key techs, I would've spent much fewer gold on spamming 4 RAs (which lead to gun/metal/chem/fertilizer I was lucky not to get rifling out of it...the DoW extra RA margin could've my whole strat up)

That gave me exactly 30 turns to hardbuild 6 janisssary.

Seeing how it went, I would suspect that it is quite doable to slingshot Guns around turn 85-90 and preemptively signing 2 RAs around turns 75-80 to rush rifling on 105-110. I would only be affraid of running out of gold because leaving such a small window to build Janissaries forces you to purchase a few to have a potent army.

On the other hand, getting such units so early in the game would be so strong you could litterally sell your GPT for gold to every AI(not DoFed/RA parners) a few turns before RA sling and then DoW to catch it back and buy extra units.

1-2 rifle with the jan promotion can defend your capital from a 6 LS + 6 trebuchets rush even if reinforcements come turn after turn and then you only need 3-4 rifles on turn 105-110 to take a civ out.

Hell you could even enjoy the Exp profit to your defending jans from being on DoW with a bunch of AIs :)...I swear their unique promotion is more fun to toy with than Khan's/keshiks or chu's.

If I were to attempt such a tight timeframe window for research and gold, I would most likely go honor -> professional army since anyway on my last game, w my GE settled, I had "hammers to waste" between turns ~70-102. Didn't want to build weaker units than jans to avoid wasting the upgrade costs; didn't have iron to do pults/trebs to retain the 30% city attack promotion through upgrades (which is what I would've done instead of a bunch of not-so-necessary buildings that hurt my GPT availible for prewar gold steal).

On the up side, with professional army, the purchase cost of a jan+upgrade to rifling will probably be barely more than 600g per (jans are cheaper to build/purchase than longswords) which is very competitive with a warrior->rifle upgrade for regular domination rush paths so chances are getting 6-8 jans out by turn 110 is quite doable with a 3 lux initial settle.

Anyway I'm probably way too optimistic about the time and gold window but it's definitely going to be worth the time spent on it. Free full heal on kill and 25% bonus when attacking is absurdely broken.

Ultimately, if it is possible to fit this time and gold window, this could very likely become a "somewhat genereic, strategic-resourceless-deity dom strategy". I don't think it can be as competitive for the turn of victory as strats that allow for earlier first rush but at least you are no longer bound to f iron.
 
Ok forget that hypothetical timeframe. It looked doable from my old game because I was in a grassland area and had a few decent food resources. There is no way I can lock all of the techs for a succesful gunpowder sling shot consistently without very good city growth. Atm I've hit the mountain range on the west side of great plains and instead of being size 9 on turn 90 I was size 6, that's a lot of total beakers I'm missing to set the timing.

On the other hand though, with a 3 or 4 lux start (don't need to be different) which is still very common (esp 3 lux start). The money part looks very doable. Atm I'm thinking a gunpowder 105-110 can be repeated with ease. going to keep looking at the potential of a gunpowder+15 for rifling RA sling. Forcing me to purchase ~4 janissary

Be back with more thoughts later

Yep 160 beakers shy for turn 73 RAs 2-3 extra turns with sightly more growth or 5 extra turns would've done it (in very poor food lands). Projecting roughly 2900g availible by turn 120 even not having used barbs to reset a lux sale and not having sold a lux to an AI that DoWed me shortly after (aka no bonus luck). Had a 3 gem 1 spice riverside start though and I settled one of the gems to help income since such a delayed rush involves relying on a good gold stack to reduce the AIs likeliness for DoWs.

One or two citizen ancient ruin could've fixed most of the beaker issue(or a free tech) for a turn 105 pop with bad growth. My capital had way too many hammers again I got to produce 4 archers and 5 warriors to defend against ghengis "because I had to fill a gap" and didn't want to build bad buildings wasting 2gpt income. Anyway I'm starting another fresh one, going to try and anticipate the growth effect on the timing.
 
re: peace

Gift a luxury resource to closest neighbors.
Open Borders with closest neighbors.
DoF with closest neighbors and their buds.
Don't enter agreements with their enemies.
Concede to reasonable demands of closest neighbors.
Friendly neighbors have proven a wonderful buffer against the other nations.
Also, a bonus ... they rarely build toward me, leaving me room to grow 8)
 
@RD-BH
I don't see how I could keep a decent early game catch up if I blow well over 300g to have a friendship with closest neighbor. It's one thing to be at peace, it's another to have it at such a high cost. I mean if the land has outstanding resources probably wouldn't be such a crushing blow but the first lux is usually what allows me to buy the library to get NC ~8 turns earlier. This account for quite a lot of early beakers and it's a strong element in the "catching to the huge AI bonuses" in early game.



Anyway to go back to my ottoman janissary rush, with a much more food healthy initial area, I pulled out 8 jan->rifles fully upgraded by turn 119. Most of my ennemies have a few LSs and a couple older units. I could probably wave 2 fronts of 4/4 and rampage for a good amount of time. Professional army saved me 720g right there and had I had any access to iron to build early sieges in my wasted turns, it would've been even more.

I might consider signing 3 sets of 2 RAs instead of one of 3 and another one of 2. The other plan would allow me to buy 2 early RAs at 200g instead of 250. Would also only require 4 RA partners instead of 5 (the last set of 2 can be done w the same first 2) and I'm expecting it could allow me to catch rifling at about the same 115-120 turn range but with maybe an extra 5 turns with gunpowder open to save a 500g purchase and just hardbuild an extra jan.
 
With a very awesome food stard (I actually wasted 3 turns travelling to get that start), I slinged gunpowder on turn 106 very easily and slinged rifling on turn 118. I had a LOT of gold and had SPed into professionnal army so I hard built 3 jans and bought 5 of them (@500g ea) between turns 106 and 108. On turn 120, I had 8 upgraded rifles with morale and 2 ground speciality promotions...it was completely broken. I tore through alexanders' 14 cities having 2 sieges going at once (4 rifles per) hardly ever needing to heal since I would use the Upromotion to do that. The other AIs only caught up by turns 170-180. Artillery in rough terrain ( hiawatha) can turn into a major harm to this strategy but had I not broken a DoF to attack alex (forcing me to skip RAs afterwards) this would've been an easy total dom game. The artillery outteched situation made me lose the super units :( but that was a diplomatic/strategic error on my side and not an actual failure of this rush setup.

As odd as it may seem, if I had expected the diplomatic consequences of the broken DoFs, I should have probably DoWed every AI excepted pachacuti (he remained a full friend through it for some reason) to slow their tech progression because they would've been fielding units and also feeding me more promotions and more insta free heals :s
 
Deau, I have been reading your deity tactics extensively. I struggle exactly on the same spot as you do, meaning after a good opening start with 1 city with NC+HE and, slingshotting to steel or gunpowder, I can usually clear one or two opponents. But by the time I reach to 3rd or 4th, they usually have artillery, or ridiculous number of cannons on cities, it almost always stalls the domination win.

My question is, can you possibly play and upload a video of a deity game, be it a loss or win to see your tactics in action. If this is not possible (for technical or any other reason) , it may be a good idea to play and post a game with screenshots on critical turns and your commentary. I think its best to skip the first 100 turns for simplicity or just 3-4 ss to give some background info.

As I said my problem is late game warmongering, against fortified opponents. Past turn 170-200, the game usually becomes unwinnable by domination.

Also I have been thinking on Cover promotion a lot. 2 x cover promotion, may be a strong defensive choice + 3x terrain bonus (Don't know if they can all go together) for those moments when you need to pass through a bottleneck which is bombarded by 4-5 artillery. Is there any use for it in late game?

Thanks a lot for many of your posts.
 
I can usually clear one or two opponents. But by the time I reach to 3rd or 4th, they usually have artillery, or ridiculous number of cannons on cities, it almost always stalls the domination win.


Are you guys researching education, building unis and generating great scientists? Are you taking scholasticism before going for theocracy? Are you using great scientists for rifles and artillery instead of teching non military techs (after education)?

Because really, even post patch, I don`t face this kind of AI tech superiority. But you gotta keep teching military, forget about everything else if necessary. Also, work your super troops. Two or Three pieces of artillery with +1 range will make all the difference against rival artillery, and should keep you going while you tech to bombers (you should if you are facing enemies with a lot of artillery).
 
There is such a huge variation in starting positions/other civs saying that so and so happens is ridiculous. You can have one game where you run through 3 civs like a paper bag but another when a neighboring civ is fielding 15 LS by turn 90 and controls 70% of the CS.
 
Are you guys researching education, building unis and generating great scientists? Are you taking scholasticism before going for theocracy? Are you using great scientists for rifles and artillery instead of teching non military techs (after education)?

I don't prioritize Education particularly highly. My research comes from

1) The NC in the early game. I often detour by one tech from a true Writing beeline, to get some luxuries improved and sold (Mining or Calendar). That let's me buy the library, and NC comes in sometime in the 40's hopefully, though maybe 50's.
2) Scholasticism. I try to get Patronage either 3rd or 4th SP. 3rd means unlocking Medieval fairly quickly -- there's time to fill in some worker techs, but maybe not all of them. Then to either Metal Casting (preferred), Theology (faster if I've got Calendar), or Currency (for the Arabs, mostly). If I'm playing for 3rd, I probably take Liberty and the free settler -- and may need to settle a third or even fourth city to raise the SP cost so I don't hit it too early. Playing for 4th, either Landed Elite or Meritocracy. Once I've got Patronage, I pick up a Cultural CS or hopefully two, and hit Scholasticism ~turn 90, give or take.
3) RAs. I don't usually push for them extremely early, though I may sign one or two to set up Steel. Early cash goes for workers/settlers to grab key spots (I settle 3 or 4 cities, generally), then the first few CSs (you shouldn't need to keep any of your own resources for a while -- sell everything and buy CSs with different luxuries).
Sometime around turn 80 - 100 I'll fill up on RAs, and then have them with everyone at all times for the rest of the game. Even if someone is too broke, it's worth it to gift them gold (better to buy gpt or a resource, of course, but gift if necessary).

As a consequence, my cities' beakers/turn is not a big contributor to my total science for most of the game. The capital is strong enough to build a University right away, and I may build one or two more for GSs. But by and large I don't care much for science buildings.

I generally RA the lower portion of the tree: Steel, Gunpowder, Metallurgy, Rifling, etc, while keeping upper branches blocked. Eventually I have to fill in Education, lock Acoustics, Economics, Mil Sci, etc to unlock Dynamite, which is a key tech. Then Rocketry is a key tech for rocket artillery.

(note, large fractal maps, so a variable number of neighbors. Definitely easier with more trading partners. If only a few, I head for Astronomy ASAP to meet the rest of the world)
 
My pursuit of education might be a consequence of me playing small maps and thus having acess to less research agreements (especially since I'm attacking my neighbours). To me, the first great scientist is essential to bulb rifling.

So, my path might not be optimal, but I would still advise someone who is struggling to keep up in tech to consider early education, at least as one of the possible solutions.
 
My pursuit of education might be a consequence of me playing small maps and thus having acess to less research agreements (especially since I'm attacking my neighbours). To me, the first great scientist is essential to bulb rifling.

So, my path might not be optimal, but I would still advise someone who is struggling to keep up in tech to consider early education, at least as one of the possible solutions.

The bigger the map the more advantage the AI has IMO.
 
On Deity, Education, relatively early, + RAs are fairly important to keep up in techs. Scholasticism can only do so much for you.

Bulbs and free RA techs will keep you in the game a lot longer. At some point, of course, when you go Domination, you'll lose the RA chances, so having a stable of GSs coming will push you that little bit further.
 
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