[BTS] Deity shadow game

Worth checking number of land tiles on map. How many ai here?
 
In case no city is settled along the coast in the east (to share both corns) then settlement 3N of the capital might be preferable to ensure both corns are shared.

Financial marble is a nice tile.
Perhaps trying to oracle aestethics might be nice here, marble and gold for the wonders.
 
Forgot the Sid pity beaker when calculating the tech timings. :cringe:

Demo on turn 2:

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Turn 6:

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After this one I will increase "turn set" length a bit. Now I want to go south with the warrior and then circle back to the capital to fogbust.
 
Hmm... well the south-west could be a nice peninsula that would be easily fogbusted. But I think my inclanation would be to scout in the east instead. Backtracking to the gold and then taking a leap of faith up on the hill N of the corns.
Rather have a coastal city sharing the corn than sharing the cow, and jungle is yucky.
 
Reading the demographics tea leaves tell me that the 6 AIs share 49 tiles between them, one has 9 and one has 7. The other 4 thus have 49-(9+7) = 33 tiles between them. That could be 9,9,8,7 or 9,8,8,8.
I would say 1-3, most likely 2 AIs who start coastal. Competition for GLH is pretty relaxed.

There is not a single CHA ai in the game. (rival best 83% approval, not 85% approval)
Neither Hammy nor Mansa is in the game. (No 28000 soldier, no 30000 soldier).

3 AIs start with, and 3 AIs start without mining. (26000 with mining, 24000 without mining)

The GNP (could tell stuff about myst leaders) and life expectancy (could tell stuff about EXP leaders) I have never managed to learn.
 
Biggest concern will prolly be barbs, can be no copper in London.
If a coastal city looks tempting, sending warriors into that area first makes a lot of sense.

Agreed. And there is a nice path toward the south for a warrior pair to venture on too, moving into the jungle. The east looks abit more dicey with only hills and flatland.
 
Thanks, Fippy. Then I will go NE with the warrior after doubling back to the capital the way Krikav suggested. The NE coast is a much more likely city site. But I will continue tomorrow morning.

Lack of copper would be bad. That would have been a reason to chose Pacal instead.
 
Defending this w/o metal looks doable imho.
That hill the warrior is standing on is pretty easy to get access too, thanks to visibility from the gold hill.
The capital is on a hill, and only the cow is a important tile improvement to defend, so barbs spawning in the south-west could be defended against in the hilled capital. That leaves pretty much only one vector for barb attacks and thats toward the weak second city that is likely to be on the coastal flatland.
 
Is it possible to grab the desert copper on deity? My warrior in the NE was pushed back by a roaming Barbarian archer.

Spoiler :

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Current micro plan would be second worker t28, settler t29, warriors t30 and 31. Or should I get archery?
 
Grabbing that copper with the intent of defending against barbs with axes would be close to impossible. Too many worker turns required to road&mine it.
The marked spots also locks in the southern corn into the capital forever so I don't really like that.

One option could be to settle a rather quick third city on the copper?
 
That sounds doable. The city would be terrible but better than researching Hunting -> Archery. I will wait for a few more opinions. :mischief:
 
You almost certainly need to get a handful of warriors out though. Copper can give you safety and peace of mind with regards to future archer spawns and spear invasions. But the first pulse will almost certainly need to be handled with warriors.

Fogbusting the southwest and west seems doable given the layout of the land...? 2 warriors there and then 2-3 securing second city and pushing forward to copper after that.
Probably makes sense to chop out warriors and let the boat wait. An ounce of prevention (of barb spawns) is worth a pound of cure.

Edit: Maybe worker before warriors is safe enough, if the second worker chops the two forests around the cow, he can double as a partial spawnbuster there?
 
First city on copper will solve all problems :)
That's needed so barbs are not attacking copper city yet.
I would move the sw warrior there as well now.

You are either in Iso or very far away from AIs, and can play at your own pace.
With a strong leader & tiles, a weaker 2nd city is okay.

Spawnbusting this would be a nightmare, much better having ~2 Axes.
 
2nd on da coppa like a boss?
 
I think such a far away city is more risky. Road is required (9 workerturns which could be 3 warriors with chops) for capital to build axes too, and second city would be in no position to build axes itself. Could easily escalate to problems if archers come from all directions.
Maybe if a worker tags along and chops a first axe and then a second one is 1-poped and ignoring connection.

I prefer a safe warrior network and more chops and a easy second city along the coast though.
 
True, maybe it's too late. Takes 9T to whip one out in 2nd city.

edit: perhaps 2 workers, build the damn road, save overflow+chop in capital to finish an axe immediately when settling. 2 warriors should be enough to hold the city for 2T?

edit2: forgot we are IMP. Timing feels awkward for settling on copper, but maybe it can be worked out somehow.
 
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That would save a turn in travel time for the settler too.
Might be a bit too conservative though...? And would leverage IMP little too.


Oh, and to clarify. I love the idea of getting copper and feeling safe with buff axes.
It's just that I think the timing for that as second city might be off and that a early third city for that purpose feels better.
Doesn't have to be much later, and then it's likely that capital will be much more ready to build an axe, and second city will likely be in a good position to 1pop a second if things are dicey too.
 
Only turn 23, what's the worry :)
Assuming wheel in 7t with another FIN tile, that leaves plenty turns for the road with 2 workers.
They are not attacking before T37+ if there are only 2 cities around.
Just need the immediate copper area free of barbs for settling, or enuf warriors (3) around to defeat one Archer who might be close.

Actually settling on the marker (green hill) would work too, and workers mine while there's no wheel yet. Prolly better cos stronger city.
 
I like the currently marked city spots because it'll guarantee convenient food for working double gold later and also fresh water per city. My plan for obtaining the copper tile would probably be to fold the food production into hammer production.

I.e. Grow to size 5, whip worker to size 3. Use whip overflow towards workboat/warriors, and use 1 chop to the other option. Grow back to size 4 in like 2 turns (while getting the warriors), and whip settler. Double worker roads ahead to the copper, secured by 3 warriors. Settler trails and settles on desired hill. Capital gets to pass 1 corn to new city immediately to get it up and running.
 
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