Btw, martin, have you tried warrior rushing a CS? You can probably pull it off with as little as 3 warriors. as opposed to the 5-6 it takes for an eney civ. Obviously you wouldn't want to kill a maritime, but it's a massive quickstart otherwise.
I've tried it to no real effect, but I'm a Deity poser...Btw, martin, have you tried warrior rushing a CS? You can probably pull it off with as little as 3 warriors. as opposed to the 5-6 it takes for an eney civ. Obviously you wouldn't want to kill a maritime, but it's a massive quickstart otherwise.
Are you sure that works? I know I have received techs I'd been researching for several turns before, even one that I was due to finish that turn. Did they change that?
It's been working consistently for me. I suspect that you will get techs you have been researching if the tech tree bottlenecks and you have therefore worked on all available techs.
It appears that the overflow now goes onto a different tech that the computer selects if the agreement gives you a tech that you were researching.
Some people are saying that this is a luck-dependent strategy. I wouldn't say that, but it is an incomplete strategy. A truly developed strategy will tell you how to accomplish a win in any starting position in which you find yourself, with any neighbors that might happen to be near you. For example, I may have missed it, but I haven't seen any discussion of how you play this strategy if you find yourself alone on a continent.
But there's no guaranteed win strategy.
I hadn't thought about rushing a city-state, but the problem is that you can't burn it down. The beauty of taking a non-capital is that you can pump Settlers from there until your Happiness can't take it and then resolve the problem. I've done this strat taking a capital and using it as a permanent Settler pump. It works, but the Happiness hit costs you two cities early on, which is a lot to pay. If you pick up luxuries you don't have in the bargain, it isn't so bad, but a lot of times you either don't get new luxuries or need a lot of techs to utilize them.
good one, but you'll lose the city spot. If you conquer a city and raze it a couple of turns later, you can replace it with a settler of your own.Ah, but you can sell them! Unless you consider selling cities an exploit, you get much more worth from city selling than razing.
AI's on deity have cash. Lots of it. And furthermore, it doesn't have to be worthwhile. You just need to get rid of the city.I think you'll run out of happiness before the AIs have enough cash to make the sale worthwhile.
If this was a fully developed strategy, there would be options specified for the different situations that you find yourself in. The only fully developed strategy that I'm aware of is ICS. It seems that you can use it with success in most any situation that you find yourself in.
Ah, but you can sell them! Unless you consider selling cities an exploit, you get much more worth from city selling than razing.
I'm surprised this is at all viable compared to popping a vital 400+ beaker tech later on.Lately I've been messing around with a straight Writing beeline for an Academy in the opening. (It works best on a tile like Cows that you always want to share early on.) That generates some headaches, because Barbs become a real problem, but it does enable you to collect more techs very early on.
Wait, your strategy for sub-200 Diety spaceship does not involve going for Meritocracy immediately? I missed that.I've also been playing with turn 25 Liberty, which delays Freedom and eliminates Humanism but lets you start on infrastructure many turns earlier.
I'm surprised this is at all viable compared to popping a vital 400+ beaker tech later on.
Wait, your strategy for sub-200 Diety spaceship does not involve going for Meritocracy immediately? I missed that.