Deity Time Victory Strategy (Small/Hub/Peace/Ren)
Summary
1. Beyond the Swords (BTS)
1.1 Comments on AI
1.2 Deity AI Advantage
1.3 Goals
1.4 My Niche
1.5 Setting
1.6 Restriction
2. Introduction
2.1 Overall Game Strategy
2.2 Overall Expansion Strategy
2.3 Overall Happiness/Health Strategy
2.4 Building Strategy
2.5 Great Person
2.6 Sushi Co.
2.7 Creative Co., a Horror Weapon without Counterpart
3. Research
4. The Strategy
5. Tactics
5.1 Fast Expansion/Ancient
5.2 Fast Expansion/ Renaissance
5.3. Size-40 Capital
5.4 Great Person Production
5.5. City Management
5.6 Culture Bomb
5.7 Research
5.8 Growing Cities
5.9 Great Merchants
6. Examples
7. Reference
Summary
This is a "always peace" game. This is a game all about research, culture, and expansion, so this is a builder’s game. In particular, corporations are the key to win Deity time victory.
1. Beyond the Swords (BTS)
BTS introduces corporations, which is so powerful that the BTS late game is completely changed.
There are seven corporations. The two most powerful corporations are Sushi Co. and Creative Co. Once you get these two corporations, you win the deity game. The reverse is also true; once you lost these two, winning the Deity Time-game is not likely.
1.1 Comments on AI
Early in the game, Deity AI research is much faster, but for whatever reason, Deity AI seems to pay more attention to world wonders than corporation, which is a fatal mistake.
1.2 Deity AI Advantage
In addition to 1 more settler and several more workers, Deity AI has the following advantages:
· Technologies cost less (40 – 50 % less?).
. Culture creation is 40% - 50% more.
· Building and Units cost less (40 – 50 % less?).
· Happiness costs less (40 – 50 %?).
· Inflation, city, and civic upkeep, upgrade cost less (40 – 50 %?).
· Health costs less (40 – 50 %?).
· Cities grow faster (40 – 50 % less food? (Deity AI takes 7 food growth the first size and it will take you 14)).
As a result, the Deity AI will lead in tech the first two thirds of the game, and you will lead the last one third the game.
1.3 Goals
What are your goals?
That depends on the setting. In this game, we will use a small map, fast speed, & 5 players.
For the Deity game, we expect the game to end with 5000 – 6000 points, which is about 1000 points ahead of the Deity AI. We expect the research to be around 2500/turn; and we expect to research 10 future technologies, which in turn, provide 10 happiness and 10 health points.
For Immortal game, we expect the game to end with 7000 – 9000 points, which is about 3000 - 4000 points ahead of the Immortal AI. We expect the research to be around 4000/turn; and we expect to research 20 future technologies, which in turn, provides 20 happiness and 20 health points.
Deity AI is much harder than Immortal AI.
1.4 My Niche
Well, as many Deity Guides have shown before, some balance has to be found:
(1) Select an era that you can expand rapidly.
Not all eras allow you to expand rapidly. For fast early expansion, two eras stand out: Ancient and Renaissance. Ancient game is 350 turns; Renaissance game starts on turn 132 and ends on turn 350. We will select the Renaissance game.
(2) Select a map that allows you fast expansion and allows you to make sushi (fish, rice, ...).
1.5 Setting
ALWAYS PEACE
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Hub
Leader: Imp/Fin *
Teaming: 3v3
Era: Renaissance
* Civics Consideration.
(1) City Maintenance
For city Maintenance, the civics are Financial and Organized. Because of the corporation consideration, Financial is better.
(2) Great Guys
Philosophical gives +100% great guys generations. This is nice to have, but it can be replaced by pacifism.
(3) Spiritual
Because many civics are required, no anarchy will help. Spiritual Leaders is “nice to have”, but not a “must have”.
Hereditary Rule/ Bureaucracy/ Cast System/ Mercantilism /Pacifism
First change after liberalism
Free Speech/Free religion
Second change Emancipation
Representation/Emancipation/Free Market
(4) Imperialistic
Must have for early grabbing maximun amount of tiles; it it not something "nice to have".
Final selection: Imp/Fin.
1.6 Restriction
Sushi is made of rice and seafood: no rice, no seafood, no sushi.
So, hub is chosen to maximize sushi.
2. Introduction
2.1 Overall Game Strategy
Corporation is the key for Time Victory (and culture victory, and … ). If possible, grab all seven. I have never seen a corporation that I did not like.
Here are the corporation requirements:
(1) Sushi/Medicine/Merchant
(2) Creative/Combustion/Engineer
Along the way, you will have:
Mining/Rail Road/Engineer
The next wave of corporations is:
Aluminum / Rocket / Scientist
Jeweler /Mass media /Artist
The last wave of corporations is:
Cereal / Refrigeration / Merchant
Ethanol / Plastics /Scientist
This determines what you do in the entire game:
(1) Sushi/Medicine/Merchant
Get Sushi/Medicine/Merchant.
(2) Creative/Combustion/Engineer
Get Creative/Combustion/Engineer.
If you have done early expansion right, the game is won at this point.
2.2 Overall Expansion Strategy
There are four phases of expansions. Phase I and Phase III proceed at such a ferocious speed and the research slide can reach 0%.
Phase I. 5 settlers and 7 workers in 20 turns.
Please refer to the last section and see how this is done.
The first three cities are:
Capital, Size 35 – 40 with Global Theater and National Park, is “GPF”. As soon as the city is found, use the cast system to produce artists.
City 2 is a Production city, which is also the headquarters of Mining Co and production-based national wonders.
City 3 is the headquarters of Sushi Co. and Creative Co. With 4G/turn for each of the corporation branch, Wall Street, bank, …, will go here.
The next two settlers, in combination with great two artists, will be used to grab land. After the initial placements city-4 and city-5, we expect to advance another 7 tiles beyond city-4 and city-5: 4 tiles forward in Phase II and 3 tiles forward in Phase IV.
This phase ends with strategically placed cities with culture bomb. Because several cities are very far away, the research slide can hit 0%.
Phase II Expansion
As soon as the science slide recovers to about 60%, Phase II starts.
Culture bomb of the front cities secure the next ring of cities.
Let A be your city and B be a Deity AI’s city.
Phase I looks like this:
A0000000B
000000000
000000000
000000000
Phase II looks like this:
A000A000B
000000000
000000000
000000000
Phase IV looks like this:
A000A000B
000000000
000000000
00000000A
Given enough time, you will flip the city and it will looks like this:
A000A000A
000000000
000000000
00000000A
So in Phase II, you will advance another four tiles on top of Phase I.
Back fills your own internal space; you will have a dozen cities by now. By the end of this phase, there will be no major land left.
At this point, all cities are doing research and research alone.
Phase III. Sushi.
Corporation is a form of expansion. Let us assume your city stops at size 10 and runs out of food. Sushi can provide 6F, which can easily grow the city to size 18 to 20; for example, two 2F-tiles and six 1F-tiles. That is equivalent to adding a whole city, with library, universities, … all built.
So, Phase III once again, proceeds at a ferocious speed; say reducing the science slide from 70% to 30%.
Phase IV. Grabbing Deity AI’s land.
In Phase IV, because of Sushi, some unfavorable places can be used to build cities; however, this phase is all about taking tiles from Deity AI with Creative Co. and Sushi Co. This combo, with the help of Aluminum Co. and Jewler Co., and some unintended great artist, can push Deity AI’s front line by four tiles, even flip a city or two.
Mining Co. conflicts with the combo of four: Creative Co. and Sushi Co. Aluminum Co. and Jewler Co.
2.3 Overall Happiness/Health Strategy
When you have twenty size-20 cities, where does the happiness and health come from?
Future technologies.
After researching 10 future technologies in 20 turns, all health and happiness problems are resolved.
2.4 Building Strategy
(1) Theaters.
All front line cities start with theater.
(2) Research.
Apart from that, the most important buildings are:
Library/Universities/ Observatory / Laboratory
(3) Corporations
Corporations require court in all cities, so build courts in all cities.
(4) Religion/Happiness Fillers
City 2, the production city, is responsible to add a happiness filler (preferably a warrior) in all of the first 7 - 8 cities and add religion to the first 7 – 8 cities for happiness. After that, a second “capital” with Forbidden City will be responsible for the happiness filler and spreading religions.
(5) Emancipation
You cannot run Cast System forever, thanks to Deity AI’s love for Emancipation, so you need buildings for great persons:
Library: 2 scientists
Theater: 2 artists
Market: 2 Merchants
…
(6) Financial
Being financial, in particular, Imp/Fin, banks are special buildings that will yield more. In addition, 5 banks are required for Wall Street.
(7) Happiness/ Health
At this point, as long as your cities are happy, do research; otherwise, keep up with happiness and health.
2.5 Great Person
The first two great guys are great artists.
I cannot tell you how many mistakes I have made here, the great person must be in place when the corporation technology is researched. This requires:
(1) Pay attention to great person production so you do not produce a wrong person;
(2) Keep the great persons; use them for the golden age and money only if they are the wrong great person.
A. The first wave consists of two great artists for culture bomb.
B. The second wave consists of 5 for corporation only:
· Sushi/Medicine/Merchant
· Creative/Combustion/Engineer
· Mining/Rail Road/Engineer
· Aluminum / Rocket / Scientist
· Jeweler /Mass media /Artist
So if you are greedy like me, you will need 5 great persons:
· Sushi/Merchant
· Creative/Engineer
· Mining/Engineer
· Aluminum /Scientist
· Jeweler /Artist
Right after the artist, it is paramount for you to secure a Merchant for Sushi. Thank god you are still in the Cast System, which will be over very soon. You can never have too many Merchants, who will finance corp expansion.
B1. Right after the first Merchant, switch great person production to engineers; two engineers are required for the Creative Co. and Mining Co. Chances are you will have a second Merchant. Do not use it for Golden Age; use it for foreign trade. You do not need an open border agreement to convert Merchant into money. Trade money in the most powerful city of the most powerful AI.
B2. If you already have:
· Sushi/Merchant
· Creative/Engineer
· Mining/Engineer
· Aluminum /Scientist
· Jeweler /Artist
And the next person is not a Merchant; use it for Golden Age.
C. The third wave of great persons consist of nothing but merchants used exclusively for foreign trade; however, because you are no longer running cast system, you have less control of the great person production.
The great scientists are used to build academies in capital, corporation headquarters, and other high science yield cities; the rest can be used for the second golden age.
Note that mining comes first; I will not use Engineers for mining unless I have two Engineers.
2.6 Sushi Co.
The power of the Sushi Co. is that it doubles your civilization in size at about half of the cost, provided you can make “sushi” (rice, fish, …
If it takes you N hammers to create a city of size 10, the Sushi Co will, in a very short period, return you another “size 10 city” at a cost much lower than N hammers.
For example, if you have 10 cities, the effect of the Sushi Co. is to make it 20 cities; however, you have all of the benefits of 10 additional cities but only have a fraction of the maintenance cost and building cost (all buildings are already there). In addition, you double the “number” of cities in a very short period.
Because there is no land at this point, without Sushi Co., you cannot even expand, let alone expand at a ferocious speed and a fractional cost.
2.7 Creative Co., a Horror Weapon without Counterpart
The Creative Co. is an absolute killer; it will first push your opponent back four tiles and flip the city; then you add a city or take the flipped city and it will push your opponent back another 4 tiles, and this continues on and on, until the year 2050.
Nothing, not culture bomb, not other corporation or corporations can stop this; this is a horror weapon without counter.
Summary
1. Beyond the Swords (BTS)
1.1 Comments on AI
1.2 Deity AI Advantage
1.3 Goals
1.4 My Niche
1.5 Setting
1.6 Restriction
2. Introduction
2.1 Overall Game Strategy
2.2 Overall Expansion Strategy
2.3 Overall Happiness/Health Strategy
2.4 Building Strategy
2.5 Great Person
2.6 Sushi Co.
2.7 Creative Co., a Horror Weapon without Counterpart
3. Research
4. The Strategy
5. Tactics
5.1 Fast Expansion/Ancient
5.2 Fast Expansion/ Renaissance
5.3. Size-40 Capital
5.4 Great Person Production
5.5. City Management
5.6 Culture Bomb
5.7 Research
5.8 Growing Cities
5.9 Great Merchants
6. Examples
7. Reference
Summary
This is a "always peace" game. This is a game all about research, culture, and expansion, so this is a builder’s game. In particular, corporations are the key to win Deity time victory.
1. Beyond the Swords (BTS)
BTS introduces corporations, which is so powerful that the BTS late game is completely changed.
There are seven corporations. The two most powerful corporations are Sushi Co. and Creative Co. Once you get these two corporations, you win the deity game. The reverse is also true; once you lost these two, winning the Deity Time-game is not likely.
1.1 Comments on AI
Early in the game, Deity AI research is much faster, but for whatever reason, Deity AI seems to pay more attention to world wonders than corporation, which is a fatal mistake.
1.2 Deity AI Advantage
In addition to 1 more settler and several more workers, Deity AI has the following advantages:
· Technologies cost less (40 – 50 % less?).
. Culture creation is 40% - 50% more.
· Building and Units cost less (40 – 50 % less?).
· Happiness costs less (40 – 50 %?).
· Inflation, city, and civic upkeep, upgrade cost less (40 – 50 %?).
· Health costs less (40 – 50 %?).
· Cities grow faster (40 – 50 % less food? (Deity AI takes 7 food growth the first size and it will take you 14)).
As a result, the Deity AI will lead in tech the first two thirds of the game, and you will lead the last one third the game.
1.3 Goals
What are your goals?
That depends on the setting. In this game, we will use a small map, fast speed, & 5 players.
For the Deity game, we expect the game to end with 5000 – 6000 points, which is about 1000 points ahead of the Deity AI. We expect the research to be around 2500/turn; and we expect to research 10 future technologies, which in turn, provide 10 happiness and 10 health points.
For Immortal game, we expect the game to end with 7000 – 9000 points, which is about 3000 - 4000 points ahead of the Immortal AI. We expect the research to be around 4000/turn; and we expect to research 20 future technologies, which in turn, provides 20 happiness and 20 health points.
Deity AI is much harder than Immortal AI.
1.4 My Niche
Well, as many Deity Guides have shown before, some balance has to be found:
(1) Select an era that you can expand rapidly.
Not all eras allow you to expand rapidly. For fast early expansion, two eras stand out: Ancient and Renaissance. Ancient game is 350 turns; Renaissance game starts on turn 132 and ends on turn 350. We will select the Renaissance game.
(2) Select a map that allows you fast expansion and allows you to make sushi (fish, rice, ...).
1.5 Setting
ALWAYS PEACE
Difficulty: Deity
Speed: Quick
World Size: Small
Map: Hub
Leader: Imp/Fin *
Teaming: 3v3
Era: Renaissance
* Civics Consideration.
(1) City Maintenance
For city Maintenance, the civics are Financial and Organized. Because of the corporation consideration, Financial is better.
(2) Great Guys
Philosophical gives +100% great guys generations. This is nice to have, but it can be replaced by pacifism.
(3) Spiritual
Because many civics are required, no anarchy will help. Spiritual Leaders is “nice to have”, but not a “must have”.
Hereditary Rule/ Bureaucracy/ Cast System/ Mercantilism /Pacifism
First change after liberalism
Free Speech/Free religion
Second change Emancipation
Representation/Emancipation/Free Market
(4) Imperialistic
Must have for early grabbing maximun amount of tiles; it it not something "nice to have".
Final selection: Imp/Fin.
1.6 Restriction
Sushi is made of rice and seafood: no rice, no seafood, no sushi.
So, hub is chosen to maximize sushi.
2. Introduction
2.1 Overall Game Strategy
Corporation is the key for Time Victory (and culture victory, and … ). If possible, grab all seven. I have never seen a corporation that I did not like.
Here are the corporation requirements:
(1) Sushi/Medicine/Merchant
(2) Creative/Combustion/Engineer
Along the way, you will have:
Mining/Rail Road/Engineer
The next wave of corporations is:
Aluminum / Rocket / Scientist
Jeweler /Mass media /Artist
The last wave of corporations is:
Cereal / Refrigeration / Merchant
Ethanol / Plastics /Scientist
This determines what you do in the entire game:
(1) Sushi/Medicine/Merchant
Get Sushi/Medicine/Merchant.
(2) Creative/Combustion/Engineer
Get Creative/Combustion/Engineer.
If you have done early expansion right, the game is won at this point.
2.2 Overall Expansion Strategy
There are four phases of expansions. Phase I and Phase III proceed at such a ferocious speed and the research slide can reach 0%.
Phase I. 5 settlers and 7 workers in 20 turns.
Please refer to the last section and see how this is done.
The first three cities are:
Capital, Size 35 – 40 with Global Theater and National Park, is “GPF”. As soon as the city is found, use the cast system to produce artists.
City 2 is a Production city, which is also the headquarters of Mining Co and production-based national wonders.
City 3 is the headquarters of Sushi Co. and Creative Co. With 4G/turn for each of the corporation branch, Wall Street, bank, …, will go here.
The next two settlers, in combination with great two artists, will be used to grab land. After the initial placements city-4 and city-5, we expect to advance another 7 tiles beyond city-4 and city-5: 4 tiles forward in Phase II and 3 tiles forward in Phase IV.
This phase ends with strategically placed cities with culture bomb. Because several cities are very far away, the research slide can hit 0%.
Phase II Expansion
As soon as the science slide recovers to about 60%, Phase II starts.
Culture bomb of the front cities secure the next ring of cities.
Let A be your city and B be a Deity AI’s city.
Phase I looks like this:
A0000000B
000000000
000000000
000000000
Phase II looks like this:
A000A000B
000000000
000000000
000000000
Phase IV looks like this:
A000A000B
000000000
000000000
00000000A
Given enough time, you will flip the city and it will looks like this:
A000A000A
000000000
000000000
00000000A
So in Phase II, you will advance another four tiles on top of Phase I.
Back fills your own internal space; you will have a dozen cities by now. By the end of this phase, there will be no major land left.
At this point, all cities are doing research and research alone.
Phase III. Sushi.
Corporation is a form of expansion. Let us assume your city stops at size 10 and runs out of food. Sushi can provide 6F, which can easily grow the city to size 18 to 20; for example, two 2F-tiles and six 1F-tiles. That is equivalent to adding a whole city, with library, universities, … all built.
So, Phase III once again, proceeds at a ferocious speed; say reducing the science slide from 70% to 30%.
Phase IV. Grabbing Deity AI’s land.
In Phase IV, because of Sushi, some unfavorable places can be used to build cities; however, this phase is all about taking tiles from Deity AI with Creative Co. and Sushi Co. This combo, with the help of Aluminum Co. and Jewler Co., and some unintended great artist, can push Deity AI’s front line by four tiles, even flip a city or two.
Mining Co. conflicts with the combo of four: Creative Co. and Sushi Co. Aluminum Co. and Jewler Co.
2.3 Overall Happiness/Health Strategy
When you have twenty size-20 cities, where does the happiness and health come from?
Future technologies.
After researching 10 future technologies in 20 turns, all health and happiness problems are resolved.
2.4 Building Strategy
(1) Theaters.
All front line cities start with theater.
(2) Research.
Apart from that, the most important buildings are:
Library/Universities/ Observatory / Laboratory
(3) Corporations
Corporations require court in all cities, so build courts in all cities.
(4) Religion/Happiness Fillers
City 2, the production city, is responsible to add a happiness filler (preferably a warrior) in all of the first 7 - 8 cities and add religion to the first 7 – 8 cities for happiness. After that, a second “capital” with Forbidden City will be responsible for the happiness filler and spreading religions.
(5) Emancipation
You cannot run Cast System forever, thanks to Deity AI’s love for Emancipation, so you need buildings for great persons:
Library: 2 scientists
Theater: 2 artists
Market: 2 Merchants
…
(6) Financial
Being financial, in particular, Imp/Fin, banks are special buildings that will yield more. In addition, 5 banks are required for Wall Street.
(7) Happiness/ Health
At this point, as long as your cities are happy, do research; otherwise, keep up with happiness and health.
2.5 Great Person
The first two great guys are great artists.
I cannot tell you how many mistakes I have made here, the great person must be in place when the corporation technology is researched. This requires:
(1) Pay attention to great person production so you do not produce a wrong person;
(2) Keep the great persons; use them for the golden age and money only if they are the wrong great person.
A. The first wave consists of two great artists for culture bomb.
B. The second wave consists of 5 for corporation only:
· Sushi/Medicine/Merchant
· Creative/Combustion/Engineer
· Mining/Rail Road/Engineer
· Aluminum / Rocket / Scientist
· Jeweler /Mass media /Artist
So if you are greedy like me, you will need 5 great persons:
· Sushi/Merchant
· Creative/Engineer
· Mining/Engineer
· Aluminum /Scientist
· Jeweler /Artist
Right after the artist, it is paramount for you to secure a Merchant for Sushi. Thank god you are still in the Cast System, which will be over very soon. You can never have too many Merchants, who will finance corp expansion.
B1. Right after the first Merchant, switch great person production to engineers; two engineers are required for the Creative Co. and Mining Co. Chances are you will have a second Merchant. Do not use it for Golden Age; use it for foreign trade. You do not need an open border agreement to convert Merchant into money. Trade money in the most powerful city of the most powerful AI.
B2. If you already have:
· Sushi/Merchant
· Creative/Engineer
· Mining/Engineer
· Aluminum /Scientist
· Jeweler /Artist
And the next person is not a Merchant; use it for Golden Age.
C. The third wave of great persons consist of nothing but merchants used exclusively for foreign trade; however, because you are no longer running cast system, you have less control of the great person production.
The great scientists are used to build academies in capital, corporation headquarters, and other high science yield cities; the rest can be used for the second golden age.
Note that mining comes first; I will not use Engineers for mining unless I have two Engineers.
2.6 Sushi Co.
The power of the Sushi Co. is that it doubles your civilization in size at about half of the cost, provided you can make “sushi” (rice, fish, …
If it takes you N hammers to create a city of size 10, the Sushi Co will, in a very short period, return you another “size 10 city” at a cost much lower than N hammers.
For example, if you have 10 cities, the effect of the Sushi Co. is to make it 20 cities; however, you have all of the benefits of 10 additional cities but only have a fraction of the maintenance cost and building cost (all buildings are already there). In addition, you double the “number” of cities in a very short period.
Because there is no land at this point, without Sushi Co., you cannot even expand, let alone expand at a ferocious speed and a fractional cost.
2.7 Creative Co., a Horror Weapon without Counterpart
The Creative Co. is an absolute killer; it will first push your opponent back four tiles and flip the city; then you add a city or take the flipped city and it will push your opponent back another 4 tiles, and this continues on and on, until the year 2050.
Nothing, not culture bomb, not other corporation or corporations can stop this; this is a horror weapon without counter.