Diety on 1.17

mordanin

Chieftain
Joined
Apr 7, 2002
Messages
5
Location
NJ
Sigh, first post so be nice :P

Getting hammered on diety level.. I'm using V1.17, i'm usually pretty fast expanding and getting tech up, but the computer seems to cheat in diety..

My little spearmen are fighting post-gunpowder units and it's ungodly fast on the time scale.

I've settled for 50/50 wins in other levels, but in diety i don't survive in 1.17 they destroy me with insanely high tech and mass flood of units.

I actually got the feeling that a human player that cheated was on my border as the AI stacked TONS of units against me.. then destroyed me..

Does someone mind giving me info about diety levels? Like what the computer is told to do in Diety.. like 50% faster prod and tech?

Whatever it is, they are kicking my butt :(

Mord
 
On deity the AI has a 40% advantage (40% faster growth, buildings and tech are 40% cheaper, etc), and starts with 12 free units (8 offensive, 4 defensive I think) And with how easily the AI trades amongst themselves with v1.17f, it is very difficult to beat the AI on deity. One way that I have seen it done is by Aeson, by using an extremely dense build and being able to demand cities off the AI simply because you have more cities (power ranking). If you look at the thread titled 'Discussion of HOF power plays' in this forum you can get the details of his technique.
 
The AI recieves a 40% production bonus, has shortened anarchy periods between governments, and starts with a large number of free units, including (i think) two workers. In 1.17 Deity has become even harder, since the human player lost his ability to tech broker, and can no longer effectively keep up with the AI tech-wise, or buy alliances.

Deity can't be played like the other difficulty levels. You'll definetly need to use a dense build, or an infinite city sprawl approach.

Space your cities 1-2 squares apart, and have a settler timed to pop out the moment a city reaches size three. A good portion of your power on the histrograph is judged by number of cities, so using this you'll often be able to renegotiate peace treaties with the AI, taking several small cities away from it. Its just like discontinuing a trade deal, contact the AI, go into active and select peace treaty. However you have to check the histograph often, and make sure not to perform this on the top 2 civs, as they'll make you pay for continued peace.

Building your cities close minimizes corruption, and gives a big boost to early game production as your cities can share improved tiles. You sacrifice late game production by counting on destroying the majority of your rivals before then.

My Deity experience in 1.17 is limited, so others may be able to help you out more. :) In theory, the following should work.

I haven't done much pop-rushing in 1.17, but joining workers to your cities prior to pop-rushing should negate the unhappiness effect. Since your cities are spaced so closely together, having 12 mounted warriors appear within 15 tiles of each other (via pop-rushing) on the next turn can be pretty formidable.


The other approach is just to just give the AI whatever they demand for the first two ages, while silently building up a strong industrial age army. Though 1.17 has made this significantly harder too, with the blazing tech pace coupled with the AI's bonuses. This isn't very much fun though, since you're essentially skipping a large portion of the game.

Hope this helped. :)

Edit: Or pretty much what Bamspeedy said. :) Two replies in the time it took to write this. :crazyeye:
 
I have noticed that the main problem on Deity is the AI start units. They begin the game so much stronger than you that they easily cab get really ahead of you. That´s why it´s good to start with an expansionist civ or a civ with 2 move units (like the Atzechs). You need to get contact with all civs as fast as possible.

One way to make Deity a bit more fun (and easy) is to make the AI units start with no additional units. This way they get the production and science boost but not the extremely fast early expansion.
 
Thanks for the replies. Out of 10 diety attempts.. after 1.17 the aI seems to have Modern units very early on. One game in which i used an isolationist map i was completely dumbfounded by the AI. It looked as though each AI civ developed one Tech as the other Civ developed another.. and then traded immediately (which I know 1.17 added). I was in pre-industrial about to move to industrial when they pull up with mech infantry and modern tanks VERY early on the time line... I was completely shocked.

So far the only way i've done fairly well is to play on Mid-sized continent map. Where i have contact with alot of AI almost immediately. I try the City crawl i was spacing 2 apart.. but i'll have to try one space cities to make a mego dense empire.

The problem is that if any AI civ i dont have contact with or an AI civ i negotiated for contact.. they seem to hate me more later.

My poor musket men were being beat up by bombers.. i was completely shocked.

I know v1.17 upped the ai.. but the tech infusion is just insane now.. playing diety i'm trying to survive each turn like turn 1 with raging barbarians chasing your first settler :(

thanks for the replies, i'll have to search for more tips..

mord
 
Originally posted by Hurricane
One way to make Deity a bit more fun (and easy) is to make the AI units start with no additional units. This way they get the production and science boost but not the extremely fast early expansion.

You're right.
I give to AI the same number of starting unit like to me, keep the bonuses as initially and now all seem to be really fun !! :goodjob:
 
Back
Top Bottom