Domination on Immortal/Deity - a noob's guide

If you're looking to compete with other players (or even semi-compete), try the Hall of Fame gauntlets, too. There are generally two going, the G-Minor is generally King or below, the G-Major is King or above. Gauntlets have specific settings, but you roll your own maps. (Gauntlets are played with HOF rules, so that means no mods, and a few other restrictions that keep all games within core BNW structure, but there is still plenty of variety.) The HOF is here, and the current gauntlets are stickied.
 
If you're looking to compete with other players (or even semi-compete), try the Hall of Fame gauntlets, too. There are generally two going, the G-Minor is generally King or below, the G-Major is King or above. Gauntlets have specific settings, but you roll your own maps. (Gauntlets are played with HOF rules, so that means no mods, and a few other restrictions that keep all games within core BNW structure, but there is still plenty of variety.) The HOF is here, and the current gauntlets are stickied.

Hall of Fame needs new rules as it is total mess at the moment
 
The Civ 5 HoF? Why do you say that?

It is very hard to filter results to find fastest wins on.

They should implement more universal filtering system that is used in many other web pages as standard filtering is absolutely the best practice in industry. Making own filtering system fails always
 
@consentient Good to see you back here.

Here is a question for you, regarding Tech paths in an Honor opening. Do you think it is a good idea to beeline to get Comp Bows, or would you delay? I find that Archers are very fragile, and I find it very difficult to farm XP with them, unless the terrain for it is really good. If I hang on to the Archers, I usually find I am getting to Machinery with Comp Bows that are not well promoted, so my Crossbows are not as effective, and take a long time to get to Logistics. I don't know if there have been adjustments made to the game since @peddroelm was making his videos, but I've rarely been able to make his Honor-Commerce-Autocracy work.
 
imo there is no clear one way to win domination,and thats the beauty in this game.i always play domination and always go for shrines,having good beliefs can help a lot,also i always start tradition and later deviates to liberty when i start to conquer.i play king/emperor ,shuffle which makes evrry game completly different.
 
@consentient Good to see you back here.

Here is a question for you, regarding Tech paths in an Honor opening. Do you think it is a good idea to beeline to get Comp Bows, or would you delay? I find that Archers are very fragile, and I find it very difficult to farm XP with them, unless the terrain for it is really good. If I hang on to the Archers, I usually find I am getting to Machinery with Comp Bows that are not well promoted, so my Crossbows are not as effective, and take a long time to get to Logistics. I don't know if there have been adjustments made to the game since @peddroelm was making his videos, but I've rarely been able to make his Honor-Commerce-Autocracy work.

Hi, thanks for the welcome.

Assuming Immortal and above, I've come to the conclusion in the last couple of weeks that everything about the strategy for the early game depends on 3 things:

- The first victim
- Whether Liberty or Honor is more viable
- The viability of keeping 1/2 DoFs until the endgame

Starting with the last, it's SO important not to be universally hated from like T60 to the end. I wouldn't know how to calculate how much gold it's worth, but it's at least in the middle 5 figures. Recently I had a game where I kept my last 2 victims sweet until T250-ish, winning with XCOMs cuz the tech pace forced me there.

So if I'm unlucky to get grumpy, non-DoF-offering AIs in the distance, I will delay war. Delaying war means Honor becomes exponentially less viable. I play with Policy Saving so that I don't have to commit, or it makes switching easier. e.g. Last game, I opened Trad, then waited, decided on liberty as there was decent space for 6 city NC spread. Having this option also means you can open Trad and then go full Honor.

Not everyone wants to play with Policy saving, so setting that aside...

The first victim.

Here's a rough, quickly-cobbled-together tier list of what I think are the best victims

1. Warmongers with horsehockey UUs. Assyria, Rome, Huns. These people will spam their Catapult/Spearmen replacements and since they can't attack units, your Archers are safe. You can swarm them and just take your time. Balllistas CAN attack, but they have to set up first, so if you stay 1 tile outside their range, then move in, and shoot them with like 3 archers and 1 melee (at most), they will perish.

2. Warmongers who don't care about their cities. You bribe Genghis to go bully Santa, and while his army is away, you swoop in and take Karakorum in 2 turns because there are no units present and he hasn't reached Cavalry yet. Obviously this depends partially on which policy trees the AI has chosen, more than the precise civ, but it's always worth checking T20ish which choices they've all made. Piety is the most vulnerable, Tradition is the hardest challenge.

3. Peaceful civs when they are outnumbered. Your land is not the only one the AI covets. If you think you can, and have the money, get a dogpile going so that diplo penalties will be minimal. N.B. it's NOT good if they actually DO join in thw ar, because there is a risk they can capture the capitals you're after. There is a whole special strategy for dealing with these cases, but it's a pain in the butt so best avoided.

TLDR: I play Honor less often these days, but occasionally I'll get the sense that the terrain. barb camps, civ I'm playing with, neighbours and trading partners make it scream out for it. There's certainly nothing like it in the endgame in terms of gold, which is fun.

PS> STILL the most important part of any early game should be CS alliances. Not sure from memory how much that's mentioned in my guide, but getting 1/2 Cultural, 1 Military, 1 Maritime and maybe a Mercantile will give you more of an edge than many points of pop growth. science, hammers, or anything else.
 
@consentient Good to see you back here.

Here is a question for you, regarding Tech paths in an Honor opening. Do you think it is a good idea to beeline to get Comp Bows, or would you delay? I find that Archers are very fragile, and I find it very difficult to farm XP with them, unless the terrain for it is really good. If I hang on to the Archers, I usually find I am getting to Machinery with Comp Bows that are not well promoted, so my Crossbows are not as effective, and take a long time to get to Logistics. I don't know if there have been adjustments made to the game since @peddroelm was making his videos, but I've rarely been able to make his Honor-Commerce-Autocracy work.
Hi, I think I can add something to the topic:

When farming with archers (preferably on a no army CS) it's important to have damaged melee unit in the city range. City will always target damaged melee providing you all ranged units are at full hp. You can also have a worker repairing tiles for melee to pillage - bonus points if you have Piramida in line (1 turn repair).
This way you can get 50-60 xp on 4-5 archers before CS deplete its hp. Then it's good time to upgrade and attack your first victim.
Kill his army and farm some more on the capital. Warring without taking any cities doesn't give hard diplomacy penalties so after first 1-2 DoF you can proceed with your warpath.
 
Hi, I think I can add something to the topic:

When farming with archers (preferably on a no army CS) it's important to have damaged melee unit in the city range. City will always target damaged melee providing you all ranged units are at full hp. You can also have a worker repairing tiles for melee to pillage - bonus points if you have Piramida in line (1 turn repair).
This way you can get 50-60 xp on 4-5 archers before CS deplete its hp. Then it's good time to upgrade and attack your first victim.
Kill his army and farm some more on the capital. Warring without taking any cities doesn't give hard diplomacy penalties so after first 1-2 DoF you can proceed with your warpath.
Yes, these techniques are well known, and I have used them often. However, things can go very wrong if the CS pops out a Pikeman -- which usually means you will lose at least one Archer, perhaps more. I often encounter difficulties with terrain, too (hills, forests, etc.) I guess I ought to build more roads for the farming period. Anyway, I've never been very good at it.
 
Farming on CS should take place on turns 30-60 then it's time to upgrade in your forward settled city and farm some more but on an enemy civ. There's very little chance that CS will deploy Pikeman by that time. Your archers should be safe, especially with you spearman taking hits. If CS will deploy anything jus worker bait it and proceed with farming. I hope this helps as XP stacking seems vital for a successful early domination.
 
[Please note this guide is still under construction, so while I value input, it might also be a good idea to wait and see if I add the thing that you think is missing ;) ]

3. So the guide that you are reading now is more of a bringing together of information than a unique strategy in its own right. Very little of what I say here is stuff I’ve learned on my own. One exception is what I have to say about CS alliances, which are IMO the most underrated element of Domination, as I shall later explain.
I wanted to reply to thank you for this guide, and to provide my own limited experience after half a dozen games. Sorry for the length, I wrote notes over a few sessions.

I started with civ 2 when it was first released and also played the first civ board game for many years in my youth. I played civ 3 but civ 4 was my game until last year, although recently I only played one or two games a year.

I just moved to linux and getting civ 4 to run is possible, but a pain, so I thought I would give civ 5 a try on steam. I won all victories on deity in civ 4, and on different maps but got bored of so much micro management and button pressing I started to only play for dominance victories. The aim is to win as soon as possible by conquest. Pangaea map, I don’t have my sea-legs any more. I was winning all my civ domination games, I have over 30 years experience playing civ. So I jumped straight in.

I read this guide and looked at filthy robot’s guides. My first game with Egypt was aborted when I realized I wasn't playing civ 4. But the game is the same, just different flavours, civ 4 was money and corruption limited, civ 5 is happiness and money limited. Civ 4 was micro managing everything, except the army, and civ 5 seems to be micro managing troop formations and movement. The game play is way easier in civ 5 than civ 4.

On prince I played the Huns. My first real game and quite ridiculously I captured Paris after 10 turns after having my warrior upgrade to a ram in the first ruin. They have to be the easiest civ for a domination victory, the ram is way too powerful at such an early age. And is quite the tool throughout the game. I won in 143 turns at 660AD. I took in all of filthy robot’s tutorials, and was applying these mostly. I built a few wonders while my army was away.

Up to King, the Polish were great fun, they are powerful for any victory and I learned a lot having so many policies to play with. I won in 1510 AD after 212 turns. I used the mercenary army to great effect in this game. Only game I have had a lot of money. Easy to get distracted as the Polish, but fun.

By now I realized that filthy’s standard game play wont work for domination. His guides remain excellent, but invert the population and city growth advice to wage war.

Emperor level and China (who else at emperor?). I had a hard time getting started with china, I reset games due to terrible start locations, and my game did not have great a start up. The double shooting crossbow equivalent comes quite late in the game. I won in 1010AD, 161 turns, I managed to conquer the remaining civs with the terracota army, saving a lot of marching time. The generals are useful for grabbing resources, I tended to use most of my generals for happiness resource grabs (usually from a CS) , though if I can I will have one accompany the army. The general’s bonus is not needed, the comp and x-bows are powerful enough in themselves.

By now I realized that my standard comp bow rush was effective but slow. So at Immortal I switched to Epic speed, which is so much better for the domination victory. You need time to move the armies around. I hardly build roads in civ 5, and they were a priority in civ 4. same with barracks, and stables, for warmongers. Civ 5 has taken away the need for military infrastructure by making the archery units more or less immortal and invincible.

English longbows are ridiculous. Game winning. Given they come late they are second behind the hun’s ram for guaranteed domination victory. I won in 223 turns, 745 AD. If you want an epic war game, play the english vs all other war civs, the longbow upgrades would be immense (they are going to be double shot bows by the time they upgrade, or close to). . I defeated a big terracotta army and long swords that the swedes had using longbows. It was not a fair fight.

I see civ 5 is popular as a multi player, it is 2 different games vs AI and vs real players. My strategies wouldn't work vs real players, it is too fragile, I don’t defend captured cities.

I wanted to explore religion so the Celts were the next up. Another Immortal epic speed game. I won in 340AD 196 turns. Religion is important for the domination victory, the pagoda improvement alone is worth the effort, but also the extra resources and gold that a religion offers. This was my first game producing melee units, and it was fun, my Pictish warriors were quickly upgraded while collecting faith and culture. I still did the comp bow rush. I gave the warriors the cover protections for attacking cities.

The next Immortal epic is my current game, with the Germans. I am using barbarian hordes, and it is quite ridiculous. I sent my scout south, and by time they reached the Dutch there was an army in tow, collected from the barb camps. My warrior ruined up to Spearman, 4 archers and a couple of brutes. So I attacked Amsterdam, and realized archers don’t take cities. Good to know. I also explored the map, picking up troops on my travels. I was even gifting units to CS to keep my unit numbers in check, though the penalties for too many troops do not seem as severe as in civ 4.

So, I reloaded an early save and collected my army locally, while setting up a second city. Science rush to upgrade to comp bows (so troops have to be in city boundary?) and take the neighbour’s capital. I have never found a good AI resistance to the first city capture. I wanted to explore the possibility of wiping out the dutch before meeting other civs, but I don’t think it is possible if you wait for comp bows before the rush. The warmonger penalties are severe, though to be fair I think they need to be. Dom victory is possible without any trades from other civs, they will be hostile to you most of the game, and it is better not to rely on them.

In civ 4 I never built settlers, except for strategic purposes mid to late game. I had one city, built an army and sent it out. That's not possible in civ 5, as the city size limits army size. Its not possible to rush with archers, so there is the standard opening: Build 2 cities and 4 to 6 archers, and upgrade them to comp bows and take your third city with the comp bows. You will have a warrior or spearman to accompany them for the city capture. maybe a scout.

so.. after that ramble, here is my strategy for the quickest domination win. I realize this is a small part of what the game offers, but I like the wargame aspect of this scenario.

I like to settle cities on gold producing resources, usually hills. 2 food 2 production and 2 or 3 gold plus happiness (with mining). Dream on, but that is ideal. . the happiness bonus still applies once the tech to use it has been researched. The gold per turn, every turn is important, trade with other civs is almost impossible once you start your conquest.

I usually only settle two cities, the rest I capture.

First Build 2 scouts.

Early religion is essential, if no other option then build a shrine asap. Ruins after turn 20 give faith often and late ruin finds have given big faith points. Late game pagodas are a big help, 4 of those are a free city capture in terms of happiness. Faith bonuses to terrain and other resources are also required.

Then, maybe Archer. Maybe worker, maybe warrior, settler. Usually the scouts finds enough ruins for 1 or 2 pop increase, build the second settler as soon as possible, (city pop 3?) go towards your first victim, halfway would be ideal, but closer to your capital if this is not possible, Keep a unit to escort the settler. The second city needs to be a good location for gold income, luxuries. Buy important land tiles around cities but keep enough for the archer to comb bow upgrade costs.

With 2 cities build 4 to 6 archers. Upgrade to comp bows. 4 is probably enough for the first capital capture. Build as many as possible before machinery. I don’t usually build barracks, but if I do I sell them once the army is built.

By the second or third capital capture you will need some fodder for the city’s defences, scouts, injured units, any soft target the AI will stupidly attack. . Skirmish as needed after a capital capture, for xps for promotions, but otherwise make peace and onto the next capital with the army. Build more comp bows if the war is close to home, increasing the army.. Build horses / chariots if your cities are a long way from the army. 6 archers is enough. You will build more to cover barbs etc as needed. If you can have them easily, and afford them, then the more archers the better.

Keep going. 5 capital cities, one after the other and the game is won. The first 3 will be easy. Then other cities will get in the way, probably around this time crossbows appear and the final 2 capitals are taken.

Raze all captured cities except capitals. Path of least resistance, you only want the capital cities. Occasional exception, perhaps. Even discard good cities.. it is tempting to keep something with unique resources and gold. The problem is that future cities you capture may also have these same resources, and happiness is key to domination. If you have enough happiness for victory then its ok to keep good cities. You can raze them later.

There is no need to defend captured cities, once their capital has gone the civ is docile. Keep a unit for the culture and happiness bonus with military caste, a scout is a cheap option if you have to build one. A unit will be needed to defend vs barbarians. A city is sometimes needed to base comp bows in order to upgrade them to xbows.

Expect to be self sufficient for gold and luxuries, though occasionally you will get lucky with CS or a remote civ. I have sometimes razed big cities that I captured in the early game just to give me the happiness to finish the game. Trade is possible, especially early. Trade with civs furthest away, as much as you can before the crusade begins.

The warmonger penalties are high. I try not to break my word when asked if my troops are going to attack, but this is not always possible. Once you are denounced then future trading with civs is not usually possible.

If you start in the middle of the map, consider building a second army around your start cities to take the last civs, or it is a long march back across the map. If you have the resources consider a second army anyway, to finish the game quicker.

My cities are usually small, running on max production or max gold. I once let a captured city be retaken so I could recapture it to reduce the pop size, reducing unhappiness. From my limited experience negative happiness is no growth in cities, and up towards 10 unhappiness is massive barbarian problems as well. (though these can be a valuable resource).

When crossbows arrive your troops will be upgrading to double attacks or extra range. I don’t lose archers, I keep the same ones through the game. I will sometimes sacrifice one or two a game, but only if I have run out of other cannon fodder for city defences to bombard. AI is terrible at defending cities. Comical even. AI was bad in civ 4 but you still had a stack of doom to contend with.

Once the army is away resist the temptation to build inside your cities. Circuses are needed, I don’t usually have to build colosseums. It is a trade off in civ 5. Population is king. It governs army size, income, production, science/ tech. But pop also brings unhappiness, and happiness is the limiting resource in a domination rush. I think granaries are worth building, and once the army is built if I can have the national college with 2 or 3 cities, I will go for it., even delaying the archery tech route. Once the city numbers increase then libraries and NC are not built, the only important tech is construction. Any building for free, or UB will be built. It is possible to set up one city for troop production. Stables are good sometimes, as are other buildings to take advantage of local resources.

Use generals for land and resource grabs, especially luxuries.

A road between the first 3 cities is all I usually build, once the army is away and I have the workers to do it.

it should be easy enough to reach machinery. That’s all you will need as a minimum. Mathematics is needed for courthouses. If I am rich I will buy a courthouse, but always keep the gps for the comp bow to xbow upgrade. Courthouses cost 4gp per turn ! you pay for the happiness. Optics may be required for troop movement across water, when it is required it is usually a few turns research away. Obviously the basic techs are needed, build as required on your way to machinery, horse riding is usually needed, but not always metalworking (though usually it is researched).

I have not had much luck stealing workers, so I build some and use the liberty tree. I capture what I can, there are usually workers when you capture a capital.

It is unlikely there is a need to capture a CS, except to liberate it when they become a super useful source of happiness and other goodies. The game provides CS allies, so work around them and keep them sweet if you can, but paying them is usually not an option. I often steal resources from them with my generals.

The best warmonger wonder is probably notre dame. 10 happiness is a fee city capture. I have built the oracle and the statue of Zeus in a couple of games, while waging war.

Any chance to improve happiness has to be considered. An early captured wonder will give you a great person or two if the game goes that long. An GE to buy Notre Dame is a good strategy. There are wonders to be had as AI probably takes the top part of the tech tree, to education and beyond.. dominance victories need the bottom part of the tech tree. Games are won before or just into the Industrial era.

Policy wise, there is no place for Tradition, we are not building cities, we are building an army. Open Honor for the quick culture points and 2 or 3 early policies. Some city expansion and growth is needed, so its an option between Military Caste (better option if possible) or opening liberty, and maybe even taking the right side path down liberty. If possible, I think a full honor opening is the best strategy, but in most games I open liberty for the city culture points. Killing barbarians is a good source of culture and xps and gps. And with the celts, also faith.

I quite like civ 5. its fun, easy to play, maybe the easiest for the domination victory. I dont know civ 6 and have no interest just now. The game can become a bit tedious trekking the army across the continent but my game is specifically set up for a domination rush, maybe I will go the other way for a change and see what is in the Industrial era and beyond. Play sim city with babylon until I build spaceships.. But I doubt it, I like the flavour up to industrial from my wargaming days, and we really should be building a utopian planet rather than running off-world.

Anyway, that's my 2gp worth. Thanks again for your time in putting this guide together.

P.S. The comp bow to xbow rush works with any civ. The best warmongers (aside Huns and England) will be those that produce happiness easily, or gold and faith which can be converted to happiness. In civ 4 the Persians with financial Darius are the easiest way to dominance victory, the Persians with warmonger Cyrus are the most fun, until you became bankrupt. It will be the same theme in civ 5, I would guess.
 
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As a noob guide. Good advice is to realise you play against the AI in chieftain mode, at whatever level of difficulty. With increased difficulty the AI has more cheats and a much better start up, which is ideal, they are building the cities you will capture. The AI doesnt perform better at higher levels, so do not be intimidated by difficulty level.
I see a lot of folk building 3 and 4 cities before their domination rush, this is a really hard start for domination.. 2 cities is enough to start, capture the third. At the end of the game you have your 2 cities and the rest are captured capitals.
If you build more than 2 cities then there are 2 big problems: late game happiness, and advanced starts for an already advanced AI. Hit them early and hard, and dont stop. NO pause.
Ironically the game is often easier at higher difficulties, the barb camps (for eg) have bowmen instead of warriors, easier to capture.
In my latest game I messed up religion completely, but am still going to win. The Iroquois capital is 7 tiles behind the great wall with a fair sized army, but they are the last to fall. (I hope ;) )
 
I realise this is a 7 year old thread, but hey, there could be a few latecomers such as myself. I wish to revise my advice re Huns. On deity I took 2 capitals with a ruin promoted ram.. but only due to terrible AI defending. I sent a ram with 2 units as fodder and while those units were being destroyed i captured the city. But with 3 capitals I had no troops, which is an open invite to be attacked. I managed to hold off 7 swordsmen, 3 comp bows and a horse with the help of a river and 3 comp bows. You would need to get lucky with the opponents, or lucky in the order that you take them out (warmongers first).
The other problem is that the Huns's horse archers are too useful not to build, but they don't upgrade well (archery unit to melee unit effectively make the promotions useless). Lack of early good melee units is also a problem, the ram can only attack cities.
The Huns go too far away from the comp bow to xbow strategy which works so well. I ended up at war with the 2 remaining civs (both warmongers!) and 3 CSs. I didnt fancy all those mouse clicks, so I abandoned the effort. Some capitals are hidden behind mountain ranges surrounded by jungles, with a choke point to get through. The map is often the hardest part of the conquest.
So Huns on a tiny diety map would be an easy win.
I wish to upgrade the Germans to one of the best domination civs in my still limited experience of civ 5.
My civ 4 strategy does work in civ 5. Go early, go hard, don't stop.
Lots of useful advice in this thread before mine, thanks to all who contributed tips and strategies.
In my 2 deity games so far I have only found one ruin.. perhaps this is coincidence or the game mechanics? Many ruins make for an easier and more advanced start. I realise now how much I was relying on them for a good start position.
Next up? Maybe the Russian production bonus, or a deity game with Germany. My Immortal game with the Germans was won in 187 turns on epic speed (205 AD). I would have won 20 turns sooner, had the map been easier to move through. Big armies don't like choke points.
The small map size is seemingly getting bigger and bigger too, its a long way to march an army to 5 other capitals. I might explore tiny maps.
 
Looking through the civ list now I have an idea how to rush a domination victory, I see 3 more stand-outs to fit this game play (build 2 cities, capture the third):
Zulus, for the promotions (fun), low unit costs and the limited Ikanda (not many melee units are built). Impi come too late.
Songhai, for the gold! Play with raging barbarians and that should be zero financial worries. Amphibious promotion will be useful sometimes.
and... the Assyrians! A free tech from conquered cities is awesome. The Siege tower is awesome for this strategy. Royal Library comes too late to be useful (writing slots).
England is still an almost guaranteed victory once longbows appear.
 
The strategy outlined above works at Deity, but it is a step up from Immortal. The extra settler for AI probably means the first city capture is not a capital, and a bigger initial army (6 comp bows) is needed, unless you have a military weak Ai nearest neighbour.
I would have won my deity game with the Huns but it was too much time (in real life) and i didnt want to be building past crossbows. I had one remaining warmonger civ in a ridiculously well defended spot.
I switched to a tiny map with Germany, which is an easy win. Raging barbarians is a free army. I was gifting units to CS. I started next to a warmonger and had a big war, using Honor to double xp. The remaining civs were an easy capture. I was too late to found a religion. I didnt build the NC, but the path to xbows is easy. There is a science increase with each captured capital. For most of the game I had no money to buy tiles.
With raging barbarians comes an easy tactic to develop a couple of game-long alliances with CS. A barb camp mission is easy way to become friends, plus extra points for units killed. The real bonus is releasing captured workers. I let the barbs recapture the worker and release it again. I have easily had over 150 influence by leaving a unit to catch the next spawning barb camp.
This strategy would make an excellent start for any deity win, having 3 or 4 capital cities is a great platform, usually civs have unique luxuries. After the initial military rush just switch.. if you were into such things, though having started with Honor would then be a handicap to city growth. My cities are usually 5-7 size and I am capturing capitals 2 or 3 times bigger.
I imagine it is quicker in real life to play for a science victory? The domination rush gives an early game time finish, before Industrial, but it comes at the cost of a lot of mouse clicks moving individual units every turn, and the workers can't be automated. Stacking units made domination much quicker, in terms of mouse clicks.
The AI sucks and my strategy is a way of taking advantage of that. And this is still new to me, this is a newbie guide. Winning easily gives good experience of game mechanics and flavours. When it becomes tedious defeating terrible AI defending, i think civ 5 might offer several other interesting paths to victory, and the live multi player would be a completely different challenge. In civ 4 it was (for me anyway) the usual suspects when choosing a civ to take to war. In civ 5 any civ can win with a comp bow - xbow rush and the different civs offer different additional options to augment the basic archery unit rush. I still quite like it!
 
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The strategy outlined above works at Deity, but it is a step up from Immortal. The extra settler for AI probably means the first city capture is not a capital, and a bigger initial army (6 comp bows) is needed, unless you have a military weak Ai nearest neighbour.
I would have won my deity game with the Huns but it was too much time (in real life) and i didnt want to be building past crossbows. I had one remaining warmonger civ in a ridiculously well defended spot.
I switched to a tiny map with Germany, which is an easy win. Raging barbarians is a free army. I was gifting units to CS. I started next to a warmonger and had a big war, using Honor to double xp. The remaining civs were an easy capture. I was too late to found a religion. I didnt build the NC, but the path to xbows is easy. There is a science increase with each captured capital. For most of the game I had no money to buy tiles.
With raging barbarians comes an easy tactic to develop a couple of game-long alliances with CS. A barb camp mission is easy way to become friends, plus extra points for units killed. The real bonus is releasing captured workers. I let the barbs recapture the worker and release it again. I have easily had over 150 influence by leaving a unit to catch the next spawning barb camp.
This strategy would make an excellent start for any deity win, having 3 or 4 capital cities is a great platform, usually civs have unique luxuries. After the initial military rush just switch.. if you were into such things, though having started with Honor would then be a handicap to city growth. My cities are usually 5-7 size and I am capturing capitals 2 or 3 times bigger.
I imagine it is quicker in real life to play for a science victory? The domination rush gives an early game time finish, before Industrial, but it comes at the cost of a lot of mouse clicks moving individual units every turn, and the workers can't be automated. Stacking units made domination much quicker, in terms of mouse clicks.
The AI sucks and my strategy is a way of taking advantage of that. And this is still new to me, this is a newbie guide. Winning easily gives good experience of game mechanics and flavours. When it becomes tedious defeating terrible AI defending, i think civ 5 might offer several other interesting paths to victory, and the live multi player would be a completely different challenge. In civ 4 it was (for me anyway) the usual suspects when choosing a civ to take to war. In civ 5 any civ can win with a comp bow - xbow rush and the different civs offer different additional options to augment the basic archery unit rush. I still quite like it!
If you think deity domination is easy, try huge map, you will found everything different
 
Hi cocls, I agree with you entirely! I understand the challenge with larger maps, and I have neither the the time or the inclination for so many many mouse clicks. I really do not have the time for much civ these days, but I like to escape a while. I find the small maps take too much time so I think I will stick with tiny maps for now, maybe the odd game on a small map. If i spend too many days (weeks :cry:) playing a game I lose the flow of the game and lose interest. I realise this is a small part of civ 5 and I am stacking the odds in my favour with a tiny map. It's finding the balance between playability / time / enjoyment whilst maintaining a decent challenge. The quick games give more time to explore the different civs as well.
 
Copy and pasting some answers I gave in another recent thread:

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1. Annex vs Puppet = Leave as Puppet indefinitely unless they start wasting hammers on a TRULY useless wonder (like a Hotel). Puppets are way better for DomV than Annexed cities
2. Spaces between cities = Unavoidable. Depending on the length of the gap, the correct solution varies. Usually best way is Open Borders nad roads. Once the AI settles in that space, they will be saddled with the maintenance cost on the roads and you can still move through and heal for a measly 2 GPT
3. Guilds. I usually build Writers Guild after Universities and the first major army(s) have left the home base on their sweep, if reinforcements are not badly needed. I don't usually bother with Artist Guild. You will be capturing lots of Wonders that give points towards GA anyway. (EDIT: Also, GAs are not really that important, since you will prioritise the middle of the tech tree, and hit Banking and Economics very early), and the main use for GAs is extra GPT. GWs however are crucial to get the Commerce finisher ASAP since it is clearly the most OP policy in the whole game)
4. Workshops. For Liberty, research Metal Casting before Education, and build the workshops precisely 1 place ahead of the universities in the queue. For Tradition and Honor, I buy Universities if possible, and Workshops are not a high priority. Barracks are much more important.
5. World Fair = Put all of your cities in Production mode, even to the point where they are in Starvation (provided more than 10 turns to lose a pop) and then look at the rankings. If you are not #1 for hammers, put only 350 hammers into WF for the social policy and then switch back to units or Wealth. If you ARE #1, then just blast it out as fast as possible. 2 turns is my record for completing whole thing, but 5 is typical. If you are not able to do it quickly by yourself, once you have hit 1200 (or 1500 if you suspect there is an actual rival, someone like Darius that actually bothers) then just switch production back to whatever you were doing. The AI will finish it eventually. And if they don't, don't worry about it. WF is not the biggest deal. In around half my games, I propose it as an idea, then use my CS votes to vote against my own proposal, and repeat that infinitely for an insane diplo boost


6. Order of attack and avoiding dogpiling. This is basically determined by Diplomacy. Let me use a visual aid.

View attachment 699331

Quick summary of what you should aim for in the zones

Near = your first victim will obviously be here. Ideally both of them will be your #1 or #2 target AND you will have the military edge, but sometimes you may have to befriend one of them in order to keep them off your back. If Alex/Shaka/Genghis etc ask you T20 to go to war with them against someone in another zone, it's usually a good idea to accept. Otherwise, bribes may be necessary. Ideal situation is you get your next victim to DoW everybody, denounce and DoW them in the same turn so you don't have to pay them for very long at all. Believe it or not, they will actually sometimes march their enemy towards the bribe targets as a priority, leaving their rear exposed (oo ar!)

Middle = safe to DoF them until Midgame, but then you will need to make choices about which ones you want to keep friendly and which ones you want to victimise.

Far = Keep DoF until the very endgame, and then giggle as you DoW them mercilessly after 200 turns of friendship.
 
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