Guide to Spaceship Victory (SSV)

Duckweed

Deity
Joined
Feb 3, 2009
Messages
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SSV covers the most thorough skills of CIV 4, including peaceful expansion, warring, and big empire development skills. This guide is for players who want to achieve the fastest spaceship victory. It aims to take advantage of all available resources in the game. The effort needed to play the game is not light.

As different settings might affect the strategies. Therefore, it's not surprising that you could find better ways here and there in your experience. To sum up, I will be talking about default setting (non-isolated or semi-isolated, standard size map, Normal/Epic) as that's most players are doing, and it's more feasible for the difficulty level from Monarch to Immortal. If you have interest in more specific examples, I played BOTM29 (Immortal 1650AD), SGOTM12 (Plastics Ducks, Emperor 1755AD), and BOTM37 (Monarch 1605AD) for SSV.

The most important factor for SSV is the beaker output or commerce, which can only come from citizens and trade routes. Therefore the core idea of the strategies is to found an empire as big as possible.

Part I Opening -- Setup your empire peacefully

The goal in this stage is to grab all available good sites nearby peacefully as fast as possible and still able to learn Education and hence build Oxford University (OU) in time. This is usually achievable ~500AD. In general, it's easier to research Edu ~1AD and your cities are not big enough to whip the universities. This is common since founding cities has higher priority and usually you also want Forge before University. The solution is putting your science slider to 0% till you complete OU.

1. REXing

Land is power, this applies to every difficulty level, including deity, although in higher levels, the barbarians, AIs, and maintenance are going to pose more challenge to do so. All cities will contribute to your empire positively when they are mature, but this takes time and generally they are eating your commerce before mature although they add production. However, there are exceptions where you want to grab the sites as soon as possible:

Great LightHouse (GLH) -- If you can spot 5+ coastal sites and see a reasonable chance of grabbing it. Don't hesitate, try all your effort for it. Depending on the available foreign trade routes and islands (hence intercontinental domestic trade routes), GLH lets your coastal cities up to 10 become profitable from beginning on commerce.

2nd and 3rd city -- If you settle your 2nd city close and connected to your capital, it could be a gain in commercial (2 C from trade route and 1C from city center at least plus the possible yield from 1st citizen) even in deity. So do have a plan to settle your 2nd city as soon as possible when safe, this usually won't be a problem in immortal and below.

Sites with early commercial resources (Gold/Gem/Silver/Fur) especially in the 1st ring -- City with those resources will start to add income to empire after it grow to size 2~3 in 5~10 turns (depend on available food resources). Another important benefit of early commercial resources is that they each provide an extra happiness, which is quite important before you have Monarchy or Pyramids (mids).

After you learn Currency and CoL, except the threat of coming war, there's nothing else to stop you from expansion.

There has been long-time debating of farm vs cottage, I don't want to involve too much into this issue. From my experience, you usually want to cottage your capital for OU and better to farm most of your other cities for faster expansion, faster infrastructures, and faster war preparation through the whipping.

Another thing that deserves of mentioning is that the number of workers needed, I rarely use more than 1 worker per city in any stage. In some types of maps, especially when in the case of getting GLH, I can live with merely 2 workers until up to 8~10 cities. You only need your workers to improve up to 3 tiles in most cases since you would want to whip at size 4 for granary, LH, and finally 2 pop whip of a worker!

Of course, there are also exceptions that you want to go for an early rush when there are warmongers nearby and some cities are just close and too great to be skipped. The goal is the same, you want a solid big empire with OU as early as possible.

2. Wonders


Most wonders are beneficial commercial wise to support the REXing without sinking your economy too much. On the other hand, they slow down the REXing pace. The timing and balance between REXing and wonder building is highly skillful. The basic idea is try to grab the critical wonders as fast and hence as safe as possible, and as slow and also as safe as possible to enable reasonable REXing. One of my criteria of measuring the value of a wonder is the hammer commerce/beaker ratio. For example, if you take CoL as free tech from Oracle (Normal Speed, Emperor level, without Marble), then the value of the Oracle is 546/1.2/150 = 3 beakers/hammer in the 1st glance. With a deeper thought, there are much more, the possible free border pop and happiness from religion, and the possible techs from trade, the actual value of Oracle will be easily more than 10 beakers/hammer. If you want to have a better idea of converting hammer to commerce/beaker, think about building wealth/research, that 1:1 ratio. Here's a list of wonders which are worthy in certain situation.

GLH -- The most powerful wonder in certain map as mentioned above. The only thing you want to produce is settler afterward.

The Colossus -- Another powerful wonder and very very powerful with financial leaders. It definitely worth of delaying Astronomy as late as possible.

Oracle -- The most steadily beneficial wonder in all kinds of map. Depending on the leader trait and in game situation, the choice could be Code of Law (CoL), Metal Casting (MC), Currency, and even Civil Service(CS).

The Great Library (TGL) -- With Marble, it's a great wonder. I'd usually build it in capital and immediately build National Epic. They together will generate 18 (Great people point) GPP per turn. In most of the games I have played, this is how I setup my initial GP farm.

Mids -- Without Stone, I won't consider it. Even with stone, it's a mediocre wonder. The most important reason is that mids is too expensive. Even with stone, 250 hammers are huge investment early on. Another reason is that Hereditary Rule (HR) is also a very good civic, especially when you want to whip heavily, and in most cases, you do.

Temple of Artemis (ToA) -- With marble, this wonder is quite powerful if you have a strong productive capital to build it early enough, with NE, it could contribute ~1000 GPs before it is obsolete.

MoM -- You definitely need it, but it's better to let AI build it for you. Since most or all of your GAs will be launched in late stage of your game, you should be able to capture it in time.

3. Great persons (GP)

You want 1 GS for academy in your capital. Other than that, any other type of GP is good, you can either settle it (GPriest, GM, GS, GE), or bulb it ( 1 GS for Edu, or more if you are pressed by other AIs for liberalism race), or save it for Corporation (GE) and GAs ( GArtist). Since you will be able to run at least 4~6 GAs (1 from Taj, not count event triggering GAs), so even GArtists have their non-negligible usage. In conclusion, capital with wonders is the only GP farm in this stage and before Biology and food corporation.

4. Civic

Hereditary Rule(HR) + Bureaucracy + Slavery + Organized Religion (OR) combo is the most common choice in this stage.

Representation is not very beneficial in early stage since most of your cities will be busy in pumping settlers/workers and whipping infrastructures like granaries, light houses, libraries, and etc. So there's really little room for running specialists to take the advantage of Representation, this is one of the reason why I said that mids are mediocre wonder even with stone. HR and slavery combo is so powerful for you to whip crazy for fastest REXing.

5. Diplomacy

Unless your neighbor's capital is so close and juicy, generally you want to maintein peace with AIs for peaceful expansion. There are ways of pleasing AIs like sharing religion and favorite civic, trading techs, open borders, providing resources, and etc. One of the trick that deserved mentioning is gifting a junk city -- this is the earliest available way (before Alphabet) to bump your neighbor to be pleased to you, sometime it's easier and cheaper than defending.

6. Tech Path


As I said in the beginning, learning Education and building Oxford University is the ultimate goal in this stage. The tech path to Edu is affected by difficulty level, the result from Oracle, and AI's choice of techs. Generally the 1st classical era/big tech (trade bait) would be one of Aes, CoL, and Math. Then you either beeline to CS->Paper->Edu or make a detour to Literature(if you have Marble)->Music 1st. Depending on AIs' behavior, you might want to research Currency as soon as you learn Math/Alpha.

Part II

1. Expansion with war

You should have a reasonable well-developed empire now and your research ability is great (with OU and the cash saved after Edu). Now it's time to acquire your desired military tech, usually I'd use cannons for war since this path is on route to AL. In the same time, you want to beeline to liberalism and take something big. Ideally it's Assembly Line (AL), however, it's usually very hard to achieve in higher level, the alternate could be the critical military tech such as Steel or Military tradition. Once you start the war, you will only stop when you are close to exceed the domination limit. One important thing about the war is that you want to keep it cheap. For example, swordman will do the same job for cleaning as infantry after cannons. Cannons initially and bombers afterward are your major weapons. I have rarely promoted units unless they are free.

2. Corporations

Corporations are another reason why you want a big empire since this is the only way to collect the most corporation resources, including the monopoly resources in the hand of your vassals. Mining and Food Corporation could speed up your victory for 10+ turns.

Mining Inc -- This is definitely needed. You should try to produce a GE whenever handy, for example, from wonders like mids, hanging garden, and an engineer specialist from Forge. If not, then the extra 3 engineers from Ironwork and 2 from factory will greatly help. This is one important reason why I chose Steel/cannons for war and then beeline to Railroad and AL for Mining Inc and the huge production bonus from factories.

Sushi -- Unless you roll some less popular maps like Great Plain, Sushi resources are usually more abundant than Cereal Mills. Another important factor is that Sushi comes earlier than Cereal Mills.

Of course, you want to have Wall Street (ideally in your holy city with shine) and Courthouses in the cities.

3. Civics

Representations + Bureaucracy/Nationalhood(if you have trouble of happiness)/Free Speech (if you capture a lot of towns) + Cast System/Slavery + Free Market + OR/Pacifism/Free Religion

You should be running multiple golden ages at least 48~72 turns before your anticipated launch time, so you can freely switch civic every 5 turns, mainly among Slavery + OR for infrastructures whip and CS + Pacifism for GPs, and CS + Free Religion for research.


4. Tech Path

The priority of techs are

Liberalism path techs / en route techs to desired tech from liberalism / military tech for war

AL / Biology->Medicine / Communism / Physics (if you are threatened to lose the free GSpy and GS)

Superconductor (For RI) -> Rocketry (For Apollo Program) -> the rest SSV required techs.

5. Well-scheduled SS part production

After you setup corporations, you should be able to acquire SS part related techs in every 1~2 turns. As a result, you should also setup multiple productive cities to build the parts in the same pace as you learn the correspondent techs. For example, you IW city and/or your capital is set to build the most expensive engines, and your weaker cities to build the cheap parts like castings and thrusters.

In my experience, you could achieve SSV in 1600~1700 AD on a common map without too much trouble.
 
Mids -- Without Stone, I won't consider it. Even with stone, it's a mediocre wonder. The most important reason is that mids is too expensive. Even with stone, 250 hammers are huge investment early on. Another reason is that Hereditary Rule (HR) is also a very good civic, especially when you want to whip heavily, and in most cases, you do.

That was the assumption that got most of my attention. :think:

HR and slavery combo is so powerful for you to whip crazy for fastest REXing.

Hmm...looks like that was the missing key to my understanding. :)

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I have one question for you given I am leaning more and more thinking it is overrated:

If the occasion is offering and the AI is well-placed so any other AI's will gain his/her surrounding lands, using an AI as a worker pump decent way to help to the REX or completely overrated. It is risky on IMM and more advanced levels, but emperor and monarch it may works without taking too much risk. The problems come from the high cost of workers and the fact what we will conquer what I havoc isn't super glorious; no improved lands, few infra in the cities and possibly few cities not mentioning the high resistance from archers if the resources are not connected.
Probably on IMM, it is better to let the AI found his/her cities because of their less expensive settlers.

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:hatsoff: My thanks to have put your energy into an article and have shared your experiences.
When I saw your name popping in the articles subforum, I rushed for a read... :lol:
 
I've never been really deep in strategy, and I've mostly played prince, so I can't really comment how important the different things are, sorry :sad:.


But I see that 2 things are missing.
- An explanation why the space elevator is not needed (and why it's weaker than expected, especially if you have a super production city)
- A section what to do if you're missing important resources (coal, oil, aluminum, all)
 
I have one question for you given I am leaning more and more thinking it is overrated:

If the occasion is offering and the AI is well-placed so any other AI's will gain his/her surrounding lands, using an AI as a worker pump decent way to help to the REX or completely overrated. It is risky on IMM and more advanced levels, but emperor and monarch it may works without taking too much risk. The problems come from the high cost of workers and the fact what we will conquer what I havoc isn't super glorious; no improved lands, few infra in the cities and possibly few cities not mentioning the high resistance from archers if the resources are not connected.
Probably on IMM, it is better to let the AI found his/her cities because of their less expensive settlers.

That's a feasible strategy even in deity, but situational. If you have easy access to horse/copper, then it's quite doable. However, in many situations, it's better to have one more friend. With shared religion, you could have AIs to be friendly to you quite early, that means you could skip some very important techs and rely on you friends. More, even in lower level, you want to spend your hammers in wonders rather units.:)

Of course, there are also exceptions that you want to go for an early rush when there are warmongers nearby and some cities are just close and too great to be skipped. The goal is the same, you want a solid big empire with OU as early as possible.
 
- An explanation why the space elevator is not needed (and why it's weaker than expected, especially if you have a super production city)

First, the tech for space elevator is not a necessary tech. Moreover, when your IW city and capital are able to complete engine in 2~3 turns and most of other cities are able to complete cheap parts in ~5 turns, the 50% bonus from space elevator won't help. Waiting for the space elevator bonus will only delay your date.

- A section what to do if you're missing important resources (coal, oil, aluminum, all)

You won't miss any resources since almost all the world is in you hand!;)


Part II

1. Expansion with war

You should have a reasonable well-developed empire now and your research ability is great (with OU and the cash saved after Edu). Now it's time to acquire your desired military tech, usually I'd use cannons for war since this path is on route to AL. In the same time, you want to beeline to liberalism and take something big. Ideally it's Assembly Line (AL), however, it's usually very hard to achieve in higher level, the alternate could be the critical military tech such as Steel or Military tradition. Once you start the war, you will only stop when you are close to exceed the domination limit. One important thing about the war is that you want to keep it cheap. For example, swordman will do the same job for cleaning as infantry after cannons. Cannons initially and bombers afterward are your major weapons. I have rarely promoted units unless they are free.
 
AL / Biology->Medicine / Communism / Physics (if you are threatened to lose the free GSpy and GS)

Although once again situational (and probably better tech choice on IMM+),
I started to get better dates once I have gone Medicine first for Sid's Sushi.
Given population max growth is one pop by turn... That way we may speed up tech rate via Rep.
Furthermore, earlier and more in abundance of specialists may mean enough GPs for another GA (third of even fourth).
Although we have to be cautious given we still don't have the hammer power to balance the maintenance and faster infra.

Perhaps, it can be of use to stress out this.

That's a feasible strategy even in deity, but situational. If you have easy access to horse/copper, then it's quite doable.

Hmm...not sure. Worker farm works very badly on normal speed deity. Stealing one or two by chance is working rather well if you can get a peace treaty or cease fire, but more is destructive given they pump so many units.

Of course, I am talking for maps where heavy use of workers is necessary.
On archipelago, to give an instance, won't need any workers from the AI or at most one just to speed up the opening.

Anyways, you are probably right in regards peaceful expansion is the best.

------------------------------------------------------------------------------

At last, if I perused well (I hope), it looks like I haven't see the use of giving at the latest stages (or earlier on some favorable occasions) to friendly civs to let them research some techs we won't tech. Tech trading abuses in some sort.
In regards to IMM and especially deity, at the final stage, it may be advisable to avoid this not to be beaten to the space race.
Not all the maps are favorable to almost complete vassaling (but one).
In those cases, if stronger AI's but friendly, then let help them to beat us to some techs to trade afterwards.

Just hope what I said is consistent...I am too bothered now in RL by some people...
 
First, the tech for space elevator is not a necessary tech. Moreover, when your IW city and capital are able to complete engine in 2~3 turns and most of other cities are able to complete cheap parts in ~5 turns, the 50% bonus from space elevator won't help. Waiting for the space elevator bonus will only delay your date.

Didn't mean that ;) (while sure relevant, but I never really thought about it).
I meant that you have to remember that the bonuses are additive, not multiplicative.
Another 50% bonus on the factory/power plant, iron works and aluminium bonus will you bring from 200% to 250%, so the bonus is not *that* big.

You won't miss any resources since almost all the world is in you hand!;)

Oh, forgot already that REXing was a part here :blush: (I normally play with small empires).
 
If the occasion is offering and the AI is well-placed so any other AI's will gain his/her surrounding lands, using an AI as a worker pump decent way to help to the REX or completely overrated. It is risky on IMM and more advanced levels, but emperor and monarch it may works without taking too much risk. The problems come from the high cost of workers and the fact what we will conquer what I havoc isn't super glorious; no improved lands, few infra in the cities and possibly few cities not mentioning the high resistance from archers if the resources are not connected.
Probably on IMM, it is better to let the AI found his/her cities because of their less expensive settlers.

Back on SGOTM12, OSS stole something like 12+ workers from the nearby AI. The situation is of course different as all AIs are angry at you from the start but it's definitely viable in some situation.

~~~

Passive espionage can also be put to good use if you can set up a good stealing location and if there's an AI teching well that does not want to trade.

I'm glad you stuck to general settings instead of special conditions :goodjob:
 
Back on SGOTM12, OSS stole something like 12+ workers from the nearby AI. The situation is of course different as all AIs are angry at you from the start but it's definitely viable in some situation.

Thanks for the backing info. Abusive worker steal is then a viable "strategy" (or tip depending how the person views it) even in the most hardcore competitions.
I really should give a glance to that SGOTM. :)

~~~
Passive espionage can also be put to good use if you can set up a good stealing location and if there's an AI teching well that does not want to trade.

I'm glad you stuck to general settings instead of special conditions :goodjob:



Indeed, it is good to learn to waste much less early EP targeting specific AI's as when enough in quantity, one may steal a nice classical tech.
Of course, for deeper use, espionage economy or your AW games.

Is this purple section still adressed to me? :confused:

You talk like you know me...:confused:

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Duckweed hasn't answered yet. :sad:
I really want to know his opinion in regards to Sid's Sushi first. :)
 
I've never been really deep in strategy, and I've mostly played prince, so I can't really comment how important the different things are, sorry :sad:.


But I see that 2 things are missing.
- An explanation why the space elevator is not needed (and why it's weaker than expected, especially if you have a super production city)
- A section what to do if you're missing important resources (coal, oil, aluminum, all)

Didn't mean that ;) (while sure relevant, but I never really thought about it).
I meant that you have to remember that the bonuses are additive, not multiplicative.
Another 50% bonus on the factory/power plant, iron works and aluminium bonus will you bring from 200% to 250%, so the bonus is not *that* big.

That's the one point, more importantly, as I mentioned in the guild, with an extreme big empire with mining and food corporations, you are able to research every SS related techs in 1~2 turns, and there are only around 10 such techs. Therefore, the timing is really tight at that time, waiting for the completion of space elevator will only delay your pace.;)

I did not mention wonder choices in part II, maybe I should add some.:)
 
Although once again situational (and probably better tech choice on IMM+),
I started to get better dates once I have gone Medicine first for Sid's Sushi.
Given population max growth is one pop by turn... That way we may speed up tech rate via Rep.
Furthermore, earlier and more in abundance of specialists may mean enough GPs for another GA (third of even fourth).
Although we have to be cautious given we still don't have the hammer power to balance the maintenance and faster infra.

Perhaps, it can be of use to stress out this.

Both path has their advantages, but generally AL line is better for the following reasons.

1. The production bonus from the factories and plants are huge, they greatly help the build of executives and Wall street. AL 1st lets you spread corporations faster than Sushi 1st. Moreover, you also have a lot of infrastructures to build at that time.

2. The prerequisite techs for RR for mining corporation and AL are the same -- Steam power. Mining corporation are more important than Sushi. Moreover, your warring tech --Steel is also on the same path. Steel also means IW, very important for you to grab wonders in that stage.

3. Scientific Methods obsoletes quite a few great wonders including the TGL, and monasteries as well.

4. As mentioned in 1, you have a lot of things to build, so running CS for GPs are not that good. Generally, 4 GAs (including the one from Taj) are quite common, so you really don't need that many GPs, the capital alone should be no problem to produce most of them. Moreover, if you don't get a GE before, you have to rely on the extra engineers from factory and IW.

Hmm...not sure. Worker farm works very badly on normal speed deity. Stealing one or two by chance is working rather well if you can get a peace treaty or cease fire, but more is destructive given they pump so many units.

Of course, I am talking for maps where heavy use of workers is necessary.
On archipelago, to give an instance, won't need any workers from the AI or at most one just to speed up the opening.

Anyways, you are probably right in regards peaceful expansion is the best.

I did that many times in deity games. Like I said, it's more doable if you have easy access to horse/copper, you then should have no problem to kill some of their archers and they will be willing to talk. It's a better strategy than pure defending to deal with your warmonger neighbor. If not, then you'd better to gift a junk city to please them as soon as possible, or settle a hill city to defend with archers.;)

At last, if I perused well (I hope), it looks like I haven't see the use of giving at the latest stages (or earlier on some favorable occasions) to friendly civs to let them research some techs we won't tech. Tech trading abuses in some sort.
In regards to IMM and especially deity, at the final stage, it may be advisable to avoid this not to be beaten to the space race.
Not all the maps are favorable to almost complete vassaling (but one).
In those cases, if stronger AI's but friendly, then let help them to beat us to some techs to trade afterwards.

Just hope what I said is consistent...I am too bothered now in RL by some people...

In late stage, you usually reach the trade limit for most AIs, so you can only rely on your vassals and friendly AIs to supply you techs. Last, you can always destroy his capital after his launching. The weakest part of AI is their warring ability.:D
 
Both path has their advantages, but generally AL line is better for the following reasons.

1. The production bonus from the factories and plants are huge, they greatly help the build of executives and Wall street. AL 1st lets you spread corporations faster than Sushi 1st. Moreover, you also have a lot of infrastructures to build at that time.

This was my first thiking line before, but choosing the other path permitted to beat bcool (the guy known for his space abilities) once and I started thinking that was a better way. Now, I think about it, it probably due to the archipelago mapscript which was more favorable to start with seafood corp. first.
As you see, I am trying to understand...other alternatives.


2. The prerequisite techs for RR for mining corporation and AL are the same -- Steam power. Mining corporation are more important than Sushi. Moreover, your warring tech --Steel is also on the same path. Steel also means IW, very important for you to grab wonders in that stage.

But what happens if we made many succesful wars before renaissance (rare but that happens). Somehow, food stuck in my mind as power.

3. Scientific Methods obsoletes quite a few great wonders including the TGL, and monasteries as well.

Yes that was another reason of gunning for mining corp. Saving the TGL and sometimes Parthenon for milking.

4. As mentioned in 1, you have a lot of things to build, so running CS for GPs are not that good. Generally, 4 GAs (including the one from Taj) are quite common, so you really don't need that many GPs, the capital alone should be no problem to produce most of them. Moreover, if you don't get a GE before, you have to rely on the extra engineers from factory and IW.

Generally speaking, that is a good point. Bad luck is always a valid start component to consider, whereas good luck is a freebee.

I did that many times in deity games. Like I said, it's more doable if you have easy access to horse/copper, you then should have no problem to kill some of their archers and they will be willing to talk. It's a better strategy than pure defending to deal with your warmonger neighbor. If not, then you'd better to gift a junk city to please them as soon as possible, or settle a hill city to defend with archers.;)

At what times you choke your victims. Often when I start with a leader and map that favor AH and discover horses in the near surrounding, I start worker stealing if I find the neighbour too annoying. Perhaps that is the reason I find worker way too risky given I start too early. Of course, on deity, we have to be sure the AI won't connect any strat. resources (although horses may be okay for a very short period) via bragging function (or land yields which update itself via required techs by the AI).

In late stage, you usually reach the trade limit for most AIs, so you can only rely on your vassals and friendly AIs to supply you techs. Last, you can always destroy his capital after his launching. The weakest part of AI is their warring ability.:D

I was talking about a bunch (or few) friendly civs to "exploit" the naive attitude by helping them to work for me. Somehow, it is like getting free beakers from them.
Good point about razing their capital :lol:! I forgot that one because I had never to do it yet.
My best deity space (random setting) is 1846, so you see I have a long way of learning...:lol:

Comments in blue.

It may be not related to random settings and it is generally approved by the community, but perhaps a PA setting mention could be interesting. This one may be tricky depending the difficulty level we are playing on. On deity, too easy, although a too early PA may slow them because of our higher tech costs. On lower levels, there seems to be a spectrum of when to form the PA not hinder the AI or hinder ourselves (noble and below, although I would never form such PA at such levels. :lol:)
 
Both path has their advantages, but

I swear this is last time I bother you...:please:

I just want to know what are the advantages for Sid's Sushi first from your point of view. :)
 
But what happens if we made many succesful wars before renaissance (rare but that happens). Somehow, food stuck in my mind as power.

Usually you can just stop after taking out 1 AI with rushing if you are boxed in.. Maintain the tech speed is more important for SSV.

At what times you choke your victims. Often when I start with a leader and map that favor AH and discover horses in the near surrounding, I start worker stealing if I find the neighbour too annoying. Perhaps that is the reason I find worker way too risky given I start too early. Of course, on deity, we have to be sure the AI won't connect any strat. resources (although horses may be okay for a very short period) via bragging function (or land yields which update itself via required techs by the AI).

Usually immediately with your initial warrior to steal a worker.

Some of the forum games I played using this strategy

http://forums.civfanatics.com/showthread.php?t=322761
http://forums.civfanatics.com/showthread.php?p=8639207
http://forums.civfanatics.com/showthread.php?t=327047
 
Usually immediately with your initial warrior to steal a worker.

Some of the forum games I played using this strategy

http://forums.civfanatics.com/showthread.php?t=322761
http://forums.civfanatics.com/showthread.php?p=8639207
http://forums.civfanatics.com/showthread.php?t=327047

You sure love that Deities in calamity ones...I remember that one you gave to me long time ago...:)
The only problem is this is the only example where it is true deity (starting with two cities) where the risk is lower to see the worst. And the true deity game (DIE) starts with dogs, which is much of a warrant of survival...

The two others are in-between immortal and deity. Without chariots, I find really hard to control two cities at once with warriors.

In general, on deity, worker stealing is not advisable, right?

Anyways, thanks for those links and to indirectly confirm too much free workers is bad (I forgot that one at the first read long time ago).



Now, I lurk again. ;) Too much spamming in your thread.
 
Is this purple section still adressed to me? :confused:

OT but no. The guide is meant to be general, not one where you "cook settings". Of course cooked settings will launch in the BCs but that is not the point of this guide since you can only achieve that strategy in 0.00001% of games you get.

@VoU
I'd assume the answer is: as soon as possible :). The first 3 cities are usually stable on commerce overall and the 4th might add a bit more upkeep than commerce early on but the food+hammers are a must.

Of course it depends like always...
 
Final Off-topic:

If you look at my post again you can see the following:

~~~

That means new section for me... what is above/below do not have any relationship unless clearly specified :)

That part was meant for the OP.
 
It seems to me, that you are advocating SSV only if one can get a big enough empire.
What would be the advantage with going for a SSV instead of a domination?

I have allways seen SSV as the last option, if you can't kill a pesky opponent, you have to launch for space.
 
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