[BTS] Help me beat Deity

Gumbolt

Phoenix Rising
Joined
Feb 12, 2006
Messages
24,074
Location
UK
So I want to try Deity for a bit more of a challenge.

I have picked Hammurabi. Aggressive and organised.
Has a useful defensive UU early on that might help. Bowman give 50% bonus against melee.

This is the second map I rolled. The first had a gem resource and a 2 food cow. Wasn't up for that much of a challenge for first game.

Settings.
Pangea, standard map, normal speed, no huts or events. Nothing unusual picked.

If you are playing spoilers please.
 

Attachments

  • Hammy leader0000.JPG
    Hammy leader0000.JPG
    208.3 KB · Views: 199
  • land oif Hammy0000.JPG
    land oif Hammy0000.JPG
    174.6 KB · Views: 240
  • Hammy the Deity tester BC-4000.CivBeyondSwordSave
    30.2 KB · Views: 155
So first bit of business. warrior 1NW. Likely settle in place if nothing found.

First tech.
Fishing for clams?
Otherwise mining/BW to chop/whip workboats.
Pottery is an option but would be too slow to grab land.

If I go fishing I can build 1-2 warriors first to spawn bust. Hmmm.

This is going to be a slow start.

I can cancel tech for first 5 turns.
 
Last edited:
Yep maybe you get lucky with the scouting move.

I would say worker first, farming floodplains may not be optimal but you get him in 12t,
and overall 19t for an improved fp is still acceptable.

If you go mining & bw first you should still be in okay shape,
workboats for clams and without fishing are questionable cos on deity you always have to worry much more about barbs,
and will be happy that you can build warrios over boats first.

With ORG it's also possible to go fishing & sailing thou, but not many forests for GLH so sailing only for LH..hmm.
 
Yeah fishing starts are never straight forward. A farm FP is just as good as a clams. Less one commerce. Albeit LH adds 1 food later.

Good point on 12 turn worker.

Moved warrior 1NW and that has revealed no resources..

5 turns in. No beakers assigned to a tech yet!.

When do barbs arrive? How far can my warrior go?

Met Boudica 1W of the corn. So a warmonger neaby.

The river north should be great for cottages.
 

Attachments

  • 5T land0000.JPG
    5T land0000.JPG
    236.9 KB · Views: 253
  • Hammy the Deity tester BC-3800.CivBeyondSwordSave
    40.2 KB · Views: 133
Looks like a rather tuff map currently, commerce wise you will be fine with rivers but no really good food close, or happy so far.

Warrior stands in a good posi, covering most of the west area..keep him there and fortify :)
Animals next turn i think, real barbs some turns later.

Boudi cannot plot at pleased, we can keep that in mind.
 
Well let's play on anyway and see if it is winnable.

Yes only the wine so far. We do have corn/cow but not sure we will even get that site.

I see no reason to switch from mining.

So you would stop exploring to get a nice fortified forest spot for him?

Need to think about happiness later. Hmmm.
 
Can explore later still (i.e. if meeting an archer, uncertain fight),
but early it's valuable to limit spawns and you draw nice fogbust lines there.
Together with your cultured ph, nothing can spawn straight west currently.
 
Should be able to gift her clams early on with OB.

Okay lets continue with mining and worker and then plan some farms.
 
I'm with mining->BW as well. That forest spot provides really good fogbust coverage, plus the defensible tile. We can explore a little with 2nd, 3rd warriors before parking them to fogbust, hopefully find a nice city spot or two. Don't think this start is super weak -- FP farms can let us whip setters just fine and with a cheap LH eventually the clams are OK tiles. Also looks like some land in the south that is decent and won't be contested (wheat + FP spot as well as the green cow).

Boudi isn't a great neighbor but not terrible either: we just need 4 diplo plusmods to be totally safe, plus she has a decent chance of founding a religion.
 
Okay warrior is now plum next to what appears to be Boudi city no 2. Well 1 East of it's borders.

Keep him there for now. Albeit barb risk from west is very reduced.

Not much has really changed. Worker built. Start on a warrior. Work flood plains for now. Perhaps farm 1E first and work way up and back to chop forest.
 

Attachments

  • Hammy the Deity tester BC-3520.CivBeyondSwordSave
    54.2 KB · Views: 153
Last edited:
Boudi culture changes things yup,
now i would move down 2xse and explore near wheat :)

I think farming one fp is enuf, would pick 1n and then mine that ph.
Early they are fine for settlers and so, makes no difference where 4 yield come from (food or 4h).
 
It’s non standard but when I have lots of floodplain and an agh/TW start I go pottery early and get cottages working asap, I’ve found at least on IMM the snowball effect of early cottages is powerful and flexible .

Never tried diety though
 
Moving along quickly here. 3080bc

BW in.
Land south explored.
We have a barb warrior north of us near Celt border.
There is a barb archer north of out capital.

We have met the Ottoman empire.

Second worker has head north.

Fishing as tech place holder. Pottery is the other interesting option.

We have 2 sources of copper nearby.

Really not sure what date barbs enter borders.
 

Attachments

  • Hammy the Deity tester BC-3080.CivBeyondSwordSave
    64.4 KB · Views: 99
  • land T23 BW complete0000.JPG
    land T23 BW complete0000.JPG
    124.1 KB · Views: 238
Very good copper posi, settling 1nw of it seems obvious.
Cannot go wrong with keeping that (small) area secure with 2 warris until it's settled & connected.
3rd one can stay in place i think, fogbusts the (rather nice) south.

Keeping floodplains this turn, then adding mine (and settler after warrior completed) also seems good. Nothing wrong with chopping for your settler too.
Fishing & pottery now?

Seems like any forest will do yup.
Just noticed the other copper, lucky you got one close too (east better ofc) ;)
 
Last edited:
So you value slow building settler over whipping it at size 4? Or would regrowth time be too slow.

So +6 food and 4H PH. 10H a turn. With a chop that is 8T settler.

It would take longer to grow to size 4 anyway. Plus we have not switched to slavery yet.

Yes fishing was plan. Pottery good too for commerce. Not sure AH provides value here if going copper site.

We can skip archery with copper nearby.

Are we really bothered by which forest we chop. Too many hills/mines early on is not great. Grassland is not urgent with flood plains.
 
Last edited:
We have met Russians too now. (Peter)
Barb city spotted north of our capital. Should help with some fog busting.
 
Okay update.
Settler built.
3 AI met.
I think Celts are about to steal our wheat spot. An archer has appeared. Hmmm. Maybe just roaming. Doubt we are that lucky!

Do we divert west to block off Celts or go with NW city. There is a lot of Jungle up north.
 

Attachments

  • Land T320000.JPG
    Land T320000.JPG
    300.1 KB · Views: 245
  • Hammy the Deity tester BC-2720.CivBeyondSwordSave
    72.7 KB · Views: 131
Barbs look under control, could make a point for blocking off Boudi for sure (and go without copper for now).

Going out for today, sorry Gumbo and gl if you play on :)
 
Last edited:
We have other decisions to make here.
Land vs sea food. I think settler next to grab land. We could take 1 more warrior first. Barbs look okay so far but I am no Deity expert.
Switch to slavery whilst settler is on move seems wise.

It could be the archer was just killing off the barb warrior.

So where to settle west.
2N or 3 N of wheat seems good to me. Albeit I hate wasting flood plains. Settling on that forest seems wasteful. I am assume we want a coastal spot.

There would be some barb risks from north.

I figure celts will grab the corn/cow site.

Worker might as well continue chopping into a settler for now.
 
Last edited:
I like settling west as well. 1NW of wheat seems pretty good, we could always abort and settle 2N of wheat if Boudica threatens to settle. Either way leaves open 2 more cities down there. You look to be doing fine on the barbs to me, and it will only get better as land fills in, so settler next is good. Could also grow for 4T on a WB, build settler for 2T with a chop, and whip 4-2. OF will get close to finishing the boat to help you regrow.

If we end up settling 2N of the wheat, the capital won't need the mine full time if it goes for the whip plan, so city 2 could crank out another worker.
 
Top Bottom