MichaelCIV5VP
Chieftain
- Joined
- Oct 21, 2019
- Messages
- 17
How to win deity domination victory (no barbs) PART 1:
Spelling and grammar suck FYI
Tech opening: get the council tech, the granary tech, then calendar or trapping depending on resources. then the temple of artemis tech, then get either trapping or calendar, then get the hanging gardens tech., then writing then be-line to Parthenon. then get mining and quarries tech, then off to education.
Opening: Try to move to hills with forest or jungle is possible. A ten turn monument is amazing. an 8 turn is rare especially is you don't have to move a tile to start, (tea or furs resource). Build order: Monument, council granary (purchase the discount on council and granary) worker/shrine (this is resource depandant) is you have truffles or furs go worker, if not go shrine then worker. the build a second worker (buy worker next when you have enough gold). Go tradition and get the court chapel as second policy task your artist specialist. then build the temple of artimes. This is a MUST. Get a settler, and then another worker. then another settler or hanging gardens THIS IS ALSO A MUST. GETTING HANGING GARDENS & TEMPLE OF ARTIMUS IS KEY. Pick up the other policies, assign specialists (you now have 3). build 4th settle then library. Assign 4th specialist to library. you have 2 scientists. At around turn 40-45 pick the pantheon of god king? or i cant rember the name, the one with +1 food production science and gold for every 2 pantheons founded. They should all be founded by turn 42, and getting the +4 IS HUGEEEEEEEEEE. Forget about religion, dont bother you wont get one. dont build the great libray. after hanging gardens and library, build a trader. build a granary in one of your other cities. ALL TRADE ROUTES ARE INTERAL. NO EXTERNAL TRADE ROUTES. all trade routes are to your capital city for food. you want a beefy capital with specialists everywhere. build a market in capital then build parthenon if you can but get the wonder if you get the tech then finish market. build a market in every city that has a trade route to your capital. the food from the trade bonus beefs up those cities when it completes. Market is important. always have science specialists. getting the orcale is a toss up i get it 50% of the time. try and get it, if you can get it by turn 105 your on the right track, education should finish once building it and get the tradition wonder, forget what it is called. by turn 120 the wonder should be complete. build trade routes immediately and sent food to the capital. when you get the fourth send production to your laggies city.. you dont want to send it to another player, you want the bonus food to your capital when it finishes. Assining the writer and music specialist when you unlock the policies, the state treasury policy gold specialist is a toss up. In the long run its better because the towns you get on roads is huge but limit to city growth is devastating, its scenario specific.. and i usually only assign it 25% of the time until my pop gets higher.. even then some times I don't set it until turn 160 ish as university writer and artist specialists are more important
Settle cities strategically. DO not settle by rivers. settling by lakes is good (windmills are way better then hydro plants.) Try to settle in middle of the forest or jungle surrounded by them. Limits the deity steam roll, and ranged units cant hit your city. (that is huge). Build only 3 additional cities. Build order: Monument (purchase the discount at every city) then council granary, or granary first for the trade route. do not build shrines. there are useless until you want to build temples around turn 130 in you cities. walls as soon as you get construction. Purchases discount where you can. trade everything expect to keep happiness and get gold. you want more than 50+ gold per tun by turn 80. DO NOT I REPEAT DO NOT trade embassies with neighbors until you feel like you can manage a deity steam roll. I can not emphasize enough placing defensible cities surrounded by forests. not getting baths/watermill is and OKAY trade off for defense. Unless you have tea, as early game production is insane and can hold not so defensible cities.
All great people do not get popped for yeilds. Great works and tile improvements are essential for early game.
Part 2 coming later. if you have early game questions you can ask me. and i will try to answer later.
Spelling and grammar suck FYI
Tech opening: get the council tech, the granary tech, then calendar or trapping depending on resources. then the temple of artemis tech, then get either trapping or calendar, then get the hanging gardens tech., then writing then be-line to Parthenon. then get mining and quarries tech, then off to education.
Opening: Try to move to hills with forest or jungle is possible. A ten turn monument is amazing. an 8 turn is rare especially is you don't have to move a tile to start, (tea or furs resource). Build order: Monument, council granary (purchase the discount on council and granary) worker/shrine (this is resource depandant) is you have truffles or furs go worker, if not go shrine then worker. the build a second worker (buy worker next when you have enough gold). Go tradition and get the court chapel as second policy task your artist specialist. then build the temple of artimes. This is a MUST. Get a settler, and then another worker. then another settler or hanging gardens THIS IS ALSO A MUST. GETTING HANGING GARDENS & TEMPLE OF ARTIMUS IS KEY. Pick up the other policies, assign specialists (you now have 3). build 4th settle then library. Assign 4th specialist to library. you have 2 scientists. At around turn 40-45 pick the pantheon of god king? or i cant rember the name, the one with +1 food production science and gold for every 2 pantheons founded. They should all be founded by turn 42, and getting the +4 IS HUGEEEEEEEEEE. Forget about religion, dont bother you wont get one. dont build the great libray. after hanging gardens and library, build a trader. build a granary in one of your other cities. ALL TRADE ROUTES ARE INTERAL. NO EXTERNAL TRADE ROUTES. all trade routes are to your capital city for food. you want a beefy capital with specialists everywhere. build a market in capital then build parthenon if you can but get the wonder if you get the tech then finish market. build a market in every city that has a trade route to your capital. the food from the trade bonus beefs up those cities when it completes. Market is important. always have science specialists. getting the orcale is a toss up i get it 50% of the time. try and get it, if you can get it by turn 105 your on the right track, education should finish once building it and get the tradition wonder, forget what it is called. by turn 120 the wonder should be complete. build trade routes immediately and sent food to the capital. when you get the fourth send production to your laggies city.. you dont want to send it to another player, you want the bonus food to your capital when it finishes. Assining the writer and music specialist when you unlock the policies, the state treasury policy gold specialist is a toss up. In the long run its better because the towns you get on roads is huge but limit to city growth is devastating, its scenario specific.. and i usually only assign it 25% of the time until my pop gets higher.. even then some times I don't set it until turn 160 ish as university writer and artist specialists are more important
Settle cities strategically. DO not settle by rivers. settling by lakes is good (windmills are way better then hydro plants.) Try to settle in middle of the forest or jungle surrounded by them. Limits the deity steam roll, and ranged units cant hit your city. (that is huge). Build only 3 additional cities. Build order: Monument (purchase the discount at every city) then council granary, or granary first for the trade route. do not build shrines. there are useless until you want to build temples around turn 130 in you cities. walls as soon as you get construction. Purchases discount where you can. trade everything expect to keep happiness and get gold. you want more than 50+ gold per tun by turn 80. DO NOT I REPEAT DO NOT trade embassies with neighbors until you feel like you can manage a deity steam roll. I can not emphasize enough placing defensible cities surrounded by forests. not getting baths/watermill is and OKAY trade off for defense. Unless you have tea, as early game production is insane and can hold not so defensible cities.
All great people do not get popped for yeilds. Great works and tile improvements are essential for early game.
Part 2 coming later. if you have early game questions you can ask me. and i will try to answer later.