How to handle Demigod?

Yes, and a settler factory. (irragate cattle, mine wheat, or the other way around. As long as you have 5 food, and enough production to get a settler out every 4 turns. Don't forget to build roads to the next city site, too!).
 
Thx, got it...
However in C3C it is a great luck if you have a cattle and a wheat so close that you can make a settler factory (at least for me). That's why I personally value a lot the agri trait... This way you need only one of those...
 
floydmcw,
One other bit of advice no-one has mentioned here. In two of the games you describe, you have been attacked by a neighbour that has required you to either abondon the game or waste resources 'beating them back". In my experience, an unwanted war at demigod or higher can be a game-ender.

If you share a continent with multiple AI civs and want to target just one in a war then you are WELL advised to get a MA (and ROP agreement) with the other AIs against your "target" AI. This serves a number of purposes. First, your allies will virtually never turn on you. Second, they will send troops to hurt your opponent (note also that these troops won't be used on you at a later date, etither). Third, the AIs will not trade techs while you are bogged down in a war. This slows the tech rate.

Finally, make sure when you make peace that you demand ALL the techs you can in exchange for the treaty. There comes a point in any war that the enemy AI will give almost all their techs in exchange for peace.

Oh, one more thing- it's often tempting to tackle a weaker opponent first, but I think you are served better in the long run to tackle your stronger opponents first, using the weaker or "average" civs as allies who will (hopefully) take the brunt of the attack. I assume you are using an catapult/treb/cannon SoD when you invade? This tactic will very quickly destroy an opponents military might, whilst minimising your own losses (especially with allies helping the invasion and mopping up some of the injured enemy units).
 
<i>It is a big mistake to buy techs from a powerful neighbour, it only gives them the economy to become much more powerful.</i>

My thinking was that at least in the early stages of the game the techs are not that expensive. It's no more beneficial for the AI than a straight lux-for-lux trade would be, and I assume everyone would do that.

Another benefit of trading with a powerful nation is that they leave me alone.
 
Hi Kangaroo Boy,

Unfortunately I haven't survived long enough to get Nationalism for the MA. :p

It seems like early in the game I should target a weak neighbor or two, to get some good productive land. Later, when I've expanded enough that new cities would be corrupted, I can take on the leader. Is that reasonable?

Also, I understand that SOD=Stack of Death, but what should I put in it besides bombardment units? Is it an offensive stack, or a defensive stack for my enemy to waste his attacks on?

Thanks for your help!
 
Kangaroo Boy said:
floydmcw,
One other bit of advice no-one has mentioned here. In two of the games you describe, you have been attacked by a neighbour that has required you to either abondon the game or waste resources 'beating them back". In my experience, an unwanted war at demigod or higher can be a game-ender.

If you share a continent with multiple AI civs and want to target just one in a war then you are WELL advised to get a MA (and ROP agreement) with the other AIs against your "target" AI. This serves a number of purposes. First, your allies will virtually never turn on you. Second, they will send troops to hurt your opponent (note also that these troops won't be used on you at a later date, etither). Third, the AIs will not trade techs while you are bogged down in a war. This slows the tech rate.

Finally, make sure when you make peace that you demand ALL the techs you can in exchange for the treaty. There comes a point in any war that the enemy AI will give almost all their techs in exchange for peace.

Oh, one more thing- it's often tempting to tackle a weaker opponent first, but I think you are served better in the long run to tackle your stronger opponents first, using the weaker or "average" civs as allies who will (hopefully) take the brunt of the attack. I assume you are using an catapult/treb/cannon SoD when you invade? This tactic will very quickly destroy an opponents military might, whilst minimising your own losses (especially with allies helping the invasion and mopping up some of the injured enemy units).

Great advice Kangaroo Boy :goodjob: , right on the mark! ;) Follow this post
and you shall be :king: .
 
yeah, i agree kangaroo about taking on the strong civs. even if you're army is "weak" compared to their's, a lotta weak armies together can tackle a big one.
 
floydmcw said:
Hi Kangaroo Boy,

Unfortunately I haven't survived long enough to get Nationalism for the MA. :p

It seems like early in the game I should target a weak neighbor or two, to get some good productive land. Later, when I've expanded enough that new cities would be corrupted, I can take on the leader. Is that reasonable?

Also, I understand that SOD=Stack of Death, but what should I put in it besides bombardment units? Is it an offensive stack, or a defensive stack for my enemy to waste his attacks on?

Thanks for your help!

floydmcw,
You only need to get writing (and set up an embassy) to be able to sign a military allicance with another civ. You might be thinking of a mutual protection pact, which are generally BAD news in my opinion.

By all means take on a weaker opponent early on if you need to to secure a core of productive cities, but don't waste too much game time trying to erradicate a weaker civ early on. You should aim to bring down the big guy as early as possible (with the help of any other civs on your landmass - the more the better).

The flavour of a stack of death varies from player to player. I tend to use a few defensive units, but the bulk of the stack should be a combination of offensive and bombard units (i.e. catapults, etc.) The exact choice will depend on which civ you play and what units your enemy has.

A good SoD will probably NOT be attacked (especially in C3C when it contains an army) as the AI will assess it as being too hard to defeat. It's main function is to move up to heavily defended cities and redline all the defenders (with your catapults, etc.), before the attackers in the SoD mop up the last HP of each defender in the enemy city. So you need at least half a dozen or more offensive units to take out heavily defended cities, especially AI capitals on the higher difficulty levels.

Short answer is you generally need offensive AND defensive units in your SoD. Once you start using it you'll be able to assess whether it needs more punch or whether the AI keeps damaging the defending units with hit and run (suicide) attacks. Also if you can't red-line all defenders in a city on a given turn then you'll need more bombard units.

Hope this helps,
good luck

kb
 
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