Let's Play: Deity BC Space: Strategies from a 10 year veteran

Do you find that certain AI place more emphasis on researching Alphabet? I've always felt that Darius, for example, tends to have Alpha earlier than a lot of the other AI but I've never tested it or anything.
 
Deity BC Space

You read that right. I'm attempting to show every detail on the way to a Deity BC (pre-1AD) Spaceship Launch! No promises, but my goal is actually to aim for a BC spaceship landing :eek: I only say BC launch so the title will still be correct even if I come up a bit short.

I plan to submit it to the HoF, so I'll adhere to their rules/restrictions, and I'm not allowed to upload any saves until it's over...

Been waiting for this for a long time.
Subscribed! :popcorn:
Spoiler :
Don't let all the posts overwhelm you.
Focus on having fun and playing your game and just give the lurkers peeks at what you're already doing. :love:
Good luck WastinTime!
 
Migth be a dumb question.. but why Space?

Is it just cool to have a before BC Space win? (oh yes it is!!) or are there other advantages to focus on Space compared to score, time, domination, Conquest etc?

Only Space and Score can benefit from extremely developed empire and very fast research.Score takes more time and has just been done. Also, beating Kaitzilla's slot is not guaranteed, while Space Colony, judging from WTs tone, is.
 
Migth be a dumb question.. but why Space?

Is it just cool to have a before BC Space win? (oh yes it is!!) or are there other advantages to focus on Space compared to score, time, domination, Conquest etc?

One of the points of this is to demonstrate his economy; space race is good tool to show off an economy over the long haul.

Of course, if this works out to a BC space victory, I'm not sure the term "long haul" will apply any more. :)
 
Migth be a dumb question.. but why Space?

Is it just cool to have a before BC Space win? (oh yes it is!!) or are there other advantages to focus on Space compared to score, time, domination, Conquest etc?

Score and Space are just the longest, all-inclusive games that touch on more strategy areas. You need to research virtually all of the tech tree and sometimes beyond.
And I just finished the 10 million score game, so Space needs to be done.

xpost: Oops, I guess I should have read that someone else already answered.
 
Do you find that certain AI place more emphasis on researching Alphabet? I've always felt that Darius, for example, tends to have Alpha earlier than a lot of the other AI but I've never tested it or anything.

Every time I think of Darius, I also think of Alphabet, so he's in my game.
For my Huge, Score game, Suleiman was first.
I've seen Washington and Mansa also do it--among others.
I think it's mostly random, but some AI are just slow at tech or they are compelled to go down the religious path, etc.
 
Of course, if this works out to a BC space victory, I'm not sure the term "long haul" will apply any more. :)

That's a very good point, and you'll see how this will affect the game. For example: are cottages worth investing in and growing? Are buildings worth it. Will they pay off in time or are you just better off building research?
 
I'm assuming that you at least cottage the capital, right?

That's always been a no-brainer for me. Cottage the capital--along with CS/Bureaucracy and quick Oxford U...until my recent score game. I've been doubting Oxford for a while, but now I'm thinking CS isn't even that important. I likely won't switch to Bureau until after T200 due to anarchy.

I think I built 2 cottages in my score game. I'm not sure if I'll build any this game :eek:.
No promises. Let's just see what feels right as the game goes on. Those floodplains are going to end up with workshops eventually.
 
No watermills? Really going away from the commerce in favor of hammers? Or is that just late when you need to get the parts built?
 
No watermills? Really going away from the commerce in favor of hammers? Or is that just late when you need to get the parts built?

We'll see what looks right at the time, but I'm planning to have Mining Inc and factory/power everywhere before T300. So hammers get 100% bonus. I'm not sure how many library, uni, observ I'll have by then. I suppose the capital might get all of these. But probably only 50% (library, Uni) before factory/power. Actually the University might not make the cut.

I watermill might be slightly better cus I'm FIN, but for how long? As you said, space parts will want workshops.
 
Tech trades, bulbing, two gold rseources in capital, specialists, trade routes, water tiles, etc.

Even still, many people cottage the capital and farm everything else. WT might just have a trick up his sleeve... ;)
 
yea, water tile (+FIN trait + Colossus + golden age + lighthouse) = 2f 5c
way better than waiting for a hamlet or village to grow.
And, you don't waste worker turns preparing that tile.
 
MarbleStart Turnset T24-35 (extended to T40)

I'm going to do this simple turnset as a flashback. Starting with screens + overview of T35.

When we left off at T23, we had 1 worker barely starting the corn and a 2nd one coming in from DeGaulle to help.

T35:
5 workers
!
The corn is done. 3 workers have been mining away at both golds. Captial is 7 turns away from size 3.

Lots of new early targets near home:



Scouting NE:



Here's how it went:

T24-28: nothing
T29: Hindu (Justinian)
T30: Dow Fred (again. same tile). worker. Maintenance is now -1
T31:
T32:
T33: Cease Fire Fred
T34: Dow DeGaulle (again. same tile). worker
T35: DoW Joao. worker

I still only have 2 Quechua. By tracking what the cities are building, I know where/when the workers are coming out again, so I was able to circle back around and get those from Fred and DG.

:devil: Hot Tip: How to track builds:

open the Espionage screen.
Look at the cost to Sabotage the city's production.
Divide by the cost to support city revolt
Multiply by 108 (and round up)

That's how many hammers in the build. If there are 150h, then it's probably a settler and cannot be a worker. You can tell if it's one of these (not a unit or building) if you look at the previous turn to see how many hpt increase it was.

End of Turnset (edit: instead, I played further, below)

It's probably time to slow down and plan the war targets. Mainly to figure out what I'm supposed to do with 5 workers. A triple gold capital would have been nice. I'm sure I'll road Cuzco-SE (to attack Hamburg). Then I suppose Joao, so I'll road that way.
I wish I could leave Fred to road to Hamburg and farm the rice, but I don't think I should pass up such a close target. I can get roads to it and have trade rts in both cities. Rice+2 forests (to chop Terrace)
I'd also like to leave Fred to settle a couple more cities. Who else will settle that area NE of him?

Turnset extension (nothing too exciting and still too early to interfere with war planning)
T36: Cease Fire DG So fast I didn't even get the worker out of his territory. Gave me a free move via teleport.
T37: Buddhism : The is the first time I cut all the religious AI. This is really late. (btw, I didn't use choose religions, so this is Meditation)
T38:
T39
: Joao took a loooong time to be willing to talk.
Need to figure out where I want to teleport.

fyi, once the first riverGoldmine was done, I chose to go 2 more turns of max food, then 4 turns on Corn+gold (exact food to grow to size 3). So double gold is online 6 turns after the first was complete.

I chose to pillage the mine (15:gold:) and not teleport west (I want to go to Hamburg)
So, I keep the war with Joao going and plan to CF next turn.

T40: Move the Q. CF Joao. Teleport North.
 
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It'd be great if you explained it and posted a test game that demonstrates it. :D
I expect to show some of my lure tactics, but I don't know that one.

I don't have CIV installed currently :trouble: :scared: :please: .

The "worker-tactic" is very simple, you move a Worker inside the cultural borders of an enemy but in a way that his troops can only move on the tile next to him and not capture him directly. Workers have an enormous attractivity to the AI. Troops that don't follow the AI_city_defense script will move out of the city and chase the Worker. Because the Worker has 2-moves, they can never catch him. Simply kite them by always leaving 1-tile (or 2 in case of mounted) towards the enemy, so the AI can see the unit but not reach it. Capture the city while it's defenders are outside and move with the Worker towards an enemy. Get the other AI to declare war aswell and let it destroy the troops for you for free (advanced tactic) .

It's just the right time in your game to implement that tactic. Use it against the hills-cities from DG, so you only encounter two defenders in them. For extra safe-play (not sure if necessary) don't move your attacking stack in attacking distance so gather 1-tile away from the city diagonally (like Chariot-exploit-tactic) . Then you can be sure, that all non-AI_city_defense defenders will move out. The more advanced you get, the more you'll be able to lure the defenders into the right positions. Sometimes it can be very nice to just lure them on the open-field directly towards your stack, so you can slay them for XP and promotions.
 
Have a another question! About cease fire.. could someone elaborate on how it works? For early game worker steals.. and fast peace? Does and dont's? :)

:devil: Hot Tip: The Aggressive AI game option causes the AI to agree to Cease Fire very quickly if you threaten a city. That means putting a military unit within 2 tiles of their city.
You do have to have them willing talk which is usually just waiting a turn or three==depending on the leader. However, if you lose any battles, the time to talk will increase.
 
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