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

As painful as it is, I believe the dark age will continue another 5+ turns. Besides finishing factory/coal in all major cities, in those that already have coal plant, I'd like to build 50 settlers, 25 mining, and 25 sushi over this span of turns. Along with 100 triremes, but the non-factory islands can help here.
I'll probably get some explorers out of it too because I'll use them to get overflow and build settlers in 1t with no whipping :eek:

10 settlers for seafood islands, 15 settlers remain on my transports, and 25 will settle the mainland. The first settlers I produce will prioritize settling the mainland, squeezed in all over, so they can get mining and sushi at 5 cities per turn. Oh yea, this will require 510gpt :faint:
These new cities will build Terrace (4t), then explorers (2t) at ~45hpt. Nothing else except eventually research. They will work very few tiles, if any. Just add new scientists with new population. This will free up my super-cities to do research.
 
So after my 2 turns of IW failgold, I started using missionaries. 1st turn I only needed one cashed out, so I whipped and removed from the queue the last city in the processing order that had one prepped. Then built the 3rd missionary in the 2nd to last city in the order--the other 2 have been standing around for a couple turns.

T294

Spread buddha to one of my cities that wants to whip a factory in OrgRel.
Now, I need more money to the last 2 cities get whipped. 3rd from last builds a buddha without whipping.
= 357:gold:

I had the option of spreading execs to 7 cities or, if I chose some islands, then just 5 cities.
Well, 51g * 7 = 357! so I guess I'll choose to spread all 7 quick ones.
 
Oops, learn another lesson the hard way.
I thought it a good idea to stick the AI with one city settled on iron, copper, coal, silver, etc. Then when they capitulate, I get that resource.
But! you can't get coal unless they have steam power. :think: I guess I just gift Ragnar up to Steam power. What could go wrong?
Sadly, that will take several turns
 
T295

Mining: +41, Sushi: +28
Domination 61/68%
100 cities
83 workers

-10,000+ gpt

bpt: we're not talking about it rt now.
 
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Late game general.
I can't think of anything inspiring, so after a long walk, the general does 2 galleys: +10xp. Means they each move 5. The one with the GG attached will get a free upgrade to galleon (7 moves). Last time I made one super-galley. It will eventually be a galleon with 8 moves.

Shame GG's don't do golden ages.
 
Do units with GGs attached get fed to the strike monster?
Spoiler :
Or are they considered management, and thus do not go on strike. :lol:
 
Here's most of Liz...

WxuGwon.jpg


:devil: Hot tip: try to flip the AI out of slavery. Use a spy or just ask nicely.
If you can't get slavery, just get them to take something like Pacifism (to put them in anarchy)
In my case, Liz is already in Caste :thumbsup: Any I couldn't ask her nicely for anything cus she's Furious.

Her only real cities are London, Nottingham, and Coventry
Far off in the ocean is Newcastle. Aptly named, and Liz must be psychic because that's exactly where I intend to move her capital. :mischief:

I chose to attack her from the south. Lots of troops roaming the north.
Also I want to get rid of her only hills city 1st, as a surprise.
Coventry, way back like 15 turns ago, had 2 longbow, sword, ax.
But since then, it has 4 longbows, a cat, sword, spear and another couple maces nearby, yes--maces. She's upgrading.
On top of that, this city and one other already popped to 60% borders.
If those maces and even more swords, spears, cats don't make it to Coventry to defend in time, they'll still be a danger for counterattack. This is why I brought almost the whole army.

13 knights, 1 mace, 1 cannon, 1 cat total. 2 HAs will arrive in Coventry and can attack/defend next turn.
I'll drop siege next to the city via galley and also knight, mace to protect.
11 knights move to the Pig (1S2W of Coventry)
Healer Knight (moves 3) to capture worker.

In the north jungle is where I have vassals created. (St. Pete, Rostov, etc.)
I gift 3 of these to Liz before DoW. Why?

1) it gives me an easy way to get some war success and get a Cease Fire in case things go downhill.
2) :devil: My real reason. I hope she will send a half dozen units north. Ideally longbows.
I can't wait to see what's in Coventry now.

Wait no longer.
Dropping my siege reveals: 2 longbows and 1 cat :thumbsup:
But how many units will be there next turn?

watch here for the update...

T296

9 corps
spread this turn. New record.

Coventry
The cat makes a run for it and only 2 longbows remain.
That worked better than I'd hoped. I should have attacked a couple turns ago.
164:gold: for capture.
I lose 1 knight.

But then I lose another at 90% trying to clear out some maces.

Continue here
 
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The dust is settling, and I can finally see the end of this slavery window. I'd like 2 more turns, so that would be switching back to caste on 298. Been in slavery since 290. I suppose I should end OrgRel too at the same time. :think: that means no more missionary gold for now.

Or, what if I just gave up slavery for now and finished the last factory/coal's the slow way?
No, I need a good amount of settlers yet, so I'm going to crack the whip for at least 2 more turns.

I had this great build order: 2 explorers and then with overflow I get a settler in 1t. I like it because the city grows more, but that's 3t for 1 settler.
How about this plan:
T: partial settler1
T+1: whip settler1 (one whip is now 270! so overflow is 300)
T+2: finish settler2
T+3: finish settler3

3 settlers in 4 turns. And, I don't need to whip after T+1. Cities won't grow for 4t.

I like it. Need to re-re-visit all the cities thinking about settlers.
 
I want to motivate myself to get settlers on my transports instead of just settling them all for seafood or quick mainland corp spread.
So I'm going to make the call: exactly T300 they need to be protected with a settler.
This is not random. I will attack London T299. All my units can move into the city T300, safe from the strike monster.

Maybe some transports can die.

....studying game...
Looks like 301 will be better timing. I'll get full use out of my two, new super-galleys.
 
Late game general.
I can't think of anything inspiring, so after a long walk, the general does 2 galleys: +10xp. Means they each move 5. The one with the GG attached will get a free upgrade to galleon (7 moves). Last time I made one super-galley. It will eventually be a galleon with 8 moves.

Shame GG's don't do golden ages.

Couldn't you use some Military Acadamies for more overflow gold? Or is that stage over?
 
T298

Sushi fails to spread.
And they keep your 51:gold:
It's not like a spy mission failing. At least in that case, you get to keep your EPs.

Liz - London
I swarm the city. It has LB, mace, sword, cat, cat and 1 more LB one tile north.
She did take slavery as soon as the war started, so I could see a new LB.
Se could also have several units I can't see fill up the city. Please do.
This time (next turn), I'll be able to hit with 4 siege instead of 2.

continue to 299
 
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T298

Sushi fails to spread.
And they keep your 51:gold:
It's not like a spy mission failing. At least in that case, you get to keep your EPs.

Liz - London
(tomorrow)
In real life, spies are probably also more reliable than corporations :)
 
Perhaps this has been obvious, but I wasn't aware that Free Market's -25% corporations maintenance also affected spreading costs. I'm playing a game now where the AIs are basically dead (or I'm at war with them), so it made sense to stay in Mercantilism for a while longer in the early spreading phase. It costs 65:gold: to spread (on Normal speed, which I don't think matters). That works out, sort of, with the 25%.
 
Perhaps this has been obvious, but I wasn't aware that Free Market's -25% corporations maintenance also affected spreading costs. I'm playing a game now where the AIs are basically dead (or I'm at war with them), so it made sense to stay in Mercantilism for a while longer in the early spreading phase. It costs 65:gold: to spread (on Normal speed, which I don't think matters). That works out, sort of, with the 25%.

I was expecting spreads to be about 60. Surprised that it was consistently 50 and now 51. I am in Merc. Even with over 100 corps, FreeMarket does nothing for me in STRIKE. It is still a mystery how this number is calculated. I don't care enough to look it up.
Could it just go up with inflation? Yea, that's probably it. My inflation is 2%.
I bet it is exactly 50:gold: plus inflation. Solved (?)
 
That may be it actually. As on normal speed this ofc happens much later, like past 1000AD, so inflation has a bigger impact.

How long will you stay in STRIKE?
 
I'm really playing with fire lately regarding the strike monster--barely making enough triremes every turn even tho I'm very focused on it. I'm just not letting it get in the way of factory/coal. When I roll the next turn, I'll be one or two short. I even took an odd emergency procedure. I DoW'd Zara just so I could move a trireme out of my culture. :devil:
I think a quechua or two will die, but maybe a cat could be picked.

In the past several turns, I've awakened and moved all of my MP units to seek out towards neutral land. No happiness issues right now. I'll just have to build a longbow later if needed/worth it. I'll continue to avoid Rifling as long as possible for this reason.

That may be it actually. As on normal speed this ofc happens much later, like past 1000AD, so inflation has a bigger impact.
Yea, what was the inflation in your game? 30%

How long will you stay in STRIKE?
Another thought provoking question. I keep imagining myself maintaining strike til the end to keep my workers, but didn't I already conclude that was too expensive just to get a few more workshops done? So although the answer to your question is probably still 'forever', I should take steps to starve the strike monster eventually--i.e. feed it all my extra military/workers/explorers I currently have and build no more bait.

The really hard part will be preparing the soon-to-be-settled sites that have 6+ forests (and the settled one that has 11+). I'll have to move to and road all those (5-6t) and 5-6t chop -- depends on tundra. And that's only if I can get dedicated workers transported to each place.
 
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