Hello, some months ago I published some advice for who want to win by space race without attacking other civs. Now I can do the same at deity, the difference is:
1) At immortal you can win with 8+ cities, at deity you need 11+ If you are boxed you may try a cultural victory or a quick war to liberate yourself.
http://forums.civfanatics.com/showthread.php?t=496541
2) At immortal you can afford to build a small defensive army, at deity you cannot: every hammer is needed to expand your empire, you must defend yourself with diplomacy only. For this reason spiritual leaders becomes very important, you will have to switch civics/religion to have good relations (I now play with Asoka). BTW if you are attacked early you can usually whip a defensive force when needed. Bribing other civs is very important too, "stop trading with" is great.
My play at immortal was quite simple: zero workshops, cottages everywhere, zero "pure" production cities. This will make you the tech leader, and this means that you win space races and wonder production simply because you get techs much before them. At deity you cannot be the tech leader so 2-3 pure production cities (no cottages, only farms and workshops) are required if you want to win the Internet (very important!) and the space race.
Since diplomacy is the key, and you must be liked by other civs anyway, you could also win by UN. The problem is that you must be the one who builds it, and I don't like it.
At deity, after liberalism (which you could lose of course) I usually choose between paths: if I'm very good at techs (usually not) I research to democracy and I try to build the Statue of Liberty. If not, I research to biology. A +1 food is a great advantage and later (much later) you could trade it. When I get rifles I usually build a small defensive army.
I usually keep a Great Engineer to create the Mining Inc. If I got another one I use it for the 3GD. As I wrote in the other threads, my space race "begins" with the Internet, then Apollo, then I go immediately to fusion and genetics. Composites and Ecology are the last.
Since I use spiritual leaders, I keep/plan 3 GP for two golden ages during the space race or internet construction.
About the first 120 turns, you may study the youtube games by Chris67132, with some minor differences: placement of cities must be choosen also with long term planning and since you won't need an army, you don't need so many farms and so much whip. His diplomacy is great and you must study it.
Have fun. Obviously you need a good leader and your initial land must be at least average. It's possible to win also with isolated starts.
1) At immortal you can win with 8+ cities, at deity you need 11+ If you are boxed you may try a cultural victory or a quick war to liberate yourself.
http://forums.civfanatics.com/showthread.php?t=496541
2) At immortal you can afford to build a small defensive army, at deity you cannot: every hammer is needed to expand your empire, you must defend yourself with diplomacy only. For this reason spiritual leaders becomes very important, you will have to switch civics/religion to have good relations (I now play with Asoka). BTW if you are attacked early you can usually whip a defensive force when needed. Bribing other civs is very important too, "stop trading with" is great.
My play at immortal was quite simple: zero workshops, cottages everywhere, zero "pure" production cities. This will make you the tech leader, and this means that you win space races and wonder production simply because you get techs much before them. At deity you cannot be the tech leader so 2-3 pure production cities (no cottages, only farms and workshops) are required if you want to win the Internet (very important!) and the space race.
Since diplomacy is the key, and you must be liked by other civs anyway, you could also win by UN. The problem is that you must be the one who builds it, and I don't like it.
At deity, after liberalism (which you could lose of course) I usually choose between paths: if I'm very good at techs (usually not) I research to democracy and I try to build the Statue of Liberty. If not, I research to biology. A +1 food is a great advantage and later (much later) you could trade it. When I get rifles I usually build a small defensive army.
I usually keep a Great Engineer to create the Mining Inc. If I got another one I use it for the 3GD. As I wrote in the other threads, my space race "begins" with the Internet, then Apollo, then I go immediately to fusion and genetics. Composites and Ecology are the last.
Since I use spiritual leaders, I keep/plan 3 GP for two golden ages during the space race or internet construction.
About the first 120 turns, you may study the youtube games by Chris67132, with some minor differences: placement of cities must be choosen also with long term planning and since you won't need an army, you don't need so many farms and so much whip. His diplomacy is great and you must study it.
Have fun. Obviously you need a good leader and your initial land must be at least average. It's possible to win also with isolated starts.