SSE/EE For Deity Masters (Walkthrough)

Hmmmm, Ghandi the Philosophical......Hmmmm stone in the second ring. Beelining the Great Wall actually makes having barbarians in the game an advatage to you rather than making it harder. The Ai has to deal with them while you don't. So much for the hard settings. Game over.
 
Looking forward to it, I liked your other EE game.
So this is a second try on this map? I can never get into those myself, I always get hung up on the mistakes I made the first time and end up making new (worse) ones trying to correct them.

Right, second try. My other I came in second, which really doesn't count as much. But I was close!

That's a huge stack of spies.

I think I made over 130+ at the end of the game. It is somewhere in the stats.

Well, most players, even on the Strategy & Tips board, aren't playing above Monarch. This decreases the utility of The Internet, tech trading, and espionage because they all rely on AI success. Also, there are no leaders with traits or uniques that affect so it is never sensible to try and leverage espionage.

I've been wondering about that too. Why is there traits for philosophical, etc. but not Espionage. I figured cause it is the newest gimmick, and they didn't have time to update everything Sid wanted. That is, if Sid even is part of the project anymore.

Hmmmm, Ghandi the Philosophical......Hmmmm stone in the second ring. Beelining the Great Wall actually makes having barbarians in the game an advatage to you rather than making it harder. The Ai has to deal with them while you don't. So much for the hard settings. Game over.

I'm a bit confused, but I can only assume you are talking about the stone that was off to the coast on East shoreline of capital? That was not used for the wall, or for anything. Even if I had happened to beeline for that resource, by the time I would have got any culture on that tile (making a settler or not), the great-wall would have been long gone by another civ already.

I suppose I could have gone an SSE/WE route, but I would have had to wait for Pyramids before even getting a chance to use it.
 
The Medieval Era!


350
Wow, things are starting to change.
Justin is actually willing to give me:

Monarchy
Mathematics
Iron Working

for Philosophy and 165g
-ni

820
City #6 is going up. So now we are set, though I'm still planning on 2 more for a bonus.

I plan to use this one for mostly just generating spies for the whole game. Of course I"ll take a few moments now and then to up some spy-infrastructure, etc.

820.JPG
 
840
It looks like I wont have to BUILD city #7, I'll just TAKE IT. Thanks to the local barb-Mennonite community.

Note: 6 turns left for Currency. I guess I wanted the extra trade-routes.
Note2: Looks like I"ll have those barbs trapped/pocketed in spots for a long time. I can come by later and just attack them with units for higher promotions whenever I want. It's almost like getting free XP.

840.JPG
 
940
And here we go, city #8. So we are all done now.

Note: But wait, the capital is cranking out another settler next turn... why do you think that is so?

940.JPG
 
960
FINALLY! We meet someone else in the world. Saladin!
-ni

1060
Due to our Great Priest pollution, we pop one.
Might as well absorb him into the capital.

* TROJAN HORSE CITY!

And now, you can see why I was bothering with that last settler for. Here is part of my master-plan.

I make a city close to my capital, but in very bad terrain. I then GIFT this city to Justinian, which gives me a nice boost in diplo-relations. After that, I just have 1 tile to run to in order to steal techs. But not just that, I also get an incredible DISTANCE discount. And not just that, hopefully with a little poisoning, etc, I can hold down his infrastructure building.

Note: There is some bad coding where a city once gifted will never flip back to the civ it was gifted too. THIS IS JUST WHAT WE WANT! By the time the AI realizes it is stuck with a terrible junker-city (if it ever does get smart), it will be too late. It will be PERMANENTLY stuck with it. No chance in hell to raz it, or have it flip back.

1060.JPG
 
1090

Oh wow, Justinian just comes out and flatly asks me if I want to accept his FREE gift of Construction.

Ammazing what happens when you know more than just ONE person in the tech-trading world. Or was that partially due to our Trojan gift?
-ni

1110
Zara greets us. If only he could have done this sooner...

* Seems Caesar greets us as well.
-ni

1120
Alright, lets make a defensive pact with Justin. Should give us a bit more protection, AND some good diplo status.
-ni

1150
Great Dynasty Event.... We choose +1 free priest in capital.
-ni

1160
We meet Rammesses, who seems to have founded Christianity.

** BTW, we used our Trojan City to steal nationalism. And THAT, propels us into the Renaissance Era!

Spoiler :
1160.JPG
 
Nice to see you going deity, obs. Now you'll finally be challenged (a bit ;))

But hey, you're using another bug, again :rolleyes:

Small question though: Why did you do that DP? Wouldn't adopting FR be way better for not being attacked, considering Justinian is not going to abandon his SR anytime soon? When you're in NSR the other conti won't have you as the worst enemy, much rather just or another one of the AIs there (luckily there's no religious lovefest there..). This can't be the price to pay for the esp discount, as you've already made yourself such a cheap stealing source.
 
I love how you've held off on researching Pottery until 1060AD.

Gifting a city only 4 tiles from your capital is brilliant. Once you get railroads, you could have the same spy run a mission every other turn. Of course, you probably let them hang out for a few turns for the discount, but the potential is there :)
 
Wow, the trojan horse idea is pretty nifty. I have never done that technique in a game of mine. But won't the AI sometimes refuse to accept a city positioned in torrid or ice land?

at deity the upkeep costs for AI are so small that one extra city hardly costs them anything, so i guess they probably have less inhibitions against stupid city sites that will never make them any money.
 
But hey, you're using another bug, again 

Small question though: Why did you do that DP? Wouldn't adopting FR be way better for not being attacked, considering Justinian is not going to abandon his SR anytime soon? When you're in NSR the other conti won't have you as the worst enemy, much rather just or another one of the AIs there (luckily there's no religious lovefest there..). This can't be the price to pay for the esp discount, as you've already made yourself such a cheap stealing source.

Now, which of the 1001 bugs are we talking about? There are so many I can’t keep track.

Anyhow, maybe we should just shut up about that. Any time I mention stuff like that, I get the entire Firaxis Supporter Lobbyists (in the other forum) jumping on me for being such an ungrateful person, and how I should just rush out and buy Civ V which will solve all our problems.

Hmm, I heard something very similar to this just not too long ago… A FEW TIMES!

As for DP, I need it for protection. It gives me protection from both Justin, and others on the opposing continent. In theory, they SHOULD not want to declare on me, because Justin will be dragged in by default.

Wow, the trojan horse idea is pretty nifty. I have never done that technique in a game of mine. But won't the AI sometimes refuse to accept a city positioned in torrid or ice land?

I have CONSTANTLY observed the AI rush a settler, all the way to the other side of the world, just to plant a city down on a big block of ice next to my capital for a single cheap beaver source. This, has never been fixed, and probably won’t ever be as Civ IV seems to be almost abandon-ware already.


I love how you've held off on researching Pottery until 1060AD.

Hmm, looks like I may have got it a little too soon then. (wink)

It’s amazing what tech orders you can do when you are not dependant on cottages.


at deity the upkeep costs for AI are so small that one extra city hardly costs them anything, so i guess they probably have less inhibitions against stupid city sites that will never make them any money.

I suppose there is also a bonus for getting a city that is on its OWN continent. No matter what poor condition it may be in (excluding culture of course).
 
It is more the granaries than the cottages that i am wondering about.. doesn't it hamper your play imensly to delay such a comperativly cheap tech for so long and miss on such an usefull building?
 
Agree with Oyzar, regardless of what economy/playstyle you use granaries are the most important building. Granaried cities almost grow twice for each time a non-granaried grows, so you're effectively working with 1/2 the population during the time the city is growing to the happy cap. This is perhaps less of a comparative handicap in your games than a cottage game - doesn't directly affect settled GP and GPP from wonders, although it probably slows the construction of wonders after the first couple - but still a big deal.

Other head-scratchers about this:
In this particular game where you have a small amount of self-research, this would be cheap tech to pick up with it.
You love production but prevent yourself from getting forges by ignoring Pottery.
Whipping wonders w/o granaries effectively trades more than 1 food per (pre-multiplier) hammer. Where you whipped the Paya, as far as I can tell you're working the rice, the grass forest, mined copper hills, and one gold hill. Switching the forest for a mined grass hill trades 1 food for 2 hammers, for a mined plains hill trades 2 for 3 (if you had them). Switching for the other gold trades 2 for 2 - still better than the whip! - as well as all the commerce. I can't say for sure since I can't see the numbers, but doing that a few turns before probably could've completed the Paya as fast as the 1-turn-saving whip. You'd be starving during that time but only at 1f/turn so you could probably still be at size 4 before it finishes.
 
Well this is not a wonder-game, it's an EE game. But I'm also puzzled about the delay of granaries.
 
Agree with Oyzar, regardless of what economy/playstyle you use granaries are the most important building.

That is nice and all WHEN YOU ARE ALL BY YOURSELF.

I needed to get very strong culture up very early, for obvious reasons. Not just to get my GATE set-up, but to also prevent the painful deity culture from winning out.

If you read how culture mechanics works, you will see why this is so. There is no comparison between the two in this spot. I can always get a grainery at a future time, but you can not win tile-ownership so easy once you lose it.

I am NOT wasting hammers & time on a grainery when I still have obelisk/temple/library/monstery/etc... to build.
 
The Renaissance Era!

1190

Ramesses II is the first to discover Liberalism!
That's alright, we weren't planning on getting there first anyway.
-ni

1210
We meet Monte the Nut.
Looks like he either founded Jewdiasm, or stole the holy city.
-ni


1260
We steal constitution.
Time for Rep. And Mausoleums!
-ni

1270
Another G-Spy pops.
Time to build a SY in the capital.
-ni

1310
Hmm, Zara has declared war on Julius.
-ni

1340
We steal Paper.
* We also steal Education.
** We also trade constitution to Monte for:
Gunpowder
Calendar
80g.
-ni

1350
We complete forbidden palace in our out-post city.


* We trade Education to Monte for
Metal Casting
10 g.
Peace with Ramesses II (seems he was at war, and is getting his ass kicked)

1350.JPG
 
1370
We steal Machinery.
-ni

1420
We steal Printing Press.
-ni

1450
We steal Liberalism.
* And seems Julius makes peace with Zara.
-ni

1470
We trade liberalism to Julius for Engineering and 175g.

—
And we trade liberalism + WM + 70g to Monte for:
Feudalism
Optics
-ni

1505
We pop another g-spy.
* And we steal democracy.
-ni

1515
Trade that democracy to monte for Astronomy & 90g.
-ni

1525
We steal chemistry.
-ni

1545
Trade chemistry to monte for:
Guids
Music
50g.

-ni

1570
Popped another G-spy.
-ni

1605
Hmm Monte declares war on Ramesses II, and so does Julius.
-ni

1620
Special event due to some scandal. We choose +1 happy faces in all cities.

1620.JPG
 
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