Stonehenge on Deity

CrazyG

Deity
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I've seen some disagreement on this around the forum, but stonehenge is very buildable on Deity, and I'm gonna show you how!

Its pretty similar to multiplayer wonder races if you are familiar with multiplayer. Its actually how I came across this specific build, me and friend often play together, he loves his stonehenge and I love denying it to him. The important thing to remember, its a race. That means every time you make a choice to slow down you decrease your odds of winning. I think that is what some people might miss, if you want it you have to give up a lot to get it, if the other guy gives up more, he will get it. Deity tends to push the same way, any wonder is buildable, but the costs are very high.

Here is a start I rolled as Arabia. I had to reroll once to get a starting position I felt could win the race. That doesn't mean the other start was bad, I would have happily played it. But it didn't have the tools needed to win the race for stonehenge.
Spoiler Starting Position :

StartingPosition.jpg


This is an average desert start in my opinion. Being on an Oasis is nice, but gold isn't very important for this build (unless you get enough to invest stonehenge, but that takes goodies usually). Desert tends to work pretty well for building Stonehenge, but you can win the race on other terrain as well. The important thing is I have a 3 food tile, and multiple 2 hammer tiles, this is the bear minimum to build it. You can definitely get a much better start than this, copper and marble hills for example, or culture tiles.

We start by queuing a monument and moving the warrior. Our goal with the warrior is to go in a circle around our city, and hopefully find a few goodies. Our warrior has to find culture if we do not have a culture tile. Your tech order is pottery first (duh). I find its okay to queue pottery for a few turns, then shift to a different tech if you realize it isn't the time or place for stonehenge.

For social policies, progress is impossible without an absurd start, its all about hammers. Authority can build it, but in my opinion shouldn't. The opportunity cost is really high, you will likely be better off building military units. That leaves tradition, who does it best. The tradition opener provides food, which can help us grow a turn or two earlier, which can be another few hammers. Generally I'm at 4 population when I get stonehenge, sometimes 5. For your second policy, choose the engineer. This policy grants +3 production, and you can work the engineer for another 3.

The next question is culture. We need our first policy unlocked fast, if you have a tile with starting culture, great problem solved. If not, we need to find some ruins or a CS, so get that warrior moving. Don't go too far, a single barbarian raid can ruin your chance to win the race. If you don't get the culture, then you don't get the wonder, thats life but you should be fine . Like I said above, its ok to change your tech queue and gameplan if you realize stonehenge ain't gonna happen. The worst thing you can do is try to build it when facing certain failure. I found some culture ruins, so right now everything is going according to plan.

When Pottery completes, take the monument out and queue the wonder. It is very important that you don't finish the monument. Right now you likely have an absurd build time, I had 25 turns. This is what makes stonehenge a really tricky wonder, you grow so much between starting and finishing it that its hard to guess your finish date.

When you hit 70 gold, invest in the monument and put it back in the queue. You will have overflow, this is the key. When I say overflow, look at the production tooltip. It reads 44/32, that means it will save that 12 hammers plus whatever we produce this turn, and it will be available for whatever is in the queue next turn. Basically what this will let us do is move production from before we had pottery and let us spend it on the wonder. Because I started on an Oasis, I could have invested much earlier, but that would have been a big mistake, when you overflow all those hammers get spent the next turn. We need to overflow into stonehenge, not a shrine or warrior. If your monument is about to finish, take it out of the queue and let something else build, then return it once stonehenge is available and you can invest (this is better value than investing directly in stonehenge, which you rarely get to do). Typically you overflow about 12, which usually shaves 1 turn off your finish time.
Spoiler Monument Overflow :

MonumentOverflow.jpg


On Deity I always overflow, on other difficulties you don't have to. You can overflow using a shrine if you want, but the monument gets that second social policy earlier, which is worth a few hammers (and food).

Its worth noting that if you have no extra gold at the start and you find a 15 culture ruin, you need to invest the exact turn you hit 70. If you wait, you miss your second social policy by 1 culture, that 1 turn delay costs up to 6 production.

Spoiler Starvation :

Starving.jpg


As you can see here, I am letting my city starve. It won't actually drop in population number, but I need the Oasis off and that mine on for a few turns to shave off a turn. Sometimes you can avoid doing this, but this start isn't great so its the right call.

Finally, I am about to finish on turn 24, which is about right. Lets cross our fingers and see what happens.
Spoiler Last Turn :

LastTurn.jpg

Success.jpg


Wonderful. Generally I like to finish by 23, 24 is alright but past that gets risky. Egypt is of course faster. Carthage is also faster since they can invest in it every game, but it doesn't fit their playstyle all that well IMO. If I wasn't making a tutorial or I was in multiplayer I wouldn't have attempted it here, the start just isn't quite strong enough. Changing one of the mines to have a culture or hammer would have really helped. Obviously its possible to do something different and still build it, but if you miss by one turn because you chose not to stagnate growth, you have no one to blame but yourself.

The other thing to note is unless I capitalize on my wonder, this start isn't very good, and most pantheons won't do much immediately when coming from stonehenge. Its also slows down improving resources by a lot, I could build worker next but thats really greedy, I could easily get conquered and even barbarians are going to be tough to fight soon. If I wanted Spirit of the Desert, really shrine + worker would probably work better. In fact I actually find stonehenge fairly weak, its something I'd only build if I have a special reason to. If I had done a more normal build order, I would probably be at 5 population, and have a shrine, worker and extra warrior. I also usually go for tradition's artist first, which provides lots of faith and keeps me much more relevant in the culture race for later, more powerful wonders. Additional wonders will be much more difficult to get, I probably wouldn't go for another wonder until Hanging Gardens or Oracle in this situation. Maybe Petra, it has less competition typically.

Hope y'all enjoyed. I remember learning the monument overflow trick as a moment where my civ gameplay really improved, not just because of the trick itself, but because its useful for thinking about priorities. Hopefully it can do the same for others.
 
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CrazyG explain me how you play tradition in highest difficulties
Very carefully :)

My first consideration is always war. I try to always fight on my own terms, for tradition that means small defensible borders. If I played the above as a real game and not a how to, I would have gone Authority.

I always focus on being able to defend my land, that is the priority. If that means taking worse land but having a much easier fight, I take the crappy land. Typically I settle my cities the minimum distance from my capital, or very close to that. Long term I'm going to work specialists, so I don't need tons of good land, having a few strong early game tiles is more important. I try to save most of my gold to spend in other cities, not my capital. Founding on forest and investing in a well gives a city a strong start. I've found its more useful to focus production in new cities than food as tradition, because otherwise they don't do anything for too long.

Mid-late game economy is all about great people. Build a fast Oracle, use it to get 3 fast Aesthetics policies, after that I go Piety if I plan to win by science or finish Aesthetics if culture. The goal is to snowball culture, and hit Rationalism and Freedom fast, their policies are so good for specialist economies. If you got a religion you should be getting a crazy amount of yields from expending great people, yields that have no relaiton to # of cities :c5happy:. Through rationalism, working all scientist slots, and stealing a few techs I usually become the tech leader during industrial.

For war, I try to get some elite melee troops with drill and cover, and ranged units with logistics. I have a specific plan to defend, and I build lots of roads in that area. We want to avoid wars of attrition, but small scale wars are valuable opportunities to get experience and a great general. Citadels make defense much easier, and you get bonuses for expending a general. If my neighbor is a warmonger and currently fighting someone else, I will strongly consider attacking him. War is generally most difficult in medieval-renaissance, so having a UU here is nice. After that you should have a mild tech lead over the warmongers. Keeping lots of gold in reserve is useful to buy army when its needed, and not pay maintenance until then.

For runaways, if its Maya I just surrender. I can usually handle other runaways, try to beat them at just 1 thing and win using that 1 thing (usually science). Usually you can compete with the big empires in culture and science(I win the culture CS quest frequently), but not faith or production.

Every game is different but the above is usually true, is there something specific you have trouble with?
 
Can never make it work either. Always bite my fingers when I pick tradition over progress.
What do you find difficult when you got tradition?

I can't get progress to work on Deity, I find tradition does peace better and Authority does war better, can't seem to ever get a good balance going.
 
I can't get progress to work on Deity, I find tradition does peace better and Authority does war better, can't seem to ever get a good balance going.

Exactly, progress is a lot harder to get to work, with the lack of reliable culture and defensive bonuses. You need a very specific set of traits on the civ you're currently playing to make progress work, usually all early-game bonuses.
 
I've also noticed that I tend to do much better when I go tradition, though if you can get a decent early game the late game really goes nuts with all the instant boosts. Getting there can be a challenge though, and I find myself most often going tradition because it just flows more easily.

Edit: I also just thought, how many cities do people tend to go when they run tradition? I'm trying to figure out a good number.
 
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I've also noticed that I tend to do much better when I go tradition, though if you can get a decent early game the late game really goes nuts with all the instant boosts. Getting there can be a challenge though, and I find myself most often going tradition because it just flows more easily.

Edit: I also just thought, how many cities do people tend to go when they run tradition? I'm trying to figure out a good number.
I usually have 3 to 5 when I play tradition. More is better, but I base my choice on what I'll be able to defend. My biggest challenge is always war so I found cities until there aren't defensive positions left. Sometimes I also take a city state if it fits my borders, especially if its resources fit my pantheon.
 
What do you find difficult when you got tradition?

I can't get progress to work on Deity, I find tradition does peace better and Authority does war better, can't seem to ever get a good balance going.

Tradition fares OK over an entire game, just not early.

Your cities do not get production, therefore they are very slow to get off the ground.
No gold until the fifth policy means I am always in the negative unless I start next to plantation luxuries, or I have to rush markets in every city and work merchant specialists -which I don't want to-; a consequence of this is no army, and no army means you cannot be opportunistic, which is a staple of winning in Deity imo.
More generally, conquering or sprawling -if you have the opportunity- is super tough because you cities will grow too fast for their productivity, meaning you have to stick to your base cities for almost the entire game. I suppose you could conquer capitals only, but they'd be difficult to defend without buffer surrounding cities.
Also, you never want to work the artist and writer slots -nor the merchant most of the time- early game, therefore these policies lose a lot of their power.

I guess my main gripe with Tradition is that it locks you almost irreversibly into a playstyle. You cannot be reactive.

Exactly, progress is a lot harder to get to work, with the lack of reliable culture and defensive bonuses. You need a very specific set of traits on the civ you're currently playing to make progress work, usually all early-game bonuses.

What defensive bonuses does tradition have? 50% RCS for cities with a garrison? That's pretty weak sauce.
Culture is the only weak point imo, but you can build monuments quickly everywhere, pick the +1 culture to each monument event and perhaps a culture-generating pantheon and you're good to go.
 
Tradition fares OK over an entire game, just not early.
Your cities do not get production, therefore they are very slow to get off the ground.
No gold until the fifth policy means I am always in the negative unless I start next to plantation luxuries, or I have to rush markets in every city and work merchant specialists -which I don't want to-; a consequence of this is no army, and no army means you cannot be opportunistic, which is a staple of winning in Deity imo.
More generally, conquering or sprawling -if you have the opportunity- is super tough because you cities will grow too fast for their productivity, meaning you have to stick to your base cities for almost the entire game. I suppose you could conquer capitals only, but they'd be difficult to defend without buffer surrounding cities.
Also, you never want to work the artist and writer slots -nor the merchant most of the time- early game, therefore these policies lose a lot of their power.

I guess my main gripe with Tradition is that it locks you almost irreversibly into a playstyle. You cannot be reactive.
I almost always work the artist the instant I get it, taking it off only for wonders, sometimes settlers or to grow/build something a turn faster. This strikes me as an enormous deviation from my gameplan, culture snowballs so much for tradition. I think getting the merchant as the fifth policy is a really bad option, you get extra culture from all monuments on the policy with the writer, and you should have a monument in every city by that point. Generally my goal is to get splendor ASAP because its gives so much culture, and you need to hit policy #6 quickly for hanging gardens and oracle (which I usually engineer).

Sounds like tradition just might not be your playstyle if you want to sprawl, the goal is a tiny efficient empire. I do conquer things sometimes, but I would never never would sprawl out cities. I dig in and turtle, I usually only declare war if I'm anticipating that person is going to war me anyways. Ideally you pick a civ with amazing late game, Korea for example can pretty much ignore anyone who isn't invading it. I tend to view tradition as I'm the threat, I'm going to win via science, I'm going to win it fast, and its up to the other civs to react to me.

You also have a tiny score which means world science initiative boosts your science and food output when you already have the biggest cities and a tech lead :)

What defensive bonuses does tradition have? 50% RCS for cities with a garrison? That's pretty weak sauce.
Culture is the only weak point imo, but you can build monuments quickly everywhere, pick the +1 culture to each monument event and perhaps a culture-generating pantheon and you're good to go.
Having a smaller empire is a massive defensive advantage. You can avoid a ton of wars by expanding less and having fewer border disputes. I try to fight my wars in chokepoints, who cares if my army is small its always elite, high tech and in good terrain.
 
I almost always work the artist the instant I get it, taking it off only for wonders, sometimes settlers or to grow/build something a turn faster. This strikes me as an enormous deviation from my gameplan, culture snowballs so much for tradition. I think getting the merchant as the fifth policy is a really bad option, you get extra culture from all monuments on the policy with the writer, and you should have a monument in every city by that point. Generally my goal is to get splendor ASAP because its gives so much culture, and you need to hit policy #6 quickly for hanging gardens and oracle (which I usually engineer).

I meant fifth policy as in "fifth policy in the tree", aka last. Maybe I should try working the artist - it did strike me how it takes forever to reach the writer policy without it.

Sounds like tradition just might not be your playstyle if you want to sprawl, the goal is a tiny efficient empire. I do conquer things sometimes, but I would never never would sprawl out cities. I dig in and turtle, I usually only declare war if I'm anticipating that person is going to war me anyways. Ideally you pick a civ with amazing late game, Korea for example can pretty much ignore anyone who isn't invading it. I tend to view tradition as I'm the threat, I'm going to win via science, I'm going to win it fast, and its up to the other civs to react to me.

You also have a tiny score which means world science initiative boosts your science and food output when you already have the biggest cities and a tech lead :)


Having a smaller empire is a massive defensive advantage. You can avoid a ton of wars by expanding less and having fewer border disputes. I try to fight my wars in chokepoints, who cares if my army is small its always elite, high tech and in good terrain.

The thing is, I don't want to sprawl or go to war. But sometimes I'll have isolationist neighbors leaving tons of prime land untouched far into the early game -Korea AI is a good example of this-, or a runaway civ starts a war with someone else and leaves one of their flank very vulnerable to an assault (and I'm scared they'll snowball out of control). Well, with Tradition I can't make use of these opportunities. The behavior and success of the other AI is completely divorced from my decisions. That's not a very fun way to play, I think.
 
The thing is, I don't want to sprawl or go to war. But sometimes I'll have isolationist neighbors leaving tons of prime land untouched far into the early game -Korea AI is a good example of this-, or a runaway civ starts a war with someone else and leaves one of their flank very vulnerable to an assault (and I'm scared they'll snowball out of control). Well, with Tradition I can't make use of these opportunities. The behavior and success of the other AI is completely divorced from my decisions. That's not a very fun way to play, I think.
Its not like you ever have to sprawl (you might have to go to war) but just ignore the land and enjoy turtling.
I find if you manage specialists well, get a good religion and the right civ, you can go head to head with the runaways (other than the occasional Maya). I also don't really play peacefully, if I'm not next a warmonger I'll assemble a small force to go bother somebody.
 
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