The Wide Commerce Strategy For easy Deity Diplomatic wins

stormtrooper412

Peacemongering Turtlesaur
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For any of you guys who still find Deity a struggle, I've done some modifications of the infamous Small Piety guide to make it fun. I won't go into much detail if you tried the Small Piety guide, because you know the basics. But, from the top:

1. Pick a civ, any civ will do really, but the ones who favor wide play are preferable: Rome, Celts, Mayans, Netherlands, Persia, pretty much anything you can think of that has some or any sort of per-city bonus.

2. The land is not really all that important, you can have all the Salts you want, but you can also be in the middle of the tundra and it will still feel kind of the same. A couple of things to keep an eye out:

a. If you don't have room for a wide settlement, then you obviously need to make some. Liberty opening will help out there. If you have a peaceful weakling close by, definitely go romp and stomp on them. If not, alright, not a deal-breaker.

b. If you have access to the coast, it should work much better since the key to this strat is $$$ and cargo ships can really bring it. If not, again, not a deal breaker, you will simply have to kick out Caravansaries early and scout the inland map better to see for potential trade partners.

3. The way Liberty works is you're either gearing up for a really quick conquest of your own neighborhood or setting up for a massive snowballing session late in the game. With this in mind, you can settle as much cities as you reasonably can as long as they can reach the luxuries and your happiness can support it, and this won't be an issue once it gets off the ground.

BUILD ORDER AND EARLY GAME

1. Go scout, scout, monument, shrine. In no particular order however, you can hit a pair of religious CSs and have a very good pantheon early on, you can hit culture ruins, you can hit barbs. Either way, don't bother with settlers until the free one is ready. Then get out of your back yard. I suggest settling the outer rim first and then work your way back inside. Be careful not to step on any toes. Early wars are a killer, however:

2. Since neither science nor growth is top priority in the early phase, you should have some archers and spears up and running, to protect your cities, to protect your workers, to skewer the pesky barbs and just generally make yourself feel better.

3. Use the Liberty finisher either way you want:
- Scientist to catch up on science (not really needed, you won't be far behind unless you really want to)
- Engineer to catch an important wonder (Petra, Oracle, maaaaaaaaaaaybe MP). If neither is available (possible, likely, but never definite), use it for your NC. No love lost.
- Admiral to sail yonder and meet suckers with deep pockets trading partners, as well as plenty of CS drones allies.

MIDGAME

If you're not in a rush to finish Liberty or you have already, this is the part where you break off. Depending on your culture output, you should go full Patronage and full Commerce, all the way, in no particular order as it's quite situational. Rationalism is completely optional, if you can spare some culture for it, do it, but nothing will happen if you don't.

At this point there are basically two things you will want to have: cash money and CS influence. Pick the CS in order of importance: happiness, culture, religion/food/army. Your CSs will make science for you, which might not seem much but it will add up. Your CSs will burn the grinding SPs and set you up nicely. Be on the constant lookout for the CS needs that you can take care off, like adding resources, stocking up science, giving them gold when they need it more.

Build order in all cities: Markets and Banks, trade ships, Universities, Workshops. The obvious focus is gold. Be constantly in debt but always keep a steady income to keep afloat: never drop below 5gpt.

Research stuff that will get more trade routes. Sailing before Civil Service, Engineering before Education, Banking before Acoustics.

IDEOLOGY AND LATE GAME

At this point you will already have around half the CSs under your belt and other half will be friendly at least, a sizable income, and no happiness issues (double digit +). Ideology is not part of this strategy i.e. it doesn't matter which one you pick, so roll a dice or pick whichever will be the dominating one. Pay attention to diplomatic consequences if you choose poorly, ideological pressure, which you shouldn't be worried about if you're in the net + but even if you do get hit, growth is still not the top priority.

ENDGAME

This is where the things get a bit complicated. If your science hasn't been top, you'll have to rely on the AI tech rate. The United Nations will become a thing after half the Civs have reached Atomic era or at least one has reached the Info era.

Like I said, if your science hasn't been that good for whatever reason, you might not reach the Info era quickly enough and you will have to wait for AIs to go Atomic. However you can play a part in that game by timing your own Atomic era to get near the end of the current congress session. Ideally you'll want it to be a turn before the vote. That way, there will be a special session to vote for the next host (you!) and then the next congress won't take place before the UN leader has been chosen. This is the small window of opportunity.

If everything fell into place (spoiler: it always does), your spies turned into diplomats will have little issues convincing your many friends to vote for you. Sometimes they will do it basically for free anyway, sometimes they will ask for an arm and a leg. That's not too bad, you should be swimming in gold anyway. Use all of your excess gold to lock down the CS allies, in a recent game, everyone was over 150 with me, some even went over 200.

Being host = 6 votes
2-4 friends voting for you = 8-16 votes
[optional] World religion = 2 votes
[optional] World ideology = 2 votes
[optional] Globalization = 5 votes
13-15 CS allies = 26-30 votes

Add them all up, and it's a big pool of votes out of which you need to scramble 40, maybe less if someone got taken out.

Some additional comments:

I find this strategy much safer than the Small Piety guide because:

1. A wide empire with a non-negligible army will make even the craziest of AIs think twice before invading.
2. You don't need a religion if there's no good pantheon to be taken, ergo no need to roll the dice on available reformations.
3. You end up with much more gold than going Small Piety
4. You end up with more science keeping you in the game in crunch time.

Right, fire away the comments

Moderator Action: Two posts by same user in rapid succession merged.
 
If everything fell into place (spoiler: it always does), your spies turned into diplomats will have little issues convincing your many friends to vote for you. Sometimes they will do it basically for free anyway, sometimes they will ask for an arm and a leg. That's not too bad, you should be swimming in gold anyway. Use all of your excess gold to lock down the CS allies, in a recent game, everyone was over 150 with me, some even went over 200.


Moderator Action: Two posts by same user in rapid succession merged.

Has some patch changed this? I have never been able to convince anyone vote me as a world leader even if I have been friends wtih them whole game and no red indicators on diplo screen. however I havent played diplo game in longtime..maybe one year ago was last time
 
To be perfectly honest, I have no idea how it works, but the law of probability says if you have 5 diplomats and you only need to convince one to vote for you, chances are, you might pull it off. I wrote it down because I've had a number of Diplo wins and every time at least 2 other Civs vote for me
 
Yeah I don't know how it works either. Sometimes they will take the gold and vote for me, most often they won't. If someone figures this out it would break Diplo though!
 
I don't see why small commerce won't work just as well... (having less land covetousness would indeed compensate for having less hammers for troops) and truth be told, cities take money to develop; a smaller approach means no happiness worries so you can give gift luxes to everyone. A smaller approach also means you can rush buy everything needed and can build archaeologists for a permanent diplo boost. A smaller approach also means more money for RAs... Lastly, a small approach allows for finishing SP trees faster. I say this because I've been experimenting with 2-city tradition games lately and to my surprise my tech is much faster than I expected; I do not notice a huge difference in turn times because of the sheer amount of RAs I can kick out with less of an empire to maintain. Diplomacy and keeping friends is really easy when you are small.

Religion is a non-issue here (the shared religion diplo modifier is a measly -5 I believe, compared to -20 from a landmark built or -30 for free gifts)... diplo merely requires no crazy CS AI in the game (Alex with 400 influence); and enough gold. You just need sea routes, also Freedom's tenets with Venice is simply insane if anyone wants to try that out. 4 influence/turn with 16 routes is 64 influence/ which is equivalent to roughly 1000 gold gifted per turn just from that one tenet.

In my experience, the gold they ask for WC votes depends on how much they value them (and hence, flavor); if an AI proposes world ideology, world religion, etc. that means they are going after those votes and it will be a huge struggle to buy a world leader vote from them.
Also of course having good relations ensures better prices on just about everything.
 
I've been using a lot of gold gifts lately to keep the peace and buy friends. Generally 7gpt will buy a DoF, or at least make you the least likely target of an aggressive AI. The full mechanism with a 500 gold bin and 5gpt depreciation is in the Small Piety thread.

In any game this will generally increase the number of DOFs you can get, and in turn keep the AI more at peace because they all like you.

I recently picked up on this in a culture game, and it even works with the militaristic AI I cooked up playing with flavors. An AI will want 400 gpt for open borders. Instead of paying for the borders, you gift them 7 gpt or equivalent goods and ask for open borders next turn. They will sometimes make a straight open borders trade at that point. At the very least you get a disproportionate discount. It somehow feels less cheap than a wartime concert tour. To the point: I wonder if this tactic could be applied to buying votes. The tactic is to try and reduce the cost of buying a vote by leading a turn or two early with a gold gift, which I just call paying a tribute or giving international aid in my head.
 
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