Zombie69 said:
At normal speed (no idea what it is on marathon), you start losing production 10 turns after you stopped making a unit. Switching back to it for one turn doesn't help. You won't lose any production while working on it, but as soon as you put it back in queue you'll start losing production again. Basically once those 10 turns are over, you're better off finishing the unit now unless you don't mind losing all that production. The only thing that you can do besides that is produce it at only 1 hammer/turn (making sure not to complete it) while focussing on food and commerce, because at least while working on it you don't lose production.
Hmm, I think on marathon since everything is scaled by 3, it should be 30 turns. 30 turns is good time. 30x1 gold for each axemanx 7 axeman make 210 gold. That is like putting the science slider up by 20-30% with 7 cities.
Zombie69 said:
There are slight mistakes in rounding. Try again at 223 hammers left, or 222. Eventually you should find the soft spot. I don't know what it is because i only play at normal speed, but it probably exists on marathon as well (i don't see why it wouldn't, the principle should be the same).
I am trying to finish a HOF game atm, I will try it on a different game and will let you know if I don't forget about it.
Zombie69 said:
Whipping wonders is inefficient because of the inherent penalty involved. You're better off whipping cheap stuff that will produce huge overflow and using the overflow on the wonder. Or chop rush the wonder, there's no penalty there. Make sure you connect any bonus ressource (stone, marble, copper) before the chops come in. Prechop if necessary.
What is the penalty involved? Is the penalty that even if you have stone, you won't get 2x hammer for each citizen hurrying? Is 90 a fix base hammers and having resources for a specific wonder useless for hurrying? Can you elaborate? I just spent 9 citizens to finish Hanging Gardens

I did not have Stone either. With 5 clam and 1 fish, I grow back pretty fast.
Zombie69 said:
I hate smileys, but that's a whole different topic.
Thanks for answering my question. I now know that percentage signs go before the number in Turkish.
Do you think one can win a game on Deity with Quechua rush, without reloading, with fewer civs and at normal speed? Say on a standard sized map with 7 or so civs. Packed maps and marathon are really giving you an unfair advantage.
Well I can tell you for sure that Godotnut, the cultural win deity HOF top-scorer, definitely prefers less opponents, because you get easier diplomacy for a cultural win. I play vs 18 because I like to fight vs small empires, but Godotnut likes playing vs 10, i.e. lowest you can have for HOF play, because he thinks he will have easier diplomacy, I agree with him on that point. You might fight less wars with less opponents.
First, I think Quechua rush works best on deity, because AI gets 2 settlers unlike other difficulty settings. With 2 settlers, no matter what map type you will play, or no matter how many opponents you play, map is going to be overcrowded pretty soon. I tried at lesser difficulty settings, but my initial powerhouse empire after 6-7 cities was slightly split and distance costs made a slight increase on my upkeep.
In my opinion, you can try smaller map sizes, standard map with 7 opps is pretty good, but I always try with the max number of opponents HOF rules allow, because:
1) your quechuas travel less distance to reach enemy cities.
2) Distance costs are less problem when overcrowded, because all 6-7 initial cities you will capture will be very close to your capital.
3) "We yearn to join our motherland" penalty can be finished off faster, because you have less cities to capture to wipe out a civilization.
But is it possible to win a less overcrowded map? As I said, if you go for a cultural win and want to build your own settlers to occupy some really good locations for good cities, yea, why not? But being a warmonger I prefer divide&conquer, thus more enemies.
Without reloading, is it possible to beat deity? Godotnut did it with a cultural victory

Warmongering is much harder in my opinion, because you really need a very strong start, you need to capture 7-10 cities very quickly and tech to alphabet at the same time. My article talks about how to have very strong start at deity.
If you can capture 4 capitals and wipe out 3 civilizations until 1000-1500BC, you might have a chance to beat deity warmongering style. But I never succeeded

but after so many losses, I think it is possible, but you need to maintain a very, very , very strong army at all times. AI just can build very, very, very, very, huge stacks. You need to bribe the AI to attack each other, use all diplomacy tricks you got or you are toast. Even if you save&reload, you can't escape huge stacks, save&reload can only kill 1-2 troops, not 10-20. Once you see the stack coming, go behind your walls, building walls is absolutely crucial and bring all axeman you can and pray that AI suicides all that he got on your walls. Usually, AI loses %80 of his army attacking a city with walls, and you lose perhaps %10-20. Then, go on the offensive, capture 2-3 cities and sign a treaty where you take 1 more city as part of the peace treaty. You extended your empire by 4 cities

Rinse&repeat. Guess next attack , defend it, and counter.
At normal speed, it is going to be very hard with quechuas because before you capture any important cities, your quechuas might become obsolote. You can still get 3-4 cities, much harder to get 6-7 tough. Epic might work out alright, but I always play marathon.