starlifter
Deity
- Joined
- Jun 17, 2001
- Messages
- 4,210
LOL,
OK OK, I know... some of you Deity players are going to really need help playing at Warlord, so I researched some info and will post it for all:
PASSAGE OF TIME:
At Warlord, we get 200 turns by 1 AD!! Holy cow! At Diety, it is only 100 at 1 AD! Even King (GOTM 7) has 150 turns in 1 AD.
From 4000 BC to 1000 AD, time passes at 20 years per turn. From 1000 AD to 1500 AD, time goes by at 10 years per turn, then five until 1750. After 1750, all levels pass at 1 year per turn.
SPACESHIP:
In GOTM 7, my SS landed before turn 250. But I believe I read somewhere that an SS cannot be launched before 1 AD. So if you are going to launch a SS, this might be a factor.
The AI will not try very hard to build a Spaceship at Warlord. The AI is also not supposed to gang up against you when you launch a SS at Warlord.
HAPPINESS:
At Warlord, you get 5 FIVE!! content citizens per city! At Deity, it is only one (at King it is 3). Five content citizens is similar to starting out in Deity with a free temple and the Oracle in each city!!
FOOD:
The number of rows in an AI food box is 13. This means the AI will not grow very fast, and you won't find big juicy AI cities to slaughter. At Deity, there are 8 rows of food in an AI food box (10 rows in human's box).
SCIENCE:
The human science increment is only EIGHT!! Wow! At Deity it is 14 (plus one, if you are ahead). This means research will be CHEAP for humans!! Tech tree should be done by 1 AD <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>.
The AI science increment is 13. At Deity, it is 10 (minus one if human is ahead).
For new guys/gals: What is a science increment? It is how much more that the next research will cost. The smaller the science increment, the faster the next advance will be discovered.
So science should be trivial at Warlord... fast for humans, slow for the AI! Maybe some things, like universities, won't even be necessary, even in late game?!
TECH ASSISTANCE (AI SCIENCE 'CHEAT'):
In theory, there is no AI 'cheat' for science at Warlord. I ahve not verified this, since I've never played warlord.
BARBARIANS:
At Warlord, barbs attack with only 50% strength, LOL! At Deity, they attack with 150% strength. In effect, barb chariots (at warlord) attack like barb warriors would (at deity). Said a different way, all your units have (in effect) city walls around them when attacked by barbs at Warlord (assuming you are used to Deity). WOW WOW WOW!!!
And since it's Raging Hordes, the rout should be on! Don't forget the easy 150g for capturing barb leaders... surviving the barb first assault to get that leader should be easy now!
Popping huts should be pretty painless, since it will be easier to survive those huts that barbs pop out of. If you attack mid/late game huts in teams (like I often do), you may not need as many units to control the hut barbs.
ALLIANCES:
At Warlord, the odds of AI Alliances against you are much less than Deity.
DIPLOMATS/SPIES:
The AI can NOT bribe your cities!! I think you can bribe the AI cities though. not that the AI will have any cities worth bribing, LOL...
Bribes by humans should be cheaper, since the AI will grow so slowly!
BTW, the AI cannot expel your spies at Warlord (so sayeth the Prima Strategy Guide)... so they needn't work in team in allied (or Peace/Cease Fire) territories. Note: at least one person has said the AI does indeed expel dips at Warlord
.
Well, that's what I know at the moment... I just wanted everyone to have "even footing" as we set out to really teach the world a lesson in GOTM 8.... and I know us players used to Deity are going to need all the help we can get, LOL... <IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>
EDIT: Changed 250 to 200 in the "Passage of Time" section, as Chofritz correctly pointed out. Added note to Dip/Spy expulsions, based on Chofritz's post.
[This message has been edited by starlifter (edited September 05, 2001).]
OK OK, I know... some of you Deity players are going to really need help playing at Warlord, so I researched some info and will post it for all:
PASSAGE OF TIME:
At Warlord, we get 200 turns by 1 AD!! Holy cow! At Diety, it is only 100 at 1 AD! Even King (GOTM 7) has 150 turns in 1 AD.
From 4000 BC to 1000 AD, time passes at 20 years per turn. From 1000 AD to 1500 AD, time goes by at 10 years per turn, then five until 1750. After 1750, all levels pass at 1 year per turn.
SPACESHIP:
In GOTM 7, my SS landed before turn 250. But I believe I read somewhere that an SS cannot be launched before 1 AD. So if you are going to launch a SS, this might be a factor.
The AI will not try very hard to build a Spaceship at Warlord. The AI is also not supposed to gang up against you when you launch a SS at Warlord.
HAPPINESS:
At Warlord, you get 5 FIVE!! content citizens per city! At Deity, it is only one (at King it is 3). Five content citizens is similar to starting out in Deity with a free temple and the Oracle in each city!!
FOOD:
The number of rows in an AI food box is 13. This means the AI will not grow very fast, and you won't find big juicy AI cities to slaughter. At Deity, there are 8 rows of food in an AI food box (10 rows in human's box).
SCIENCE:
The human science increment is only EIGHT!! Wow! At Deity it is 14 (plus one, if you are ahead). This means research will be CHEAP for humans!! Tech tree should be done by 1 AD <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>.
The AI science increment is 13. At Deity, it is 10 (minus one if human is ahead).
For new guys/gals: What is a science increment? It is how much more that the next research will cost. The smaller the science increment, the faster the next advance will be discovered.
So science should be trivial at Warlord... fast for humans, slow for the AI! Maybe some things, like universities, won't even be necessary, even in late game?!
TECH ASSISTANCE (AI SCIENCE 'CHEAT'):
In theory, there is no AI 'cheat' for science at Warlord. I ahve not verified this, since I've never played warlord.
BARBARIANS:
At Warlord, barbs attack with only 50% strength, LOL! At Deity, they attack with 150% strength. In effect, barb chariots (at warlord) attack like barb warriors would (at deity). Said a different way, all your units have (in effect) city walls around them when attacked by barbs at Warlord (assuming you are used to Deity). WOW WOW WOW!!!
And since it's Raging Hordes, the rout should be on! Don't forget the easy 150g for capturing barb leaders... surviving the barb first assault to get that leader should be easy now!
Popping huts should be pretty painless, since it will be easier to survive those huts that barbs pop out of. If you attack mid/late game huts in teams (like I often do), you may not need as many units to control the hut barbs.
ALLIANCES:
At Warlord, the odds of AI Alliances against you are much less than Deity.
DIPLOMATS/SPIES:
The AI can NOT bribe your cities!! I think you can bribe the AI cities though. not that the AI will have any cities worth bribing, LOL...
Bribes by humans should be cheaper, since the AI will grow so slowly!
BTW, the AI cannot expel your spies at Warlord (so sayeth the Prima Strategy Guide)... so they needn't work in team in allied (or Peace/Cease Fire) territories. Note: at least one person has said the AI does indeed expel dips at Warlord

Well, that's what I know at the moment... I just wanted everyone to have "even footing" as we set out to really teach the world a lesson in GOTM 8.... and I know us players used to Deity are going to need all the help we can get, LOL... <IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>
EDIT: Changed 250 to 200 in the "Passage of Time" section, as Chofritz correctly pointed out. Added note to Dip/Spy expulsions, based on Chofritz's post.
[This message has been edited by starlifter (edited September 05, 2001).]