Announcement

Collapse
No announcement yet.

Small Gods

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Small Gods

    Well, I promised a perfectionist guide, and here is the first draft of my humble little effort. This isn't exactly the way I would play, it's a modification to make things easy to pick up, since expansionism is so much easier to explain. It still works decently enough in my tests, though.

    I'd like to hear people's criticisms of it, and if the general attitude is good then I might do a second version - this one is a bit poorly written, I think I could do a better job if I put my mind to it. But I don't want to bother if people think it's a load of rubbish!

    Small Gods : A beginner's guide to perfectionism at Deity

    What is this guide?

    This guide is not the ultimate guide to perfectionism. The general strategy contained here will probably not get you to AC in the 1500's, more like the 1800's. It is a strategy that will allow you to easily and repeatably beat the AI at Deity from a relatively constrained starting position without needing to make war, providing that you have halfway decent terrain. No particular wonders are required, so it will not completely fall apart in MP, though against an good Deity player (or even myself! ) you will almost certainly not win like this. Hopefully, though, it will also act as a base for your new, more creative ideas.

    What is perfectionism?

    Perfectionism is usually defined by what you don't do - you don't build many cities, you don't build a big army or go conquering. Unlike Infinite City Sleaze or One City Challenge, this doesn't give much of a clue how to play it! Unsurprisingly, the waters are muddied by the fact that there are many ways to play perfectionist. In positive terms, the perfectionist style I'll discuss here is that of trying to make the most from each and every one of your cities, by using the tremendous arrow output and boosted growth of the representative governments. It's a style often abandoned by people moving up from King or Emperor, thanks to the huge difficulty they encounter with happiness. However, with a well organized expansion you should find that the happiness problems at Deity merely mean paying more attention, and that it is really not much harder than Emperor or even King Level.

    Unhappiness due to Civ Size

    This will drive much of our strategy, and it also causes huge problems to beginner Deity players, so let's look at it in detail. You get at least one extra unhappy citizen for each city you build past a certain number, which is dependent on government, map-size and difficulty. On Deity the numbers are:

    ____________Small / Medium_____Large
    Despotism________4______________6
    Monarchy_________6______________9
    Republic_________8_____________12
    Democracy_______10_____________15

    Bearing these numbers in mind, it's relatively easy to avoid serious happiness problems. In this strategy you will probably only need to worry in Despotism and Monarchy. In the initial stage, every time you create a city which you know will cause happiness problems look at all of your other cities and see if they are ready to riot. If so, switch production to an extra military unit, or rush a settler. Providing that the unit will be built at the beginning of the next turn, the city will be content.

    Everything you never knew you wanted to know about WLTxD

    The cornerstone of this strategy is the use of celebrations to enhance growth. To recap the manual, a city will celebrate when it is at least size three, at least half of it's citizens are happy and it has no discontent citizens. If your government is a Republic or a Democracy, and there is a food surplus of at least one stalk, then the city will grow by one population point per turn. Simple, and I'm sure you knew that.
    But did you know there is a cap to the amount of luxuries a city can use? If it produces more than 2 times it's population level then any surplus is wasted. It takes precisely two luxuries to change an unhappy person to a content one, and another two to change the content citizen to a happy one. With one citizen 'naturally' content, it's easily worked out that you can always generate sufficient happy citizens for a celebration.
    However, if your first citizen is unhappy then things change. If your population level is an even number then you are still OK, though you loose a content citizen. On the other hand, if your population level is an odd number, then you can only generate one too few happy people for a celebration! This can happen thanks to the aforementioned unhappiness due to civ size, and it also happens if you have any specialists, including entertainers. A city which can't celebrate is almost completely useless for this strategy, so we will be trying to prevent that from happening, and curtailing our early expansion at these numbers.
    There are ways around these limits. The reliable one is to go to Democracy and build courthouses, which give an extra happy citizen - reliable but slow, we want to do our celebrating early or there is little point. The other is to build The Hanging Gardens. If you do build them then that is great, but it's not something that you can genuinely guarantee, especially against human opponents, so I'll leave the effect of the HG as an exercise for the reader.
    In general you will need a marketplace to increase luxury output if you want to celebrate in a Republic, though a harbor and putting everyone onto ocean squares can be equally good. Certainly you need roads or rivers if you are going to work the land. Add at least one happiness improvement, and you should be in a fine position to celebrate.

    The Strategy

    Stage One : The Finite City Sleaze

    Research Objectives : Monarchy, Mysticism, The Republic, Map-Making if alone on an island.

    Monarchy is the best government for this stage, so change as soon as possible. The aim is to expand rapidly, and to set down a good base for your later Republic. Remember that you are not expanding randomly, you are aiming for the happiness limit for Republic - as I stated earlier, eight cities on a small or normal map, and 10 on a large one. Sometimes on a small map you will not be able to reach this limit, but that's OK - make sure you get at least 6 cities, though.
    Be careful where you place each city. Reject poor city sites, ones without at least 4-5 squares grassland or which have lots of mountains, deserts etc. However, you also need to keep your empire fairly compact, especially on a small map. Try to avoid the common problem of building cities away from your Capital in only one direction, keep a fairly balanced 'ring.' Ideally each city will have 4 squares between it and it's nearest neighbour, but 3 or 5 are acceptable if you have no other options. More than 5 will make your job of defending a lot harder later on, and obviously less than 3 squares always leads to very cramped cities. I would only allow even 3 spaces in the pattern where it causes only one square's overlap. Try to build roads to your new city sites as the settler goes.
    You also want a settler to work for each city. Your last two cities are almost inevitably lagging behind your first 3, so use those cities to provide the settlers for your last batch. Try to even up the development of your cities in this fashion, if one races ahead in productivity make it build a diplomat or two, if some are behind then apply your gold for rush-buying. Make sure you have enough warriors for near-future riot control, then build temples in each city. If you have been unable to keep your cities in a neat pattern around your capital, then you probably need to research Masonry and relocate it to a more central location. This is *very* important for the next stage, because corruption eats into your luxury output.
    Take one final look around. Are you sure you don't want to trade horses? You can still do a mean ICS or fast-conquest game. However, if no-one threatens to overrun you, the land is fairly bountiful, and you haven't suddenly discovered a huge tract of land to colonize then it's time for....

    Stage 2 : The Republic

    Research Goals : Trade, Construction, Monotheism, Sanitation, Democracy, others to preference.
    On the next oedo year, declare a Revolution and go to Republic. Very likely you have currency now, so start all of your cities on building marketplaces. Your settlers should have finished enough roads and irrigation by the time those are finished, and all of your cities should be size 3 or four. When they are, push your luxuries up to 80% and wait until all of your cities are at size 7, where they will stop celebrating. Take your luxuries down to 40%, this is normally necessary to control happiness.
    You will notice that your tax and science rates are now.. roughly the same as before, really. Luxuries eat up a substantial amount of your arrows. So what was the purpose of that, you ask? There are two points: one your productivity should now be considerably better, and two your overall trade is much better, which increases the bonus from caravans. So start banging out those camels! Three per city for trade-routes, and some more for whichever wonders you wish to build. Send the trade ones to the nearest decent-sized AI city, there ought to be a size 5 or so nearby unless you are unlucky. This increases your trade in each city by 50%-80% - better than both a library and a bank, without the maintenance, and of course you get the sizable bonuses to gold and science. Don't give in to the temptation of running a deficit economy, you want that cash for later. Note that while you don't have to build any more caravans for the rest of the game if you wish, there is little reason not to build them while you have the commodities to use. Up to your preference.
    Once you're happy with the state of your trade, you should be able to take down your luxuries by a notch. Start building aqueducts, and use the substantial amount of cash you have to rush-build them. Hopefully here you will be able to build Michelangelo's Chapel, otherwise build coloseums or cathedrals. Celebrate to size 12, build sewer systems and either get J.S. Bach's Cathedral or build whichever happiness improvement you neglected before. Go to size 19-21, depending on how things work out.
    By now you are in a Democracy, at which point you can afford to begin expanding again. You don't have to, but the population is very cheap once you have built courthouses. Just build the settlers a little before you celebrate top a new level. Look around and decide for yourself, but you will need to pump in large amounts of cash to get those new cities to be of much use.

    Stage 3 : Winning the Game

    Research goals : Explosives, Refrigeration, Automobile, Space Flight et al.

    At least against the AI, it should be simple from now on. If you don't already have courthouses in all of your cities, build them, and celebrate to as high a population as possible. Use engineers to work your way to all farmland, and celebrate again, probably going to a population of around 30 in many cities. Superhighways are also fantastic, once you have them you can probably put your luxuries down to 10%, if you also have stock-exchanges. Do the research necessary to build your spaceship, set your taxes to 90% - this should rake in ~2K gold a turn, at least - and rush-build the fastest SS you can.


    Closing Notes:

    Obviously I've neglected a lot of detail here. Certainly you should build libraries, universities, banks, stock-exchanges and so on, but they aren't necessary to any particular stage, so fill them in where you find it convenient.
    Also, there are some other strategies which work excellently with this one. Most notably that of a Super Science City, or SSC, which most of you will have heard of. Build the Colossus, Copernicus' Observatory and Isaac Newton's College in the same city, and watch your research fly by. No doubt that and others will come to reside in the Great Library, so keep experimenting!

    [This message has been edited by Simpson II (edited September 25, 2000).]
    "Wise men make proverbs, but fools repeat them."
    - Samuel Palmer

  • #2
    couple of thoughts reguarding use of luxuries. You stated that it was important to remember that any luxuries past a certain point (2 goblets per citizen) were wasted, but you say:
    quote:

    When they are, push your luxuries up to 80% and wait until all of your cities are at size 7

    80% in republic is max, and likely going to waste a lot of trade. With proper control of trade (trade routes, marketplaces, workers on high-trade squares) and cities ringing your capitol closeby to control corruption (which you advocate), anything over 60% will almost certainly waste trade, 50% should be more than enough, and you likely could get by with 40% to celebrate to 7.

    as a followup to that, if you can celebrate at 40%, 20%-30% should be sufficient to maintain order. Perfectionism usually needs decent micromanagement to work well, and with only a few cities, that shouldn't be that much of a strain to optimize each city.

    Also, reguarding a deficit economy - again using caravans to establish trade routes will compensate for that, as well as enhance science significantly, and if you really need the extra gold for a turn or 2, you can always fiddle with the science rate or produce some taxmen for a couple rounds. Yes, commodity caravans are not essential, but they probably get you where you want to go quite a few turns earlier.

    ------------------
    Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.
    [This message has been edited by SCG (edited September 26, 2000).]
    Insert witty phrase here

    Comment


    • #3
      Simpson II - really good work - a firm foundation for a GL entry I would say - Hint hint Dan & Mark!!
      SCG - good constructive criticism which will lead to a much improved second draft...

      All in all good work guys, keep it up.

      ------------------
      ____________
      Scouse Git[1]

      "CARTAGO DELENDA EST" - Cato the Censor
      "The Great Library must be built!"
      "Our words are backed by empty wine bottles! - SG(2)
      "One of our Scouse Gits is missing." - -Jrabbit

      Comment


      • #4
        Thanks for taking the time to put this together. A few quick comments, more when I have time.

        One convenient way to distinguish perfectionism from other strategies is to say that a perfectionist strategy will found cities up to the point where the first unhappy face appears. This is generally more of an AC strategy than a conquest strategy.

        Here are some basic features of a plain vanilla perfectionist strategy. There are many different spins on this.

        1. City placement is crucial both for production and defense. You want no more than three or four squares of overlap to allow city growth, and no more than three or four squares of gaps to keep the AI and barbs out. Site your cities so they have one food square (grassland or special) for each productive square you intend to work (hill, forest, special)

        2. Sketch of a typical tech strategy:
        Monarchy (get out of despotism)
        Trade (caravans, Marco Polo)
        Monotheism (Mike)
        Republic (We Love Days)
        Democracy (boosts science)
        Industrialization (factories, makes trade worthwhile again)
        Automobile (superhighways, leads to decent defense)
        Computers (boosts research)
        Space Flight (head for AC)

        3. A plain vanilla perfectionist strategy would have Monotheism before Republic. While it is certainly possible to get Republic first (known as "early republic"), getting Monotheism first allows you to build Mike, which makes the happiness problem much easier to handle. The best of all possible worlds is discovering Philosophy while landing a caravan, which can give you Philosophy, Monotheism and Republic all on the same turn.

        4. With a few strategically placed markets or trade routes you should never need to set luxuries above 20% or so to stay out of revolt, even without Mike. With Mike, you should never need luxuries, except for "We Love" Days.

        5. In a plain vanilla perfectionist strategy, factories plus Hoover are vital late in the game. You will need the increased production from factories to make up for the larger number of AI cities and the AI production cheats. You will need Hoover to keep the pollution down in your cities, which are relatively larger than the AI's (as if they ever cared about pollution anyway )

        ------------------
        "Soft-hearted but soft-headed policies have made it hard
        to be both an economist and a Democrat."
        Alan S. Blinder
        Professor of Economics, Princeton University
        Former Member, Clinton's Council of Economic Advisors
        [This message has been edited by Adam Smith (edited September 26, 2000).]
        Old posters never die.
        They j.u.s.t..f..a..d..e...a...w...a...y....

        Comment


        • #5
          Wow.

          Is there no end to the things one can learn here? Is there no end to the detailed knowledge of this game that people have, even though it isn't documented in the manual or the civilopedia or anywhere else that I know of?

          I'm talking about the little detail of a "usability cap" of two luxuries per citizen in a city. I've run into that damn limit over and over, and I've never been able to figure out what the hell was going on. "Huh?? My size-9 city has 78 luxuries and I still can't make it develop a fifth happy citizen!?!?" I knew I could fix it sometimes by going to democracy and building a courthouse, but I was pretty sure that other times it required something else: a better form of government, or a new tech, or a market/bank/stock exchange, or a temple/colosseum/cathedral, or a peace treaty, or who knows what? At one time or another, every one of those things has seemed as if it must have been the fix. Recently I'd been reading here about the even/odd issue, but ordinarily no one explains how that works, and I even wondered if it was one of those many bits of supposed fact that are erroneously thrown around all the time. I think it's going to be useful to know this undocumented quirk, but even more, it's going to save me a lot of angst and frustration trying to figure it out.

          It may be worth a small digression in your guide to note that if you exceed the happy-cities number by a lot, as in ICS, and begin to get outraged citizens, it's actually HELPFUL. Each outraged citizen goes all the way to happy with just two luxuries, instead of requiring two to get to just unhappy, and two more to be content, and two more for be happy. And that's why I've only rarely run into the cap limit problem. If most of your citizens are outraged to begin with, then two luxuries per citizen is enough to make most 'em chortle with glee. It's as if they designed in the outraged-citizen quirk just to make ICS possible. Worth mentioning so that people know what they're missing by sticking to the happy-citizens number of cities.
          [This message has been edited by debeest (edited September 26, 2000).]

          Comment


          • #6
            One quick simple thought from my simple mind. Might it be possible to consider that there are two applications of the term "Perfectionist"?

            Everyone so far seems to be taking an overall look at what the term means, a 50,000 foot high look. If you labeled that approach macro Perfectionism, then I would suggest that there is a micro Perfectionist approach also. That would be one that tried to ensure each city had every necessary and valuable improvement built in as timely a fashion as possible.

            Thoughts?

            ------------------
            Frodo lives!

            Better dead than "Red"... or green... or blue... or yellow... or orange... or purple... or white.

            <font size=1 face=Arial color=444444>[This message has been edited by kcbob (edited September 27, 2000).]</font>
            [This message has been edited by kcbob (edited September 27, 2000).]
            Frodo lives!

            Comment


            • #7
              SG,

              Well, thanks for the encouragement! Hey, if Mark & Dan don't want the GL at Apolyton then it could always be put on a site of it's own, with links from here. If they'd really prefer that..

              SGC,

              About luxuries, remember that the first celebration is pre-trade routes. Also not all cities will built near to trade specials like in OCC, in fact at least a couple are likely to have no specials whatsoever. For these 'runts', you normally need at least 70% luxuries even while managing trade quite carefully.

              But why maximize trade during the celebrations? It will cost the same number of arrows to make your citizens happy. If you put a citizen or two onto mines then your caravans will be ready that much faster. IMHO, the cash and science bonuses of maxed trade aren't big enough until the camels start hitting their destinations. I should make my thinking clearer in v2.

              About tax-rates, thanks! You have a very good point here. My rather fuzzy thinking here is a result of the fact that I'm not sure whether or not it's worthwhile putting up taxes to rush the buildings needed for celebrations. I think it will make your science faster long-term, but I should run some tests.. that piece of advice was a real cop-out, so I will think and test some more.

              Adam,

              Thanks for the comments. I disagree with a fair amount of what you say (as ever! ) but I think, based on other posts by you, that we have fairly different styles of perfectionism anyway. I'll comment properly when you've had more time to reply.

              debeest,

              I'm glad you got something out of it! I think it was in a post by Paul that I saw it explained, ages ago, but that's the only time I've seen it properly worked through.

              I probably will not include the info about black-faces, since you should absolutely not have any in this strategy! It could be better explained in DaveV's guide to ICS, now you mention it. Or perhaps there should be a complete guide to happiness effects in the GL?

              kcbob,

              Yes, that's a nice thought for this style of perfectionism. The trouble is that it doesn't hold true for all styles. For example, people have had considerable success (1770 landings) from building just one SSC and 5-6 size 12 'feeder' cities which churn out mainly caravans, and definitely don't have all the improvements they could use. It's defensively horrible, but it works against the AI. Hopefully someone will do a guide to this at some point, too.
              "Wise men make proverbs, but fools repeat them."
              - Samuel Palmer

              Comment

              Working...
              X