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Here's A Formula To Win Every Possible Deity Game

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  • Here's A Formula To Win Every Possible Deity Game

    Here’s a way to ensure you win every deity game regardless of any starting variables:

    Choose Russians

    Lower rations, raise hours. Wages are important only if you start at 21 turns until bronze, in which case you will have to work a trade good instead of max food until you get bronze. Keep happiness at 73 if you can.

    Set military readiness at 1/2

    First city build order is warrior, warrior, phalanx, phalanx, settler, phalanx, slaver, phalanx, settler, phalanx, settler, phalanx, settler, etc. Keep settlers escorted with a phalanx as they travel to the new city site. Build no wonders. New cities’ initial build order is phalanx, settler, phalanx, settler...

    Research order is bronze, stone, domestication or religion, theocracy, bureau, trade, repub, writing, jurisprudence, geo, eng, then directly to agrev & cannons, then nationalism and communism. Shipbuilding in there when you are ready to build nets. If you need a navy to defend your nets, get iron and hullmaking earlier. And build a two trireme stack (later, two longships) to sink the enemy’s marauding ships.

    Build cities by goods, especially two of same good within same city radius. Space cities three diagonal and one straight square from each other, or 5 straight squares away. Overlap to use all available ground except don’t worry about using all plains or swamps. It’s OK to build on forests, hills, grassland, river, or if in position to get multi-same-goods in same city, in that case build on anything.

    Max food when city is population 1, max production when population 2.

    Pw at 0 until 4 cities, then switch to base pw of 10. Check every turn if the 2 or more cities closest to completing what they are building can withstand a pw increase without losing a turn to completion, if so raise pw to that level for 1 turn. If a city falls to unhappiness, switch to temple and if you can rush buy it, switch pw to 100 for that turn and rush buy in as many other cities as possible for that turn. You also may have to rush buy a city walls on occasion, in which case raist pw to 100 that turn and buy all the other cheapest stuff you can.

    Spend pw when it’s avaialble to increase food of slowest growing city (nets mostly, or farm on elephants and tobacco pipes). If war, spend pw on roads between cities instead. If roads will increase speed to build next city, build roads. You want to get cities up as quickly as practical (without jeopardizing survival, which is of ultimate importance).

    Always have at least one explorer (warrior or diplomat) at work at all times. Build trireme as soon as practical to explore water. You want to know where everyone is as soon as possible.

    Do not get ruins until you know if you are alone on your continent. If another civ is contacted on your continent, try to get all ruins IMMEDIATELY. Build extra phalanxes to accomplish this if necessary – there is zero time to waste. Ruins can contain knights which can be bad news if the enemy gets them

    Always greet new civs with a gift of gold of 100 (or a gift of map if you don’t have 100 gold). Hopefully they will smile next turn and you can exchange maps.

    Stay a square away from enemy troops as much as possible to avoid accidental wars.

    You neeed two phalanx in capital if defense bonus ground by 2400 – 3 phalanxes if plain ground.

    If shared continent with enemy, you need 3 phalanxes with city wall on defense bonus ground, 4 if plain ground, and city wall. Enemy may attack immediately so be totally prepared, you have to huild tons of phalanxes early and postpone everything else if you share a continent, until you know what’s going on. You can get by with 2 cities for quite a while if you need to build phalanxes and city walls early (militant or aggressive neighbor). Build an extra phalanx above requirements for capital city.

    If shared continent build group of 4 mounted archers and a slaver (later 2 samurais and 2 mounted archers). Attack any lone unit. Also good to have a warrior or later a diplomat in the stack also, to avoid ending a turn next to an enemy stack which can destroy your slaver group. In fact 1 enemy samura can destroy it, so never end your turn next to enemy city or enemy stack. Be extrememly cautious and take your time moving around. Build 2 of these slaver groups of 4 troops and a slaver, and a third slaver to stay at home. Go out and enslave everything. Don’t attack defense 2 lone units unless on plain ground. Two phalanxes and a slaver from a home city defense can destroy a lone enemy slaver or diplomat that sneaks through.

    Steer slaves to lowest population city if possible by moving city phalanxes onto road before attacking. Computer will send the slave to the nearest city that has troops in it to accommodate the slave, at 3 slaves per phalanx.

    You can also try to seal off your civ if a small chokepoint, or space phalanxes 3 straight spaces apart to prevent entry by regular troops. Some cities don’t need city walls and can get by with only one phalanx in that case.

    It is unusal to have to go to full war status, but sometimes it is a good idea, when a tough enemy stack is approaching your capital perhaps and you can’t remove them by diplomatic means. City walls pretty much make you invincible even at half power once you have them. If slaver stacks have to attack a phalanx in the jungle it can be useful perhaps to be at full strength. But you want to spend as much time at half power as possible. Full peace if you’re alone on a fully-explored island.

    Every 5 turns check diplomacy screens and either demand gold from heart civs or give gold to meanies, unless you’re just slaving them. If you share a continent, enslave everyone except your allies, and them too if they send abolitionists or slavers or clerics. Never pass up a slave opportunity just because there’s a treaty. If an ally is giving you gold 400 every 5 turns, maybe pass it up temporarily.

    If enemies are at war with each other, demand they go to war with whoever they are already at war with. This is handy to get rid of enemy stacks that are threatening. Demand no trespassing after they agree to the war against the other enemy. Trade advances (except cannons) if the trade advances you toward cannons.

    When enemy begins emancipation wonder, build a theatre in all cities that have a slave, and increase food terrain if a city is low on food.

    Switch pw to a base of 20 after industrial revolution.

    Build about 16 cities if possible. One square islands are good also. Try to get 5 of the same trade good. Try not to build more than 20 cities or so. But to win, you really only need a few. If crammed onto a tiny island, cram in 4 cities regardless of overlap and try to expand to other islands.

    General build order if not building phalanxes and settlers or a slaver group is temple, granary, market, aquaduct, caravans, mill. Trireme if needed. Aquaduct earlier if city is unhappy at base government settings. Build roads if capitol distance causes unhappiness. Increase wages until unhappiness is stopped by buying a building (and pw 100 after buying everything else possible that turn). Build cannons before mill if you have the tech until you have 2 stacks of 7. Build slave groups if you share a continent with a non-ally over any other building. Build mill before ships of the line. Build 4 diplomats (two for slave groups and 2 for embassies) when you get bureau.

    Keep an eye on advanced civs, and start building a road toward the likely civ(s) to get london exhange. You can try to defend the road with a pikeman in places.

    After emancipation, keep peace at all costs through diplomatic maneuvers every 5 turns. Keep renewing the enemy attack on other civ they are already attacking, give gifts, etc. It is crucial to get a smiley face at some point before london is built so the enemy will exchange maps. Also tech trades can make them happy, if so trade those maps and find out where everything is. Then enslave them next turn when you have what you want. Establish embassies as soon as possible.

    Then build two stacks of 7 cannons, a musketeer, and a diplomat, and attack only the london exchenge and edison enemy city if possible, surround city on 4 sides one square away, bombard any enemies that come adjacent to your stacks, then fill 6-8 squares around the city in one turn (cutting it off from reinforcements) and bombard until empty, then take the city, rush buy a defensive troop, and you win.

    If london is accessible only via water, build 6 ships of the line for your two stacks. More cannons and/or ships if time allows.

    After you’ve captured london and edison, you can also capture any other wonders built after that anywhere else. If there’s a pesky enemy on your continent you can blow them up with cannons. In the trade monopoly city build bank and mines to increase gold. No science buildings required, tho I do build them in my trade monopoly cities. Build banks before factories but after mills unless a low gold city in the forest somewhere, in which case don’t bother building markets there either.

    Then hang tight and keep the peace while you advance to conservation, then robotics. It doesn’t take long with both london’s and edison’s working for you. Then build stacks of nine war walkers (after mill, factory, oil refinery, recycling plant, and probably happiness improvements like coliseum and hospital and drug store to keep entertainers to a minimum) and take over the world. Use built up production for the first turn in captured cities to maximum effect. If an enemy adjacent to your home cities refuses to keep the peace, you can blow him up with cannon stacks until he is conducive to a treaty.

    More or less, this will give you the win every possible game. Hopefully I haven’t left out anything important. It may be theoretically possible for london’s and edison’s to be physically inaccessible, but i’ve never seen a strip of land across the middle of the board that was not only one square wide in some place, in which case you could bring a settler and build a city for your ships to pass through. Never had to do this. Also you might have to blast through a few of some other civ’s cities to get to the london/edison civs but that should not be a problem. Try to avoid this if possible by building a road around the other civ’s cities if you can. After emancipation, you want to keep peace with everyone while you get london’s and edison’s (and internet) (and any other subsequent wonders).



    cold
    coldsteel@anon.nymserver.com

  • #2
    I gotta know...

    Why the Russians?



    ------------------
    Blivets rule!
    Blivets rule!

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    • #3
      By the way, if it is possible somehow the above strategy would not win in some situation, please let me know so I can check it out.

      Choosing the Russians is left over from the old civ 1 days when I choose Russians so I wouldn't have to play against them! In ctp, well maybe there's some order for choosing who gets what start position and the russians get first dibs? I notice the orange always seems to be near me in placement on the map, if that means anything. Anyway I haven't tried other races in ctp but it probably makes no difference.

      Oh, for cd mod substitute monarchy for theocracy and follow the formula. It seems you have even longer to stock up a bunch of cannons in cd mod before the computer does anything.

      Basically, the computer can't fight, regardless of any mod. So your cannon stacks rule the day if you put them where it matters asap, that is, right next to the computer's important wonder cities...

      But this is probably old hat for folks around here.

      cold

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      • #4
        Sad, but true. The mods can only affect the strategic behavior of the AI (building cities, improving terrain, building units, etc.). There is no way to improve the tactical behavior of the AI (creating ranged and melee combat stacks, planning organized attacks and defense, etc).

        If the AI can send a large army against you before you have cannons, you could be in big trouble. Bombard capability is a game breaker.

        The other alternative is that the AI has high defense units like fortified machine gunners behind walls. It takes quite a bit of cannon bombarding to kill off 4 or 5 machine gunners fortified behind a wall. This can slow an attack down enough so that the AI can build a lot of these units, and this might slow down an attack to the point where the other AIs can get really far ahead in tech. I have never seen cannon stacks go up against war walkers.

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        • #5
          Yeah, last game london expired before I got to it, and edison & internet not long after I got them.

          I started on gigantic at the very top, and the two advanced civs were at the very bottom, and a convoluted land mass between. It was a long road to build and took forever.

          But I researched explosives and blew them up anyway even without war walkers, when I finally arrived. They had almost no troops to defend themselves on awesome aips.

          What I need is a map where there is a solid bar of land across the middle, with me on an island at the top and the advanced civs on the other side. If I couldn't get to them at all, maybe they could win?

          cold

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          • #6
            I seem to recall reading in CD's Mod that is was possible to encourage stacking. In addition, it might be worthwhile to try tweaking the Awesome AIPs mod to get the AI to max out production and really start cranking out units when it goes into a war footing.

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