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last updated by cracker – January 4, 2003
Drazilrabi, scribe king of the
Tigris and Euphrates
Drazilrabi conquered his enemies with the pen.

Deity level will require much
luck, very fast expansion.
4000 BC – Nice start position with
river, plenty grass and wheat visible.
Let's go for fast fairly tight cities to get production up as quick as
possible without worrying about wasting land in late game from overlapping
zones.
Found Babylon
(bab), set production to warrior, warrior,
settler. Move worker
south to irrigate and road cow-grassland. (irrigate for faster growth and
more frequent settler production -- capital will probably be settler factory
for quite some time and food is greater bottleneck than shields at least
until we can make a granary).
Set research for Iron Working at minimal input (20% 1
science/turn -- 40 turns). Will need gold to buy tech and possible luxury tax
to allow explorers to wander instead of suppress unhappiness. Peaceful barb setting should permit
cities to be undefended until AI conflict.
3750 BC – First warrior produced, sets
out exploring to North. Cows irrigated, worker starts on road.
3700 BC – Bab grows to pop 2. Governor
picked forest so we got 4 shields towards next warrior. switch
to 2/1/1 grassland for
faster pop growth and 2 turn warrior completion. Set luxuries to 10% to keep city
happy.
3600 BC – Second warrior produced,
explore to east. Cow road complete, worker steps west, exposing dyes in
jungle. Worker will continue road here.
3500 BC – Bab culture expands
territory, revealing another nearby hut to NW. We have now found two nearby huts to
explore later (initial explorers will try to rove far and leave close in huts
for later -- want to find territory and pop huts closer to foreign civs
before they pop them).
Have discovered Gems in mountains to east. Second city will probably be sited
next to river between gems and wheat to east. Nice fertile flood-plains with wheat
to north/NE for further expansion.
3400 BC – Worker finishes road in
grass to SW, moves to sh-grass to E of Bab. Bab
grows to 3, put river forest in production to finish settler in 3 turns. Increase luxuries to 30% to keep bab content.
3350 BC – Northern warrior encounters
elite Persian Spear on mountain. Xerxes starts annoyed but is willing to
trade us pottery for Ceremonial Burial and 20G, after which he is merely
cautious.
Persian homeland looks to be rich with grass, game, forest
and rivers. We made good choice going for iron working first so we can scout
and hopefully claim iron deposits before Xerk gets Immortals.
Upon contact we check relative standings. As expected Persian deity is well
ahead of us for now. We know from
negotiations, they have warrior code and masonry. Histograph
score is 130 - 86. Military advisors tells us our 2-warrior military is weak
(duh!). Worker begins road in sh-grass.
3300 BC – We see godlike Persian stack
of settler, spear, warrior moving South. We will need to generate another
warrior to go collect huts before Xerk gets to them. Northern warrior
proceeds north and east to explore around Persian borders. Eastern warrior has been ridge hopping
mtns to east and NE, spies
hugely fertile river valley with wheat in floodplains. This will make excellent settler mill
if we can settle it before Persians.
3250 BC – First settler sets out for
river wheat location to E/NE for bab. Bab to build
warrior, luxuries return to 0%.
3200 BC – Worker done, moves to plains
to north of bab to start road to second city
cite. Persia
has founded Susa south of their
homeland with the settler we saw earlier. War1 proceeds east around
unrevealed Persian city; war2 continues east through mtns
south of river valley.
3100 BC – Ur
founded at river bend between Wheat and gems. Put wheat (2/1/1) in production, start warrior:warrior:settler.
Bab grows to two. governor used
forest, so only two shields to complete war3. Put 2/0/2 grass in production for
turn. Up luxury to 10%, lower science to 10% so only one science point
generated.
War2 spots hut to north, but proceeds along ridge, we'll
work up to explore the hut later.

3000 BC – War1 sees another Persian
settler/war stack moving east & south. War2 starts working back west to
eastern hut to get it before Persians move that far south.
2850 BC – We have War2 and War3 next
to huts in the near north and far east. Switch both cities production to
non-settler and pop the huts: War3 pops 3 Hittite barbarians from the nearer hut, War2 pops a settler (yeah!) at the far east location.
Recently built war4 moves out from Ur
in direction of Hitites and second nearby hut.
New settler moves to neighboring incense to found city and
protect luxury. War 1 moves west to mtn, identifies
Pasgardae, spies Gems and two Persian workers.
Bab returns production to settler, putting both forest in production to complete in 3 turns. Ur
goes back to warrior production (may need another if the barbs defeat our two
in the field available for defense). Luxuries upped to 30% to keep bab happy.
2800 BC – War3 is ambushed by the Hitites, defeats one and receives promotion, defeats
next, and is finally destroyed by the third. War4 continues moving out to
kill final Hitite.
Bab switchs non-trade forest to 2/1/1 grass to improve growth and income
while still finishing settler in 2 turns.
Ninivah (nin)
founded on incense square. Begins production of worker, to be followed by
temple. High corruption means only one shield and trade no matter what
configuration picked -- so set for best food production for now.
We see Persian city of Arbela
to north and war2 moves up there to explore border, spies
wheat, freshwater lake, and more grassland.

2750 BC – Wheat irrigated, work1
begins road.
2710 BC – Bab produces settler. Production set to worker (need to
build roads out to distant city and improve more land). Luxuries reduced to 0% again.
Settler moves to dye-jungle on river to found another city
and bring luxuries into homeland next turn.
War1 is exploring up mtn ridge
to north of Persia,
War2 continues exploring east.
War4 moving up to hunt Hitite.
2670 BC – Ashur
founded, bringing dyes to self and bab. Set production to warrior, worker,
temple, then barracks (without a 3+ food source, this city is not a good
settler factory, but we'll need some veteran military before too long).
War4 keeps moving north, but no sign of Hitite where we left it, perhaps Persians destroyed it?
War1 keeps exploring arctic, war2 moves east, encounters Persian
spear exploring south (hope we find remaining huts before they do).
Ur has grown
to pop2, raise luxuries to 20% to keep her happy.
2630 BC – Road to Ur
complete, reduce luxuries to 0%. Worker moves north to start road to fertile
river valley.
Ur builds war5
which sets out due east to explore area to south of the ridge explored by
war2. Ur
sets production to settler. war4 gives up on Hitite and moves west to explore coast.
2590 BC – Bab grows to 2, governor
grabbed forest, switch to 2/0/2 grass to get more growth/trade and make
worker in 1 turn. War1 seems to have found northernmost tip of continent.
2550 BC – Bab finishes worker. Starts
on Granary to accelerate settler production.
Work2 starts irrigating plains to north of bab.

2470 BC – War2 pops a hut to the far
east which teaches us masonry. Ashur finishes war6.
Work1 moves NE to continue road out to wheat river.
War1 is scouting down north-eastern coastline; war4 finds
rich cows near coast to west of susa.
(and saw settler stack heading for wheat river area
last turn. Tarsus has been
founded on east coast.
Persia
is expanding way too fast! How
can we keep up?
2390 BC – Ur
grows to 3, raise luxuries to 20% to keep happy. Forest in production
to finish settler in three.
Bab grows to two, switch governor's forest pick to newly
irrigated plain for faster growth,
Nin finishes work3, which moves
South to irrigate and road flood plain.
Work2 moves to plain NW of Ur to build irrigation and
road.
2350 BC – Xerk founds Gordium in my
wheat river valley! Grrr. Well,
he left enough room for another city there so the Ur
settler will be able to squeeze in and help join up the distint
Nin.
2270 BC – Ur
produces settler, which sets off on road to wheat river. Luxuries reduced to 0%.
Ashur finishes work4, which
starts mine in grass by river to NE of ashur. War6
heads off to pop nearby hut to north.
2230 BC – The hut is deserted. Perhaps
not what we wished for.
2190 BC – Bab grows to 3, increase
luxuries to 10% to keep her happy, send war6 back to bab
to pacify citizens. Put 2/1/1
grass in production instead of forest. work3
finishes irrigation starts road.
2150 BC – Discover Iron working at
last! We're kinda
in luck: There's Iron in Mtns near Nin. Switch nin to temple to expand influence to iron deposit --
let's get serious about making road to nin.
Unfortunately there's Iron way north in what will
ultimately be Persian territory.
We will need to build an army and attack Xerxes before they have a
chance to hook up this iron deposit and build Immortals.
Ellipi founded at river bend
next to game forest and within range of two wheat flood plains. Ellipi
immediately starts temple -- maybe we can culture-assimilate Gordium?
Now researching Alphabet at minimum. We expect to buy or extract tech from
Xerxes. Also we will need funds
to upgrade warriors to Swordsmen once we get the iron road built.
It's looking like we and the Persians are all alone on
this continent, so we will have to conquer them without any help from allies.
2110 BC – War6 fortifies at bab, luxuries reduced to 0%.
2070 BC – Work3 finishes road, moves
to sh-grass to NW of Nin
to build mine & road. Work2 finishes road, moves to gem mountain to build
luxury road.
2030 BC – Work1 finishes road through
game forest (Ellipi now conected),
moves to flood plain to NE to continue road out to nin. Work4 finishes mine, moves N to start
another mine on sh-grass to West of bab.

1990 BC – Bab grows to pop 4, raise
luxuries to 10% to keep happy.
Keep forest in production to finish granary in 2.
1950 BC – Bab switches from forest to sh-grass to grow faster and still complete granary next
turn.
1910 BC – Bab puts settler in
production, switch 2/1/2
grass shared with ashur to 1/2/1 forest to build settler faster and let shur have the grass when expands next turn.
1870 BC – Work1 finishes road moves NE
to wheat continuing road to nin for incense &
iron.
1830 BC – Xerxes encroaches on our
territory. Our foreign advisor says he's annoyed. We buy The Wheel from him for 268G to
lighten his mood. Good fortune reveals horse within our borders near bab.
1790 BC – Whoo! Xerxes' soldier's
continue marching past ellipi towards their territory
instead of taking our undefended town. a little
healthy trade makes for a nice appeasement.
We must start gearing up for war now: Ur
finishes temple, starts barracks. Ashur is nearly
done with temple and about to start barracks.Work4 finishes mine and moves to
horses to N/NW of bab.
Ashur switchs
2/1/2 grass to fishery as
the new mine just adds a shield that goes straight to waste. This lets bab
switch from forest to the 2/1/2
grass, so it will grow next turn and still finish settler in two turns.
Work3 finishes mine near nin
(alas no help, all extra shields go to waste).
1750 BC – Pop rush temples at Ellipi and Nin. Make disgruntled nin
worker into scientist, lower research to 0%
1725 BC – Bab makes settler, switch
production to worker. Send settler to desert on coast where game forest and
horses will both be in zone.
With temple complete, Nin can
put scientist back to work harvesting grassland. Nin starts
worker production, Ellipi starts barracks. Reduce
luxuries to 0%, restore science to 10%.
Work1 finishes road, moves East to floodplain to continue
road to nin.
1700 BC – Gem road complete, send
work3 to plain to SW of Ur for irrigation and road.
Work3 done with road, move to wheat flood-plain to extend
road from nin back to homeland.
1675 BC – Horse road complete, New
worker from bab joins this one to irrigate horses
in 2 turns. Bab puts settler in production.
1650 BC – Japanese city of Kyoto
completes Oracle. Persia
is working on Pyramids in Persepolis
and Colossus in Antioch -- we
hope they complete them before civs on another continent, because we'd really
like to capture both and have no time to build wonders.
Found new city
Akkad to NW of bab. Set to build temple then barracks. Starts with
forest in production as no 2-food square available yet.
Ashur & Ur's culture
boundaries have recently expanded.
Looks like Xerxes rushed his temple in Gordium too, as it's boundary just expanded... so much for Ellipi culture assimilating Gordium.
1625 BC – Ellipi
boundary expands, so wheat flood plain now
available.
Horse irrigation done, one worker continues road to Akkad, the other returns to build mines and
roads between bab and Ashur.
Another worker continues extending road to nin.

1600 BC – Warrior stuck behind Persian
boundary in arctic north manages to influence settler to found Sardis
three squares away from northern iron further delaying Immortal production.
1575 BC – Switch production in Ur and bab so that bab finishes
settler in two while ur grows a hair slower, but
gets an extra trade and still finishes barracks in 3.
Nin's boundary has expanded and
with pop 3, can now put mined sh-grass and iron mtn in production to finish worker in 2 turns.
1550BC – Trade 236G to Xerk for
Alphabet, start work on Mathematics (Persians have writing and warrior code,
so we'll try extorting those once we pursue the war).
1525 BC – Bab completes settler and
starts worker. New settler dispatched to Gold hills between nin and ellipi.
Road to nin complete -- three
luxuries to all cities! Worker returns to Ellipi to
irrigate wheat. New worker from nin moves out to build iron road. Worker which just completed road to Akkad moves to game forest to build road.
1500 BC – Worker completes
irrigation/road by Ur, moves to
mine/road sh-grass to SW.
Ur completes
barracks, starts work on warrior (before iron complete, will upgrade later).
1475 BC – Bab finishes worker, starts
settler. Worker moves to river grass to E of Ashur
to build mine and road.
A warrior returns to Ellipi.
Bab's influence spreads allowing
Akkad to use game-forest, -1
trade, +1 shield.
1450 BC – Pesepolis
completes Pyramids. Yay! a trophy to capture!
(Aren't we optimistic... Xerxes has 11 cities to our
six. Ah well, we'll have better
tactics and IRON SWORDS :)
Worker finishes mine near Ashur,
so Ashur adjusts production to finish barracks next
turn.
1400 BC – Found Uruk
on gold hill -- now have contiguous territory out to nin.
Uruk starts temple, then barracks. Worker is irrigating then roading patch of flood plain between urik
and river road.
Ur is half
done with second veteran warrior.
Fiddle bab/ashur production so Ashur finishes warrior in 2, bab
finishes settler in three.
1375 BC – Worker finishes road near bab, moves to river grass to NE of bab
to make mine and road.
Ur finishes
second warrior, switches to Spearmen.
1350 BC – Indian city completes Colossus.
Iron road complete.
Upgrade three veteran warriors to Swordsmen. Ur & Ashur
working on Spearmen. Optimize production between Akkad, Bab, & Ashur.
Send warrior from bab to ashur
for upgrading and to explore SW tip of continent (just realized that there's
the edge of visible "coast" tile and we never looked at the edge of
the jungle).
One iron
worker stays to build mine, the other moves to plains by lake to irrigate and
road and to connect up with Persian road network. Worker near Akkad finished game road,
Proceeds to irrigate plain.
Trade territory map to Xerxes for his world map. Then sell
our world map for 3G. Not much
new here for either of us.

1325 BC – Persians switch Antioch
production to Great Lighthouse.
Bab finishes settler -- dispatch to grass on coast south of
Uruk. Bab starts temple.
Upgrade warrior at Ashur, send swordsmen out to perimeter cities. Worker near bab finishes mine, starts road. Warrior at Ellipi heads back to Ur
for upgrade.
1300 BC – Worker near Ashur finishes mine, starts road. Worker near Urak finishes irrigation, starts road. Worker made at nin moves to irrigate wheat. Nin
continues worker production.
Akkad
finishes temple, starts barracks, shifts from forest to irrigated horses to
increase growth.
Swordsman fortifies in Ellipi.
Warrior upgrades at Ur.
1275 BC – Ur
finishs spearman,
continues making spearmen (every 3 turns). Continue dispatching veteran units
to periphery.
Swordsmen gets to SW point and
spies some land across the straight further SW.
1250 BC – Worker near Akkad finishs
irrigation, moves to plain on way to Ashur, will
make mine and road.
1225 BC – Eridu
founded on coast. Set to build
temple then barracks.
1175 BC – Bab finishes temple, starts
barracks. Last warrior (except the iron sentry up north) has been upgraded.
Switch to heavy research (80% losing 1gpt) -- we've got no
further need of gold at present -- math will be discovered in 9 turns.
1075 BC – Nin
suffers disease from flood plain.
1050 BC – Bab finishes barracks,
begins cranking out swordsmen every 3 turns.
Raise Science to 100% to make Mathematics in 2 (losing
11gpt).
1025 BC – Pop-rush temple at Uruk.
Reduce science to 90% (math in 1 turn, -7gpt)
1000 BC – Discover Mathematics. Start
researching Currency.
Reduce science 70% (+1gpt, discover Currency in 19 turns)
Trade Math+49G+WorldMap to Xerxes for Mysticism and WarriorCode.

Summary
… I hate Deity games. They require too much luck.
This scenario was terrible: a single
potent opponent on a mid-size continent.
Huts were mixed and they usually have to be spectacular to make deity
work. Best strategy for Deity is
to use diplomacy to make AIs play off each
other. With only one contact,
this can't work.
In another 10-12 turns, we'll have enough swordsmen to try
a rush attack on Persia. If things go well, we'll grab three or
four cities, including Pyramids, sue for peace and get the bulk of Xerxes
gold and tech. The only thing
making this feasible is the Persian’s lack of iron.
If they go poorly, we may be so crippled that Persia
will wipe us out by 1AD.

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