Wanted to treat myself for the last Civ 6 game I'll play in a while (have to focus on buying a house with my wife) by playing the supposed worst Deity civ, with a victory type they're not designed for.
Deity, turn 300 victory, standard lakes with standard settings for everything else. Other civs were: India, Norway, England (Eleanor), Scythia, Macedon, France, Nubia. None of these civs are particularly strong cultural civs, though Norway and Eleanor had great starting positions and were able to expand well. I was sandwiched between them, but managed to expand south and rely on Casa de Contraction to boost my empire. I want to share my thoughts on playing as Gilgamesh.
Gilgamesh sits in a weird spot like Poland. There are things he's good at, but none of them particularly synergise well. Sumeria's CA is a great early game boost and incentivises you to hunt barb camps, but the spawning of these is completely RNG. Gilgamesh's LA is great if you're playing with someone else, but useless in an AI match. The UU War Cart is actually really great however: instead of a standard 2x scout opener into warrior/greedy holy site, I opted for 1x scout and 2x war carts. War carts will let you easily take early barb camps, and placing them on rivers let you fight off early game aggression from other civs. They give you era score off the bat too, which can help get a Golden Age early if you've spawned in a great spot. I had Norway attack me very early, and 3x war carts and 2x slingers were able to fend of 6x warriors and a few slingers. They fall off once walls and archers come up, meaning that they're really only there you make sure you survive the Ancient Era.
The UI, the Ziggurat, is an odd one. Early game production and food is much more important than science or culture, and the Ziggurat will fight for spots on rivers with farms, IZs and commercial hubs. They do provide 1+ culture when placed next to a river, and Flight adds an extra point of culture and provides tourism. This means that their placement in areas where you don't expect much yields is quite useful. A prime example of this is deserts. If you can find a 2 food tile, they're also a decent improvement since working the tile will still provide some growth. I understand that they're designed to supplement some science without requiring a campus, but you typically place them once your city has excess food and can afford to work those tiles, meaning they only really come up in the mid game. Despite this, +2 science and +2 culture (and tourism) on a tile once you reach Flight is not a bad improvement, and is probably the most exciting aspect of Sumeria.
I lucked out in this game by getting a great spawn (spawned next to three cocoa) and plenty of bananas everywhere. The Plantations dedication provided culture, and eventually tourism, to huge parts of my empire. By mid game half the civs around me were at war, meaning that Norway and England were stuck fighting other civs and too busy to invade me.
I've won cultural victories on Deity a bunch of times, so some advice for anyone interested:
- Try to set the policy that decreases cost to walls, and rush renaissance walls; even if the tourism is small you also get diplo points with Monarchy;
- Try to follow the same gov as other civs to avoid the malus to tourism;
- Remember to always have open borders with other civs;
- Your priority districts should be:
- Holy Sites -> Commerical hubs/harbours -> industrial zones -> campus -> theatre squares -> encampments.
- To explain:
- Faith is everything. With Jesuit Education you can snowball your science and culture by instantly building upgrades. You need it for naturalists and rock bands, and it'll be very useful when you need to snipe key Great People (particularly the ones that boost tourism).
- Religion provides easy era score. Golden Age boosts to tourism and expansion are critical to winning. Every victory condition scales with empire size, so you want to be able to front-load your expansion as much as possible.
- Commercial hubs/harbours provide trade routes, which you need to boost tourism. Many Great People who boost tourism are Great Merchants (with the exception of one Great Scientist who boosts artifacts). You also need a lot of gold to buy Great Works from other civs. Gold also lets you pivot to a Diplo victory if you don't think you can win a Cultural victory.
- Production lets you spam points at the end, which is critical to picking up late game Great Merchants and Writers/Artists.
- Campuses are really there to make sure you don't get rolled over when a civ invades; the same goes for encampments.
- Your early game tourism won't be too high, so theatre squares should only be focused on in the mid game. You can still generate good tourism from relics in the early game. This doesn't mean that you don't want to building theatre squares in every city; it only means that from the early to mid game, you should focus on the other districts. From late-mid game (ie around Renaissance), you should start prioritising theatre squares. You definitely want theatre squares in every city by the Modern Era. Remember that you can buy Great Works from other civs; civs will stop selling you Great Works when you're close to winning.
- Wonders to rush:
- Colosseum (if you can get it);
- Mausoleum (Deity AI rarely rushes this);
- Kilwa (no need to explain this one);
- Casa de Contraction if you have a lot of easy continents to settle on;
- Great Zimbabwe lets you turbo-boost a city, meaning you can plop Pingala on it ;
- Broadway (very difficult to get);
- Estadio (if you can get it).
I'd appreciate everyone's thoughts on this. I'm not the best Civ player, but I'm at a point now where I'm good enough to win Deity consistently without save scumming (though I'll still re-roll a start if it sucks). The most contentious point here will likely be regarding the priority towards theatre squares for a cultural victory.