RW1: Noble Aztec Sacrifice

alerum68

Priest of Hiroshima
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Race Wars 1: Noble Aztec Sacrifice. An attempt to compare the different nations and leaders in Civ4. Prefer players new to Civ4 but also having played SGs on other games such as Civ3.

Greets everyone!

This is my first foray into the realm of Civ4 SGs, and since I figure most people are pretty much still pretty new at it all, thought I'd give a go to running one again... bare with me it's been almost a year since my last SG playing Civ3. So, anyway here we are!;) I noticed there isn't a sticky Open SGs thread, so I'll just leave this open and hope enough people want to jump on.

Turns are: 20 first round, 15 second round, 10 until Modern where we go down to 5. The level is Noble, using the Aztecs, going for a domination win, but all condition are open. 24/48 Rule applies.

Roster:
1. Mike Lemmer <-- Out for 3 weeks due to holidys.
2. Veovim <-- Just Played
3. Alerum <-- Up
4. Bede
 
RW 1 Game info:
Civ: Aztecs with Montazuma
Map: Pangaea
Size: Standard
Climte: Temperate
Sealevel: Low
Era: Ancient
Speed: Normal
Shoreline: Random <--Does anyone know what this is for?

Options: Aggressive AI,
Victory Conditions: Conquest, Domination, Culture (Just in case for Cizzlewalk)

AI: 7 random civs.

RW 1 Game Strategy:
Grabbing a religion and then going for iron working for our UU and destroying our enemy as soon as possible


Analysis of Aztecs in this game:

UU:

Traits:

Playing strategy and tactics:

Positive side of Civ:

Negative Side of Civ:

Total Rating:
 
Well, you're up for suggestions but want a domination win? Hmm... I was thinking go for a cultural victory :lol: ... seriously.


Sign me up though.
 
Sign me up!!:) I haven't played as the Aztecs yet, I'd like to give it a shot.
 
alerum68 said:
Prefer players new to Civ4 but also having played SGs on other games such as Civ3.

How exactly do you define new to Civ 4? The game's only been out a couple weeks. I wouldn't mind signing up if you'll have me.
 
Looks like a full boat.;) Welcome everyone!

Veovim: New to Civ4 means not one of those beta tester who were lucky enough to get their hands on the game six months ago.

I was planning on rolling a random start, besides for land mass. The victory condition we go for will determine that.

The Aztecs are spirtual which means we should go for an early jump on an religion. Hinduism seems to be safer bet... I've lost buddism to many times so far.

Are there any request or suggestions on this game before I roll a start? Will do it tommorow by 3pm pacific time, (About 24 hours from this post).

Good luck, and I look forward to playing this game with y'all.;)
 
Lurkers comment: You want domination and make 15 turns / player till modern? It can be too much... 10 will be better maybr, rounds are looooooong when you start war.
 
6pm Eastern is good for me. I agree that modern turns should be 10 turns so it won't be so time consuming. Domination sounds good too.
 
All my play in Civ 4 thusfar has been pretty peaceful, so my vote would be for domination. I'm up for pretty much anything though.
 
Alright here's the game start. Ucel was right... I tried to turn another of my games into domination and when things got rolling it would be very difficult to post 15 turns in 24 hours and still have a life, so we'l make it more tradational... or somewhat... 20 turns first round, 15 turns second round, 10 until Modern, where we go down to 5... I don't think it matters since it's unlikely we'll make it to then. Anyway, conditions are in the second post....

Here's the save. Cizzlewalk, would you like to start this one off?
 

Attachments

  • RW1 - 4000BC - Start.JPG
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A domination win? Most excellent indeed.

I'll get the first 20 posted after school's out tomorrow... I know it's hard to believe there's a senior in high school who actually cares about academics, but alas it is quite true. :(
 
Aztec_Start.JPG


Turn 1.
I had been debating whether to move one south or not... just to make sure we wouldn't have to worry about possible desert in the future. It seems as though that won't matter, we only have to worry about dealing with that oasis (and pigs nearby :p).

We begin on a warrior within our city... but I move the scout to the hut before beginning a tech (hoping we get polytheism first). Well, we get something along those lines...

Fishing.JPG


Start polytheism at full blast. Turns out we have three resources well within our borders (pigs and wine... Christmas came early :lol: ) and sheep, deer and stone right outside!

Turn 2.
Move scout northwest to get the other hut outside our empire.

Turn 3.
We get 53 gp from the hut! We won't need to worry about going bankrupt anytime soon.

Turn 4.
Scout finds elephants four tiles from our capital... things are looking good resource wise.

...
Turn 6.
Whoa, France has already been found to our southwest. They have a lone warrior showing.

Turn 7.
Find silver near France and notice French warrior grabs a hut just before we could. :mad:

...
Turn 10. -IT
Learn Polytheism and we have found hindudism! Obviously I convert our empire (wasn't sure if you guys would mind... it's no big deal when we're warring all the time) to hindudist and start learning about the wheel. Also, during the interturn, our scout FLAWLESSLY slays some wolves for a XP.

Turn 11. -IT
Meet Mongolian empire, but I'm not sure where they came from.

Turn 12. -IT
Scout fends off a wolf attack and I promote him to Woodsman I! We need to upgrade him to Woodsman II when possible, making this a perfect unit for our map uncovering efforts.
*Tenochititlan warrior--warrior

Turn 13.
Send our new warrior to the north.

...
Turn 15. -IT
Learn the Wheel and begin figuring out agriculture. Our workers are gonna need plenty to do once built.

Turn 16.
Warrior finds some bears and scout gets map from hut in the east.

...
Turn 18
Wine and gold to our immediate east.

IT- Some other civilization founds budidhism.
*Tenochititlan warrior--worker

Turn 19.
Fortify warrior in capital for defense bonuses.

Turn 20.
A hut popped by our scout gives us a free scout!

Afterthoughts::
~Get out 2 workers... then build up to pop five and get us some cities!
~Try and establish around two or three more religions in Tenochititlan, which will do WONDERS for us in the future.
~Get us as many resources as possible, especially that stone.
~Please, please, PLEASE don't neglect any promoted units we get!

A sad attempt at a dot map... but at least it shows we'll get some resources no matter where we go.

Turn20.JPG


Next 15 is ready
 
Looking like quite a nice start there. I definitely like the city spots with corn and sheep, and ivory. Shame about the placement of the horses, but we can always hope for better luck with copper and iron.

cizzlewalk said:
Afterthoughts::
~Get out 2 workers... then build up to pop five and get us some cities!
~Get us as many resources as possible, especially that stone.

Might 2 workers might be a little excessive? I'd probably stop at one because growth is quite a bit slower than worker actions now, and they take a long time to train. That's just me, though. As for the stone, I wouldn't worry about that. If I'm not mistaken, the border expansion we'll be getting in a couple turns is going to reach it.
 
As any general knows, recon wins battles. I got plenty of recon. Most of it was "There is a lot of animals out AAAGH-" *chomp chomp chomp*, but they also reported back on the Egyptians' and Mongols' locations.

Turn 1 (3200 BC):
Our northern warriors discover the base of our wretched Mongol foe.

mongols.JPG


And they've found a herd of horses next to their capital! Surely they will be formidable foes in the years to come...

Turn 2:
Agriculture is discovered. I research Masonry next to take advantage of the Stone next to our capital and prepare ourselves to found Judaism. One of my scouts discovers a menagerie of vicious beasts:

animals1.JPG


I take no chances with my wounded scout and move him to a wooded hill for added protection.

animals2.JPG


Crud..

Turn 3:
My "safe" wounded scout get viciously mauled by lions. My other scout gets lucky and is only attacked by one pack of wolves. I move him into a neighboring forest for the defense bonus, where he accidently discovers the Egyptian empire.

egyptians.JPG


Turn 4:
The scout visits a tribal village. They pay us 117 gold in tribute. I don't think we'll be hurting for finances soon.

Turns 5-7:
We maul animals, bears maul our northern warriors. Two-thirds of our scouting crew has now been killed by angry wildlife. Our remaining scout must shack up for 9 turns to regain all of his health.

Turn 8:
Masonry is learned and we move on to Monotheism. The stage for a religious civil war is set!

Our workers are finally built. I want to let the town grow before we build settlers, so I queue up a Barracks (always useful for would-be conquerers) and wait for the pop to hit 4.

Turns 9-15:
We build farms. Angry warriors demand pillaging. We must satisfy them soon...
Oh yeah, Tenochtitlan finally hit 4 population, so I queue up the Settlers. It's time to expand our borders!

Conclusion:
We are well on our way to Judaism. The next big question (besides should we be building Settlers now?) is where should our second town be? Here's my dot map:

dotmap2.JPG


Both the Red dot & the Blue dot would be prime locations, full of juicy hills to feed our growing war machine. The Yellow dot gives us access to horses, another shore, deer and whales, but it would strictly be a "herding & fishing" city.

That leaves the Red & Blue dots as our first candidates.

The Blue dot has the most hammers available, but its lack of river access poses a food problem. We won't be able to make any farms in its radius until we learn irrigation from Civil Services, so we can only mine two hills before population growth goes Stagnant. Luckily, those elephants can provide 2 food & multiple hammers each once we camp them. We need to learn Bronze/Iron Working before we can cut down the forests they're in, though.

The Red dot is a mixture of fertile farmland and mineral-rich hills, allowing it to grow quickly into a boomtown. Notice I chose a different location than Cizzle.

rivertown.JPG


Although it can't use the Corn resource to the north, it has access to one more hill, doesn't overlap with the blue dot's radius and contains nosea tiles (which, IMO, are useless if you can't build a Lighthouse to break even on their food).
 
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