RBC14I. Aztecs Open DG

romeothemonk

Order of the Engineer
Joined
Feb 26, 2004
Messages
2,253
Location
Rapid City, South Dakota
I have no real experience starting a thread, but with some SG's finishing it was time to get this one started.
Simple set-up: If you are playing this, you should be familiar with what the set up is. We have 1 settler, 4 jags, and a capitol with all sorts of improvements that generates 23 or 25 cpt. I kinda forget off hand.
Jaguar warriors trigger the Golden age and are 1-1-2. They can also enslave so we can sacrafice to our little hearts content. When I have play the Aztecs before I farmed off of the Iro for a few early techs and slaves, got Q-bows and made the Maya an afterthought, sacraficed 30+ slaves and won on about turn 90.
Variant rules: My addition as thread starter. If we are a Christian Government we cannot sacrafice. ;) (I think this is fairly obvious, but sometimes you gotta say it) Any type of win is okay but Culture in the Capitol is probably the best. Although if the team is really brave/talented we can colonize the Western U.S., try and get up to mining and win a VP victory.

Version 1.22f
I will play ten and then hand it off. Play ten, handoff, if it sits for more than 24 hours without a got-it, feel free to jump in again. I will play and post ten shortly. (I will also try to learn how to post images in my messages.)
 
Turn 1: sell courthouse in Capitol. Start spear. Start research towards blood cult at 100%. Send 1 JW to find Maya. Send every one else north. Have our 1 worker start mining a wheat.
Turn 2: contact the Maya, they have spent 3 gold??
Turn 3: Moving more north. Going to Settle by the Rio Grande and its cattle.
Turn 4: Culture expansion in capitol. Attack a barb, get a slave. Attack again with another JW get slave and 25 gold.
Turn 5: Healing and moving.
Turn 6: Found Teotihuacan which starts a rax. (Militiristic)
Turn 7: Fromote a JW against barb no slave. Promote another JW against Barb and get 25 gold but no slave.
Turn 8: Teno- Spear to spear (Next player can change, and probably should to fit their style.) Clear a barb camp and get 25 gold.
Turn 9: clear another barb camp but no slaves.
Turn 10: I only spaced the wound JW, everyone else is unmoved.
Pretty Generic start. I am still rushing towards blood cult at full tilt as I think that this will be our government. Also in my experience a full tilt run at it gets it first, so we have a small chance at an SGL.
 
Back to the front page. Will anyone play this?
 
My first Attempt to attach photos.
Here is a photo of the lands of the Aztecs. The next player has a near blank slate to play with.
A big thanks to Doc T and T-Hawk.
 

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RBC14I - The Little Green Menace

1499 AD (0)
I have no idea what I'm supposed to be doing, but I didn't want to let this game just wither on the vine. :lol:

Best guess is a victory by single-city culture, with lots o' slaves on the barbie. How about we just try to wail exclusively on the White Devils? Revisionist history and all that.

Sounds like a plan!

Man with Axe and suspiciously limp-wristed hacking style gets 25 gold for showing a barbarian a good time.

Move to find Brother Hiawatha, and attempt to road our two cities together.

IT - We are so unhappy no one has heard of us!

1500 AD (1)
Where are the White Devils? Found 1, Spain. I'll talk to her at the end of the turn.

First I sell Spain our WM for TM + 20 gold. I hold off selling contact with the Mayans until we meet the Iroquois.

1501 AD (2)
The Mayans are marching a settler without an escort up towards our territory! May be time for a change of plans.

Create a slave and score another 25 bucks from a barb camp.

IT - We meet William the White Devil of the Netherlands. He offers to sell us Alphabet for 110 gold. Pass. Evil Elizabeth has the same offer. Bad Medicine, Monte no like! Francis the Beanie-Wearer doesn't have an original idea either. Henry too. So now we know everybody from overseas.

1502 AD (3)
Lose a Jag attacking Barbs, start Slave back un-escorted. Still can't find Hiawatha.

Hawk WM around, get 6 gold from Spain. WM + Contact with Mayans yields TM + Iroquois Contact + 40 gold + 3gpt from England. Get 50 gold + TM from Portugal, then sell Mayan contact for 30 more. WM + Mayan Contact yields WM + 18 gold from the Dutch.

Interesting ... Hi has already bought into Alphabet. WM + Mayan Contact + 15 gold gets us Alphabet from Portugal. We then turn around and take all of the Mayans 74 gold for Alphabet. We then trade WM + Mayan Contact + 15 gold for Spain's WM. Hawk that around for 73 gold + 2 gpt (England).

We must remember to trade maps every turn.

I want Writing. Have to buy from the White Guy we will defintely tell to stuff it if they come demaning anything. Hmmm ... The French! Francis gets 10 gpt for Writing.

Ack ... The Mayans haven't met the Incas yet. There goes that gambit to bankrupt the Euros.

Sell Hiawatha the Mayan Contact for 14 gold.

1503 AD (4)
WM sales about break-even.

1504 AD (5)
WM sales net about 15 gold. That covers our deficit research.

1505 AD (6)
Start Teotihuacan on the Palace as a pre-build for the Temple of the Moon. City still needs some work, but we can't build it in Tenochtitlan. Scratch that. We can buy Currency when our Blood Cult research is close to finished, then use a Marketplace to pre-build in Tenochtitlan. Teo goes to a Jag.

Forgot to trade maps.

1506 AD (7)
Make 10 gold trading maps. Having two cities and everybody else out hunting Barbs make for quick turns.

1507 AD (8)
Portugal completes Sistine Chapel. Their GA has 2 turns to run. Haven't been too successful at finding barb camps.

Make about 10 more gold trading maps. Currency costs 180 gold, we can buy when we need to pre-build in Teno. Should happen on the next player's turn.

1508 AD (9)
Jags are out wandering. Slave is just about back in our radius. We survived an attack by a Barb Archer on the IT, promotion but no slave.

Again about 10 gold from map sales.

1509 AD (10)
I'm really jealous watching Conquistadors just waltz around me.

Map trading nets a couple gold.

Final Notes:
Regardless of what I said in the pre-amble, our first target should not be Spain. We really don't want any part of Conquistadors, even in the hands of the AI. If we build the Temple of the Moon, we can jump up to the tech for Quetzal Bowman (3.1.1, enslave), and probably bull rush the Mayans. The other option could be to always try to unite the Natives against a single branch of the White Devils. A bunch of QBows and MWs should be able to deal some serious damage to Foreign AI's.

I haven't formed any Embassies, even with our neighbors. That should be done once we're acquired Currency to start a pre-build in Tenochtitlan. Judge for yourself when to buy, we should be able to get Teno over 90 shields by the time Blood Cult comes in.
 
Picture of our holdings:

Blue dot is a non-confrontational spot that gets 3 food in the city square. Red dot is tight, but won't anger the Spanish and steals their cow. :)

Remember you cannot build cities on deserts or forests. You can clear forests and settle on the cleared square.

Who wants it next. :bounce: :banana: :bounce:
 
Nice turns T_McC. Upon rereading my initial post, I realize that I was mystic and unclear, not to mention incoherant. The plan I had envisioned is to research like mad towards Blood Cult, revolt, build the temple of the moon, get the two expensive remaining native techs for free, and researching the cheaper general techs. Then we declare war on Maya, take them out to max out our slaves. Then we have a barbecue in Teno.
Doesn't Teno start with a market? We might actually want to buy up to and use a library as a prebuild for us.
On a game like this, I try not to set too detailed of plans, as the player skills and mentalities cover such a wide range.
As a possibility it would be very neat if we could get up to mining and build some mines of our own. (Don't make this a goal, just an open ended possibility.)
 
Version 1.15b
Well if you would go up 10 1.22 I would take 10 at some point.

I have already destroyed my 1.15 dual install, and I don't want to play with patch / unpatch.
 
Modified to VERSION 1.22f. This will allow more players to play. Take it away LK.
 
Got it for 1.22
 
REMOVED as complete game was lost
 
LKendter said:


Summary:
The game was rescued from the grave. Who wants is next?


[\QUOTE]
Nice Turn Sets Lk, but I never thought that a game that got handed off by Troy McClure needed rescuing from the grave. :lol:
Who wants it next? Simple setup and hand off system.
 
Trying to pump some life into a dead beast. The save doesn't seem to link properly, Scanning Uploads 7 shows no sign of the said save file.
Should we officially bury this, or try again?
 
I can't upload the save again. I checked my backup drive and I don't have a copy.

My hard drive crashed since I played, so I know I can't recover it from the recycle bin.


If you continue, then my turns must be redone.
 
romeothemonk said:
Do you want to re-do your turns LK?

I don't want to replay the same turns. I don't want to spend the time with the current lack of interest.

I will play more rounds if some other players show up.
 
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