CBob02 Jaguar Conquest

Why research anything? We start with everything we need (barracks, jags and granaries) except maybe spears - unless we need galleys. Researching anything just speeds up the tech pace and who wants to do that?

jags aren't wave attackers - what they are are stack attackers. pikes will be tough, but if we get greece or carthage, we gotta take them out.

We don't even need to build workers - we will take them from our opponents.
Would we need Bronze working for Spears? Or are we not going to need them if we are pretty much offensive minded through the game?
Or maybe Math for 'pults to soften up higher defense units?
 
If that spot is reserved for me, I'm in - but I have a big availability problem. work is heavy right now and I have 2 SG's and the demo game :(
I had PMed two people and invited them into this game. You were one of them. And from your response I figured you would be too busy, so I removed one of the reserved spots and made it an open one.

The other player has not yet responded, so I am awaiting their acceptance or rejection.

Would the position of First Lurker be better for you, where you fill in a turnset here or there, but not be in the normal rotation? That might work better for you with your schedule.
 
(RL has kept my evenings busier than I expected).

No offical response from the other invitee but I'm not ready to declare the game 'closed' just yet.

Any other thoughts on the game/map parameters? I'll not be rolling up a start until late Friday or early Saturday, so there is plenty of time for input.

Would an older world make our task any easier?
 
Actually, I think an old world would make our job tougher. Older means more hills and mountains so more iron resources both for us and the AI. A drier world might make things a bit easier as it would slow down growth for everyone and of course, the smaller the world, the easier our task.
 
CommandoBob sorry I just checked your pm. If there is a spot still left I'm in.
 
CommandoBob sorry I just checked your pm. If there is a spot still left I'm in.
Great! You're in.

Shortly I'll be rolling up a start for
  • Civ: Aztecs
  • Difficulty: Monarch
  • Size: Standard
  • Landmass: Pangea
  • Water: 80%
  • Age: 4 billion
  • Climate/humidity: average
  • Respawn: OFF
  • Opponents: all Random
  • Victory Conditions:
    • Conquest
    • Domination
    • Culture
    • UN
    • Spaceship
    • Histrograph
I can't roll up a start right now, (have to go celebrate my sisiter-in-law's birthday today) so it may be a while before I get the starting save posted.

I will check back here before I do the start, in case we need to tweak a setting or two. If my mind isn't too fuzzy, I'll get a screen shot of the start-up selection page.
 
World Settings

ChooseYourWorldTrimmed.jpg


Player Settings

PlayerSetupTrimmed.jpg



Our World, 4000 BC
StartupTrimmed.jpg



And the save is >>HERE<<.

I rolled several startups before I got this one. I was looking for quick access to fresh water, at least one luxury and one bonus grassland. This was the best overall. Even though this is only Monarch level, and we get two content people per city, citizen happiness will become an issue when we grow to size 3. With the furs connected, the city can grow to size 4 before we need to worried about cranky citizens.

Initial Twenty Turns
I would like to encourage everyone to play the first twenty turns. But before we do that, let's look at our start and try to determine some basics; such as build here or move, what to build, what to research, where to move the worker, etc.

Where to Build
Usually it is good just to build whereever you are, but here I don't know. I think we might be better off moving to a hill, most likely the one to the SW and making that our capital city. This leaves the plain free to be mined or irrigated and makes the hill more productive (2 food, 1 shield) than otherwise. It is also a better defensive position (just in case). It may also be a coastal tile; the screen shot hints at that anyway. And it is still adjacent to the furs and the BG across the river.

Moving 1SW puts the flood plain out of our initial 9 tiles, but we should reclaim it in the first border expansion.

And now I must confess some ignorance. I did not stop to check to determine what advantages the AGI trait gives us. :blush: Can someone explain what that trait does for us and how it affects our start up?

Not being familar with the AGI trait, I can't comment on what to build or research, but those who know more about it certainly can. :D
 
And now I must confess some ignorance. I did not stop to check to determine what advantages the AGI trait gives us. :blush: Can someone explain what that trait does for us and how it affects our start up?

Not being familar with the AGI trait, I can't comment on what to build or research, but those who know more about it certainly can. :D

Sure, I'll chip in!

Agricultural gives you an extra food in your city tile. Except in despotism, where your city has to be by a river to gain that food bonus.

I shall be checking in on this every so often, to see if you guys are getting close to the challenge.

(Personally, I don't think I could do it, buuuuuuuut...I'm sure I'm not the best civ3 player ever:lol: )
 
Besides the benfefit sercer88 mentioned, we get half-price aqueducts (probably not an issue in this game), and irrigating desert tiles gives 2 more food instead of 1. Unfortunately, that does not include flood plains (just verified this).

Offhand, I'd say settle in place and send the worker to the flood plain, then build 2 jags for scouting. But whatever we do, we shouldn't move off the river.
 
I'd like to see what's around a bit so I'd vote for a worker move to the BG first. Shields are going to be the key to success here. We should be looking for 5 or 8 spt in cities. Although growth is important, the extra shield first will speed everything up. I'd also vote for settling in place. We have some time to grow and we can do it relatively quickly so we should be able to get a settler on one of the northern hills to take any military pressure off the cap before we are threatened.

I think we should look to make our cap some sort of settler pump for as long as possible and let the other cities build until we have a solid core.

I just downloaded the save but those are my initial thoughts.
 
Now that I think about it, improving the BG first would be better--either that or chopping, mining, and roading the furs. The flood plain should come next, though. As for cities, how many will we need? Some extra unit support would help, but we might be able to pull this off faster if we set up the capital to produce 15 spt, i.e. a jaguar warrior every turn. Would a granary help with that?
 
Looks like the capital could get 15spt at size 10 in place.
Settling in place looks good. The first jag will take 7 turns regardless (may actually be 8 so it can grow from 2 to 3 in 5 turns instead of 6), so worker to FP for growth in 6 instead of 7 seems good. It may be worthwhile to not spend the time on roads at first if the extra shields would be significant, since the technology we have hopefully should be sufficient. jag->jag->settler seems like a reasonable possible build order. I can't think of anything worth researching.
 
I would also settle in place and improve the FP first.

I think we should save the chop on the furs for the Rax.

What would we spend cash on, if not research? I know, happiness, but we'll still have plenty. Are we going to want spears or cats?
 
What would we spend cash on, if not research? I know, happiness, but we'll still have plenty. Are we going to want spears or cats?

I'm thinking unit support. I have been thinking cats too but realistically, they are far in the future so support and happy faces should be immediate goals. We will need LOTS of units. Quantity over quality is the goal. [However, I wonder if after early war we might not be more effective with a huge cat force. I Think I'll shadow it when the time comes for personal reference]

I haven't figured out the details, but 15spt seems reasonable for the cap. That's with mined hills right? We still could take advantage of our growth rate and pump out settlers fast. Tim B's build plan seems good to me for initial builds.
 
[However, I wonder if after early war we might not be more effective with a huge cat force. I Think I'll shadow it when the time comes for personal reference]

I know the rules allow us to build cats, but can we use them offensively?
 
we can (as far as I understand the rules), but that doesn't necessarily mean it's our best option. If we are going to go for style points, maybe we want to reject all research and just go for overwhelming force.
 
I know the rules allow us to build cats, but can we use them offensively?
Yes we can.

I know that somewhat blurs the line between what is an offensive unit, a Jag or a cat. But to me an offensive unit can defend itself also, which a cat cannot. If a good order unit has to be protected because it can be captured, it is not an offensive unit.

But like Phaedo said, just because we can doesn't mean we should. We'll need to discuss that.
 
Works for me. Our initial offensive should be jags only, of course.
 
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