Floating Gardens replaces the Water Mill.
Differences are Floating Gardens get 15% food and have only 1 gpt maintenance cost.
Differences are Floating Gardens get 15% food and have only 1 gpt maintenance cost.
So the floating gardens replace the garden or the water mill? What building do the floating gardens replace?
Well....they are still interesting, and after several attempts, the problem I had was production..... Food...no surprise ...was not a problem. In one of the games, my capital, if I had kept going would have developed into a huge city.... Science was not too much of a problem...but I couldn't produce anything very fast.
Your starting build can skip scout and monument, just finish 3-4 jaguars (monument later from tradition) so that is one nice feature.
As far as I know the Aztec UA only applies to culture for social policies, it doesn't contribute to a city's cultural output for border expansion. Possibly the most important early function of the Monument is that it expands your borders quickly, so you'll still want a Monument ASAP.
Possibly the most important early function of the Monument is that it expands your borders quickly
And the civ that does so has burned a social policy that the Aztecs don't have to burn, increasing that civ's cost of every subsequent policy.
Into what, that nearby 3 gold spice tile I am never going to work? Jungle starts lack good bonus tiles
Speaking of bananas, what do the rest of you do with banana tiles in jungle? I never improve the bananas because the tile seems more valuable with jungle on it, but it always feels/looks weird to me that they are more valuable unimproved.
The free thought rationalism policy seems like a no brainer because of the 17% science bonus and it also gives +1 science for jungle tiles. If I'm starting in a jungle-heavy area I'll take the Sacred Path pantheon belief for +1 culture per jungle tile.
I don't have the exact numbers here, but it never seems like a good trade off, which seems wrong, because improving a tile is almost always a good thing.
I, too, never improve banana tiles...as you say, they seem more valuable, long term, as they are. Yet I always have the nagging feeling that I've left something out of the "equation". Afterall the AI always seem to improve banana tiles and they are programmed to be completely rational...Or maybe it's simply some sort of "knee-jerk" mechanic they are forced to follow...???
And Poland gets about 5 free policies throughout the game, still trying to figure that one out...![]()
Aztec UB is quite powerful for it's type of thing, in the game, compared to other such things.
Just build on next to fresh water (lake or river)
with lighthouse + floating garden you get 4 apple tile, out of these lake tiles early game. (not requiring worker improvement, but 4 apple requires lighthouse + floating garden, otherwise it's 3 apple)
This is basically like dutch polder in marsh, (it's also early-mid game 4 apple tile)
Marsh terrain bias seems kind of weird in my opinion, but lake bias also works either really well, or just doesn't do so much at all.
What promotions should you take though, for aztec military? You heal a little bit after killing units in melee, I would think that maybe medicII would be solid thing, if you stack your melee close to eachother, each unit being medicI-II.
Aztec UB is quite powerful for it's type of thing, in the game, compared to other such things.
Just build on next to fresh water (lake or river)
with lighthouse + floating garden you get 4 apple tile, out of these lake tiles early game. (not requiring worker improvement, but 4 apple requires lighthouse + floating garden, otherwise it's 3 apple)
This is basically like dutch polder in marsh, (it's also early-mid game 4 apple tile)
Marsh terrain bias seems kind of weird in my opinion, but lake bias also works either really well, or just doesn't do so much at all.
What promotions should you take though, for aztec military? You heal a little bit after killing units in melee, I would think that maybe medicII would be solid thing, if you stack your melee close to eachother, each unit being medicI-II.