Jungle Fever: Monarch Aztec Mayhem - Domination or Conquest Victory

Khift said:
Got it and will play in the morning.

Looking at the scenario, it seems that our best bet is to get copper hooked up ASAP. I disagree with Torello's analysis that copper is unimportant because we have Jaguars - barbarian Axemen will eat Jaguars for lunch. We need axes to fight axes, the sooner the better.

Also, economically, we're going to want cottages on those floodplains, the sooner the better.

So, the goals for my turn will be, in this order:

1. Survive the Barbarians -- Lose nothing vital to them
2. Chop a settler for a copper city
3. Cottage some floodplains, or at least get closer to doing such


I'll check again in the morning to see if the rest of the team has anything to say about this; til then, good night.

I agree, having copper close to us will make the barbs much less of a threat (combat 1/shock axes should make quick work out of unpromoted barb axes).

Anyway axemen don't just eat Jags for lunch, they finish off with some tasty archers, followed by swordsmen for dinner:p

I agree with your plan, maybe adding a second settler in if we have the units to keep it alive. Raging barbs has definately made the early game interesting.
 
On second thought I agree with you about the copper. I forgot how limited Jaguars are.
 
Limited? You mean the only way they are really good is if you

1) take advantage of their cheap cost and build a ton of them,
2) happen to not have any iron or copper nearby and say "Thank god I'm an aztec!"
3) are defending huge swaths of jungle

Well, we can scratch #2 off that list, but I see jungle to the north and I'm sure we'll want to get a lot of them for our game :)
 
Turn 0 (1675 BC)
Tenochtitlan begins: Settler
Khift: Looked at the terrain some...
Khift: Renamed our leader to "SG: Aztec Fever"
Khift: "HONG_LAPTOP" just wasn't doing it for me...
Khift: Added markers for our planned cities
Tenochtitlan finishes: Worker

Turn 1 (1650 BC)
Khift: Both workers set to chop this settler out
Tech learned: The Wheel

Turn 2 (1625 BC)
Research begun: Pottery
Khift: Had to retreat workers back from barbarians...
Warrior defeats (2.00/2): Barbarian Warrior

Turn 3 (1600 BC)
Warrior promoted: Cover
Khift: More barbs approach... Warrior upgraded vs. archers
Archer defeats (2.58/3): Barbarian Archer
Warrior defeats (0.72/2): Barbarian Archer

Turn 4 (1575 BC)
Khift: Success on both fronts, workers begin chopping, due in four turns.

Turn 5 (1550 BC)
Khift: Another barb to the NW

Turn 6 (1525 BC)
Archer defeats (3.00/3): Barbarian Archer

Turn 7 (1500 BC)
Archer promoted: Guerilla II
Tenochtitlan begins: Archer
Khift: Barb cleared, Archer promoted to Guerilla2, chops come in, settler due next turn
Tenochtitlan finishes: Settler

Turn 8 (1475 BC)
Khift: Barb at NE entrance...
Tech learned: Pottery
Warrior defeats (1.68/2): Barbarian Archer

Turn 9 (1450 BC)
Research begun: Iron Working
Khift: Set one worker to mine the grass/hill, the other to start cottaging

Turn 10 (1425 BC)
Teotihuacan founded
Teotihuacan begins: Obelisk
Khift: City founded, and my turn is up.
 
Once those the worker currently cottaging is done, we need to get him to chop that obelisk in at Teotihuacan, and shift the worker who is mining to cottaging. Once the obelisk is done, the cities need to be connected and copper hooked up.

Once we've got axes, this'll be alot simpler.
 
Good job, Khift. I was thinking of changing the game name before, but couldn't find the command for it. How did you do it?

As to war planning, I see see different phases for early rushes:

(1) 8-10 axemen
(2) 8-10 jag warriors, 5 axemen, 6 catapults

Pindicator is up to continue the battle.
 
Pressing CTRL-ALT-D in game will allow you to change the names involved with your civ. (I.E. leader name, formal civ name, casual civ name, prefixes, etc...)

Also useful if someone loads a save file by doubleclicking on it as opposed to firing up Civ4 and loading it there -- when someone does that, they automatically overwrite their default name over what the save file had listed.

Finally, in order to change your default name from your computer's name, open up "_Civ4Config" file in the Civilization 4 directory and find the lines:

"; Account Username
Nickname = "

And

"; In-game Alias
Alias = "

And put the desired name by both of those. (I'm certain that you could achieve the same affect by putting your name on only one of those, I just don't know which it is -- they both seem similar in description, so I just set them both the same thing for the hell of it.)


So... yeah. How bout them apples?
 
got it and might as well play

agree with the worker duties khift, except the one mining needs to help chop a second settler out of tenoch before cottaging. We want to get at least one more city up quickly to grab the orange dot so we have a stepping stone towards rome. maybe even another settler before we go on the warpath, but i'll only do one
 
Tenoch is shaping up to be a good commerce town while Teoti should do well in production (but not really good until civil service). My goals for this turnset being:

1) choprush the Obelisk in Teoti
2) choprush a second settler out of Tenoch and settle orange dot
3) connect Tenoch and Teoti
4) more defense for barbs
5) another worker would be nice, too -- unlikely tho during my turns

Khift left everything well off, only an [ENTER] is needed:

IT-
Barb warrior shows from the north
Tenoch and Teoti are connected... how? Well, we don't have to worry about #3 now

1) 1400BC
Fortify the archer in Teoti

2) 1375BC
Tenoch's borders expand, kicking out Napoleon's archer, who in turn kills the barb. At least, I think that's what happened. It's also possible that when the game evicted the french archer the only good spot was the spot the barb warrior inhabited, and killed the barb immediately. If ppl want they can load the save from the end of Khift's and report what they think happened and hit enter twice, but my guess is it's a bit of a bug. I've seen similar things when I plant a settler next to a hut guarded by a barb. The new town's culture pops the hut and if I pop a warrior from the hut, the barb warrior just disappears.

Alex has a settler pair in our backyard! :lol: He's grabbing the only good land he has, which is going to be in a culture war with Teoti.
Barb archer shows from the NE.

3) 1350BC
Greeks settle Thermopylae too close for their own good.

4) 1325BC
Barb archer suicides itself against our guerilla archer

Tenoch hits happiness limit so I set it to max production

5) 1300BC
Tenoch: Archer -> Settler
I road the mine west of Tenoch for defensive purposes. There are too many barbs around to go too skimpy on roads.
Our new archer heads west to meet the barb warrior that popped up from that direction.

So to that effect, the archer being made in Tenoch will head north to clear fog away from the orange dot and eventually to defend the future town.

6) 1275BC
Barb warrior may go impale itself on our guerilla archer. I'm moving the cover-promoted warrior to bust some fog in the north.

7) 1250BC
Cottage and road finish

8) 1225BC
Barb impales itself on our newest archer

9) 1200BC
Worker begins a chop to aid the settler in Tenoch

10) 1175BC
Worker begins a chop to rush obelisk in Teoti

So I accomplished #3 on my list, but I still don't know why. I'm probably just overlooking something obvious. As for #1-4, we have an additional archer for barbs and are in the middle of chopping for the settler and obelisk.

Map of our lands is attached. I was trying to find an optimal spot for the warrior in the NW without actually thinking about it first, so he needs to probably head SE to keep the settler path free from any fog. You can also see how close Greece settled to us -- well, we really shouldn't be surprised consider what he was given to start with. In the end, it may be just something to sharpen our Jaguar Warrior's swords on.
 

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1150 BC - (1) Barb warrior approached Thermopylae; Fortify warrior on hilled forest near orange dot

1125 BC - (2) Move archer up to yellow dot; Greek archer took out the barb warrior

1100 BC - (3) Chop finished near the capital, moved worker to new chop plot

1075 BC - (4) Iron working discovered, set to research priesthood in order to build Oracle (Objective: code of law as our free tech); Obelisk finished in Teohihuacan, set to build worker

1050 BC - (5) Worker started irrigating the floodplain; Settler done in capital and send up to yellow dot, city set to build archer

1025 BC - (6) The vile Romans stole our land at the orange dot, kicked the warrior off the hill

1000 BC - (7) Scout went north to explorer, ended turn near a barb warrior, moved warrior up next to the scout. Priesthood discovered, set to research writting

980 BC - (8) Barb warrior killed our scout, fortified warrior in the jungle; Tlatelolco found at yellow dot, set it to build obelisk

960 BC - (9) Barb warrior died attacking our fortified warrior, promoted the warrior to woodsmen 1, set to heal; Barb archer approached Tlatelolco

940 BC - (10) Worker continued chopping for Oracle; Barb archer moved closer to Tlatelolco

Here is the state of the Aztec civilization at 940 BC.

civ4screenshot00073gc.jpg


Note: We should take out the orange dot before Caesar can get that iron hooked up. Free free to change the oracle build to jag warrior if you think we need to attack earlier.

ticktockclok: Up
niffweed17: On deck
 
mutax2003 said:
1025 BC - (6) The vile Romans stole our land at the orange dot, kicked the warrior off the hill

...

Note: We should take out the orange dot before Caesar can get that iron hooked up.

Whole-heartedly agree! Time to make use of those Jaguars not needing iron! We may even consider declaring on Julius before we are even ready to take the orange dot away from him, if only to prevent him from ever hooking it up. Going Oracle, however, slows this down. That's a questionable move, I think, going for a wonder. Chopping will help it out, but between the strongest advantage of our UU being how quickly we can produce it, I would rather have seen the hammers go towards a combo of Jags/Axes/Archers. But if that's the path we want to go, best bet is to chop it as fast as we can.

We really should watch out for Alex. He is always one to stab you in the back. Not that we should need too much, but keep a reserve around the capital just in case. Or even better, burn Thermopylae to the ground -- but that's still some time off.

Edit: Note on Dot Map
I liked the original location of the Blue Dot before we knew where the metals were. Now that we have a second Bronze in the far northwest, I think it may be a better map to move the Blue Dot one south (turning it into more of a fishing / commerce town) and adding another Dot -- call it Green Dot -- 2 tiles north of the wheat. With the wheat and Bronze and 6 visible hills + fresh water ... this would definitely be a fabulous production city, potentially the location of Heroic Epic and/or Iron Works.
 
K, I'll play my turnset now. Please though, how the heck do you put up pics? I'm doing the prntscr thing, but can't find the screenshot folder.
 
madviking said:
lurker's comment: Where are the Greeks? ;)

Down south in the iceland, I think. They're so weak, that all they can do in a war is be little pests at most. I think their capital is in a decent location as a GP farm, but I don't know.

Turn 1: Archer garrisoned in Tlaleco gets attacked, no damage done. Give him a city defense promotion.

Turn 2: Archer gets attacked by another archer, down to 2.2 power. Warrior closing in on Tlaleco.
Worker in Teotihuacan finishes farm, I start him on a mine, after looking at demographics and
seeing that we're near last in production; that won't do against aggressive AI and raging
barbarians.

Turn 3: Caesar asks for Open Borders, I reject.
Writing finished, start on masonry for walls and hook up stone?
Send worker to chop tundra forest for Oracle.

Turn 4: Warrior attacked by archer. Ha, yeah right. Combat 1, plus cover, plus woodsman 1, plus
being in a forest? I'd cry if I lost that.

Turn 5: Worker in Teotihuacan finished, send him to chop forest for Oracle.

Turn 6: Masonry completed, start Animal Husbandry.

Turn 7: Screw the chop, Oracle's one turn from completion. Sent worker to chop rush Obelisk. Other worker just improves terrain.

Turn 8: Oracle's completed, take CoL ( That's what we wanted, right?) and go to hook up copper. Worker starts farming corn. Worker starts chopping obelisk. Jaguar started in Tenochtitlan.

Turn 9: Absolutely nothing.

Turn 10: Nothing.

K, I'd get screenshots up if I knew how, but for now nothing. It seems we're dead last in power, and behind in production. However, among known rivals, we're first in production. So, I figure from now on, just try for all axe/jag and mines, and then attack Caesar's iron city.
 
Thoughts on the save (plus a pic) -

Why not a barracks in Tenoch first? We are aggressive and have cheap barracks; there is no excuse to continue producing weaker units. Tenoch will complete a Barracks in 6, Teoti in 7 -- next player please build these before the current units complete.

AztecFever_620BC_dotmap.jpg


Apologies about the windows tab showing up. Don't know how that got there, to tell the truth.

The more I look at it, the more I want to grab a "green dot" city ASAP. It'll be a shield powerhouse.

Rome has a worker north of the iron. If they move onto the iron I think we need to think about declaring war.

P.S. - your screenshots are in the My Docs/My Games/Civ 4/Screenshots folder
 
i just spent 15 minutes doing a detailed summary and accidentally deleted it.


the important things to note are that caesar initially did not appear to have iron working, as he built a road on the square above the iron but nothing else. however, as turn 10 came along, he sent the worker onto the iron, so i was forced to capture the worker and get a look at cumae.

at present, we do not come close to having the military capacity to take over cumae, so the only thing we can really do is blockade it with our jaguars and send axeman towards it.

barbs were of no import during these 10 turns.


this is the present situation:

[img=http://img30.imageshack.us/img30/7117/civ4screenshot00032bu.th.jpg]

as you can see, we have some work to do.
 
Ok, I've got it.

I think once the barracks are done we need to start pumping out a combination of Axes and Jags, and when we have enough to we should raze Cumae and replace it on the orange dot. That green dot will make a great production city and also needs to be settled ASAP.

As this seems like a critical point in the game I'll wait for some comments before playing my turns
 
Green Dot looks excellent. However, it should be of secondary importance to razing Cumae -- Caesar is currently pumping out as many Axemen/Archers as he can, and if we let him simmer too long he might just come to boil. I don't want to have us caught with our pants down. Once Cumae is done for, though, sign peace and settle Green/Orange/Blue dots in that order. And, once we've got a nice stack of Axes and Cats, we can take the fight to Caesar.
 
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