Jungle Fever: Monarch Aztec Mayhem - Domination or Conquest Victory

IBT Napolean attacks Rome, lost 2 Catapults and took out a Longbowmen (freshly whipped) and 2 Axemen. Not a good start.

Turn 1 Our Macemen kills French Horse Archer outside of Rome.

IBT Losses French: Horse Archer, War Elephant Aztec: Maceman

Turn 2 Not much

IBT Nothing, no more French troops arrive to threaten Rome.

Turn 3 Killed a pillaging French Horse Archer

IBT Nothing

Turn 4 Killed another pillaging Horse Archer. Now there are no french troops in our territory.

IBT Alex offers Compass and 40g for Theology. Sure why not.

Turn 5 Not much, BUilding troops and moving them north. Sending a couple workers north to rebuild tiles (protected of course)

IBT 0

Turn 6 Again, building and Moving, Napolean is not attacking.

IBT Here he is. 2 catapults 2 Horse archers and a maceman move into our territory, interestingly the catapults are alone, 2 tiles away from Antium. I think I'll kill them.

Turn 7 I kill the catapults.

IBT Good news, Napolean attacked my Longbowman out in the open with his City Defense 3 Longbowman that was defending Marseilles, and lost. That city is now defended by a Spearman, War Elephant, and a catapult. Too bad I have no troops near it.

Turn 8 Our knight kills a Horse Archer before it could pillage anything. Napolean has 2 Horse archers, 1 Maceman, 1 crossbowman, and 1 Catapult headed towards Rome, which is now defended by 2 Longbowman, 1 War Elephant, 3 Maceman, and a couple Cats. In other words, bring it on.

IBT With combat odds of 16% his Maceman takes out my City Defense 2 Longbowman, that was the only attack.

Turn 9 Not much action... mostly troop movement. A Great Prophet has popped. I'll leave him for discussion. My instinct would be to join him as a super specialist. I built a Confucian Missionary for Green Dot so it can get culture and expand borders.

IBT French suicide a maceman and horse archer.

Turn 10 Not much action.

Post turns: Great Prophet, what to do with it. It can be joined or give 1600 research to Divine RIght. the French keep attacking but it's no real danger right now. We have a growing stack in Rome.
 
Pindicator: Up
Me: On deck

As for the great prophet, we have the shrine already, right? If that is so, and now it is 1455, so it is not worth it to join GP to a city after year 1000 AD. So we should just cash him in for some beakers toward Divine Right; it will be an useful leading tech to nationalism and military tradition (cavalry).
 
agreed; after you have discovered a religion and built as many shrines as desired (and i may venture as to guess that we will not be needing to build another shrine this game), great prophets are pretty useless for anything but technological advancement.

there's golden ages, but i find those to be sort of a waste of GPs, especially if we wind up getting an engineer or scientist next which can be used for other very useful purposes.


this stage of the game should be pretty straightfoward. just keep slamming away at napoleon.
 
mutax2003 said:
so it is not worth it to join GP to a city after year 1000 AD.

Is there some math behind that statement?
Just curious... I'm fine with cashing him in. I think we need commerce more than production anyway.
 
Oh, me up! Sorry, I still am thinking "after Khift" even though he went AWOL weeks ago.
Probably wont' be able to get to it tonight, so go ahead and swap the next player with me this round.

On the 1000AD deal, I think we should either save him for a GA or use him as a Super-Spec. We could always use the cash to help our economy and the shields per turn he will give can't really be equated. I don't agree with the notion that Super-Spec's aren't useful after 1000AD; at 1455AD there are still .... let me think here .... 269 turns left in the game. Our tech rate is pretty slow as well, so we're not going to win in the next 100 turns anyway.
 
Initial turn (1455 AD)
Catapult died attacking maceman outside Rome, catapult won against mace; mace destroyed catpult

T1 (1460 AD)
Teotihuacan built knight, set to build another; maceman defeated elephant outside Rome; Changed production in Antium to Spearman; Promoted wounded maceman to formation and moved into Rome for healing; moved mace out of Rome to protected a wounded mace; mace moved out of Rome to protect wounded knight; Added spear to the top of queue in Rome; Great prophet contributed 1689 beakers toward divine right; Set Tlatelolco to build an elephant first; Our war strategy for the next while is to sit back and let enemy exhaust their force against our defense, then we go after their cities once their initial attack has worn off. Take a city or two, sue for peace, and build up health infrastructures in our cities. With less bread wasted and more citizens working the mines, we will be able to build a powerful army that will surpass Napoleon's.

T2 (1465 AD)
Engineering discovered, set to research divine right; French catapult ran away from Rome; French elephant killed our maceman, catapult bombarded French mini-stack and died; moved two mace back in Rome; second catapult bombarded French stack and died;Elephant killed French elephant, mace killed French mace

T3 (1470 AD)
Knight killed an attacking French longbowman, Napoleon built a spearman in Marseilles, moved knight back to heal; Gathering a city siege force against Marseille

T4 (1475 AD)
Marched our invasion force on Marseilles, Napoleon sent two longbowman reinforcement; knight galloped to intercept; We won't be able to make it Marseilles on time, but we will do some pillaging; Fortified a mace in the jungle outside Rheims

T5 (1480 AD)
Knight killed an attacking French horse archer

T6 (1485 AD)
Moved knight back in Azteca to heal; Met Isabella, she is more advanced than us by at least 4 techs, running police state (meaning she has the pyramid), and has a dozen cities, including about half former Incan cities (meaning that Inca is probably wiped out); Moved catapult on Marseilles, waiting army pillaged cottage; Worker converted an unworked cottage to farm at Tlatelolco, so we can work more mines there

T7 (1490 AD)
Catapult done in capital, set to build another; maceman killed a marauding barb swordsman at Texcoco; mace pillaged French gold at Marseilles, second mace moved into forest outside Marseilles; elephant done in Tlatelolco, started on a knight; French Mace and cat sighted outside Rome, promoted mace to woodsman I and moved into forest

T8 (1495 AD)
Divine Right discovered, started researching gunpowder; French mace and cat bypassed our mace in the forest and moved next to Rome, moved mace back into Rome [note: we should really chop the forests surrounding Rome so that they don't act as havens for French army]; pike done in Rome and started on a longbowman; mace destroyed road outside Marseilles, moved the second mace into the forest tile; catapult commenced bombarding the defense

T9 (1500 AD)
French stack sighted near Rome, moved elephant and knight to intercept; Catapult bombed Rome, our catapult bombed Marseilles; knight done in Teotihuacan, started on a catapult

civ4screenshot00206rb.jpg


T10 (1505 AD)
Our valiant maceman defeated attacking maceman and elephant, then succumbed to a French horse archer; Our knight took revenge on the horsearcher; The French stack (3 xmen, 3 elephants, catapult) beelined for Rome join the macemen and catapult already there. Rome had a defense garrison of one LB and one pikeman, the situation looks dire.

civ4screenshot00228ee.jpg


The timing is now critical, if we don't secure our objective soon and sue for peace, we will most likely lose Rome to the French stack, and gain nothing in return; Attacked Marseilles in earnest, collateral and withdrew our catapult, our army killed two LB, one spear, and one horseman, took one maceman casulty, and captured Marseilles along with 3 workers. Then sued for peace with Napoleon, got 310 gold, and 7 gold per turn.

civ4screenshot00232gj.jpg


Our score surpassed Napoleon's. Next on agenda would be to switch to peace time civics and build some infrastructures, such as remedying the health problem that exist in most of our cities.

Here is our power graph
civ4screenshot00249cg.jpg


and our demographics
civ4screenshot00252ur.jpg

IBT
Rome finished a LB, and started on a library (feel free to change it)

Pindicator: All yours
 
i disagree... we can't let napoleon out of our sights yet. some infrastructure is desperately (particularly in finance and science).

one way we can remedy this is by building the spiral minaret, if it hasnt already been built. the spiral minaret is the one mid game wonder i try to get, almost without fail (unless i have no significant religion). i think this would really help out our treasury.
 
No new plays from Pindicator in the last couple of days. Ticktockclok, you can go ahead and continue the SG turns.
 
Has there been any news from Ticktockclock yet?

I'd also disagree about the Spiral Minaret. How many religious buildings do we actually have right now? I think those shields would be better spent on troops right now
 
No news from Ticktockclok, this is getting annoying. Guys, if you are going to play your turn, then let the rest of the people know ahead of time. If you can't play, then ask for a skip. Niffweed17, could you play the next turn then?
 
i'm very sorry, all. i would have played yesterday, but i got home at six, started working and didnt finish until midnight. and the next couple of days look no better, so i better take a skip.
 
Got it, will look at it later and probably play tonight.

What are peoples opinions on what to build here? I'm inclined towards more units, for when Napoleon decides to attack us again, but keeping 1 or 2 cities building up some markets etc.
 
Well, we are safe from Napoleon's attack for ten turns. In my experience, AI doesn't typically attack right after a peace treaty expires, but yeah, we should up some defensive forces in between infrastructure building.
 
Not the most active of turn sets here. It was mainly spent rebuilding the improvements round Rome, and trying to build a balance of military and infrastructure. One thing I have noticed is that a lot of our cities that would be very well suited to production have more than a couple of cottages, so not giving enough food to work the mines.

Turn 0 (1510 AD)
Tenochtitlan grows: 14
Teotihuacan finishes: Catapult

Turn 1 (1515 AD)
Teotihuacan begins: Knight
Tlatelolco finishes: Knight

Turn 2 (1520 AD)
Tlatelolco begins: Knight
Antium grows: 12

Turn 3 (1525 AD)
Green Dot's borders expand

Turn 4 (1530 AD)
Tenochtitlan finishes: Knight

Turn 5 (1535 AD)
Tenochtitlan begins: Knight
Marseilles begins: Courthouse

Turn 6 (1540 AD)

Turn 7 (1545 AD)
Texcoco grows: 7

Turn 8 (1550 AD)
Teotihuacan finishes: Knight
Antium finishes: Pikeman

Turn 9 (1555 AD)
Teotihuacan begins: Grocer
Rome finishes: Library
Green Dot finishes: Granary
Texcoco finishes: Forge

Turn 10 (1560 AD)
Rome begins: Longbowman
Green Dot begins: Library
Texcoco begins: Courthouse

Up next: Torello
On Deck: Pindicator (not available until 21st though)
 
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