has anyone notice taht the aztecs have a big advantage?their special unit,the jaguar warrior. has a movement level of two, the same as the scout!altough u dont start w/ one, once u get one, it ca be used to scout, plus it can defend itself so u dont have to build many if u get a barbarian goody hut, so the aztecs are not only Militaristic and Religious, but expansionist too, what do u think?
yeah, but scouts might find warriors too, and also even if they lose a couple of turns building them, is worth it cus they can defend themselves from barbarians
Originally posted by Gen Not exactly expansionist... They may find angry warriors in goody huts. Also, they lose couple of turns when building first Jaguar Warrior.
but there is nothing like Jag Warriors to do a Warrior rush after all, they can retreat. i always build two Warriors, Barracks/settler, settler/barracks (depends on terrain), then veteran JagWarrior, veteran JagWarrior.... etc etc..... beware any civ I find
wasted GA - depends! If you develop your core cities (i.e. in this case the first two ), a GA may just allow yout to punsh out JWs from a bad stearting pos (lots of plains, for exapmle).
The real unfair UU is the Hoplite - Not only do they dominate during the ancient age, but the Greeks also get a second UU in a resource free pikeman (the Hoplite upgrades straight to musketman).
The real unfair UU is the Hoplite - Not only do they dominate during the ancient age, but the Greeks also get a second UU in a resource free pikeman (the Hoplite upgrades straight to musketman).
Originally posted by stalin006 yeah, but scouts might find warriors too, and also even if they lose a couple of turns building them, is worth it cus they can defend themselves from barbarians
I was under the impression that scouts can not uncover barbarians. That was a real plus of being expansionist.
Furthermore, the goody hut stuff was better for expansionist civs. Also, as mentioned, expansionists start the game with a scout. A unit for the Aztecs may be 10 turns away, depending on terrain. This gives the expansionist civs a head start in finding huts and making their map.
Jags must be a good unit to somewhat emulate the expansionist trait. I have not used them very effectively since I started playing on emporer. My opponents always seem to have plenty of spearmen to handle my jags and often get to pikemen after not too long.
They are expansionist-like. True, they can get barbarians from popping a goody hut (a scout can't), but the combat advantage over barabrians (except at Diety) and the fact that they can retreat, means that you rarely lose a JagWarrior to a goody hut tribe.
As Killer said, you can't trigger your GA by defeating barabrians. BUT, to get the most out of the UU (it is a very powerful UU), you need to accept the fact that you're going to start your GA very early. The Aztecs are a very powerful early conquest civ, provided that you have some enemies to attack (i.e., not on an archipelago map) -- the low cost (10 shield) JagWarrior, especially during a GA, means that four or five core cities can pump out 2 - 3 new 2-move units per turn. Even spearmen fortified on hills across rivers eventually fall to a stack of 10 JagWarriors. Take out 2 AI cities when the AI only has 4 cities, and you've cut his empire in half - very often a mortal blow in the early game.
I suspect many players could share tales of essentially having the game sown up by the last of the BCs by using rolling, massive swarms of JagWarriors to crush AI opponents early.
The same can be said of the impi, but in the case of the Zulu's they are expansionist which almost makes their scouts useless (unless you use impi's to escort scouts)
Aztecs early ga allows it to rocket through the ancient ages but I found that their advantage ends about the time cavalry comes on line(well for my emporer game).
I guess it all depends on whether you can take out a near by civ or not. That is kind of the key to any ga, obtain a FP to ensure furture expansion.
It depends on the minimum starting distance between civs for me.
I'm playing a game where I've set the minimum starting distance (huge map, 16 civs) to 1. I started on an large island with 2 other civs, so I couldn't really try it out.
But on the main continent 4 capital cities were in a rectangle of 12 (3 * 4) squares. Also, no two far away 2 other civs started within one space of each other. Imagine having the jaguar warrior in that situation!
The Aztecs' advantage lasts only until I discover Chivalry. Then I romp all over their pathetic Jaguar Warriors. Aztecs are great in the ancient era, but after that they can't seem to catch up in science, unless they got a really great starting location. If I wind up next to the Aztecs, I'll sometimes try to get Iron Working and Swordsmen as soon as possible to strangle their civilization in its cradle. Sure, jaguar Warriors can retreat, but put enough Swordsmen and Horsemen in the field and the Aztecs' over-reliance on 1 attack/1 defense units will prove their undoing.
The Aztecs aren't great in the hands of the AI, true. But in the hands of a human player . . . watch out! Put simply, if I play the Aztecs and the Persians are anywhere within reach, Xerxes will never have the opportunity to even build one of his immortals. :flamedevi
lol, well the uman player can do lots of stuff w/ special units............which one is the worst special unit there is? well the impi is better than the jaguar warrior....
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