Tupac03 - Aztecs in Space

Agree

Archers are best attackers at present for attacking a stack (soon to be outdated by swords).
Jags allow attack and retreat, esp valuable for knocking off any pesky retreating German horses.
I think we currently have 9 jags many of whicjh are reg and only useful for mp duty.
Once iron is hooked up we will be unable to get more 2 move units until we can aquire horses.
All up I vote for jags from Canberra until iron connected - interspersed with workers or settlers of course.
 
cody_the_genius said:
Do you guys still have a spot open? What's the difficulty level and settings?

Yes there is a spot left open, difficulty is deity at vanilla 1.29f on continents going for space race.

If you have a working copy of vanilla, what difficulty level do you usually play at?
 
******************** After discussion. ***************************
Buy IW from America for 84 gold (all) and 5 gpt (184 gold total).
We have iron south east of Melbourne, in a mountain.

******************** Save for discussion. *************************
Renegotiate peace with America.
Choices are 20 gold or 1 gpt. Take the 1 gpt and hope they build something smart with their money.


09 1525 BC

Trading

Other
Move settler and vJag south to Melbourne, heading to the pink hill.
Move worker and wounded archer south.
Move vJag next to New York.
Move rJag next to Heidelberg.
Wake worker in the Furry Forest near Canberra, will help make road to iron.
Wake worker mining near Adelaide, will help make road to iron.

[IBT]
Archer retreats vJag at New York, Jag runs to the hills. vJag is redlined, being chased by rHorse (1/3), rArcher (2/3) and rArcher (3/3).
Perth, vArcher -> vArcher, 4 turns.

10 1500 BC

Trading
Other
vArcher from Perth towards Brisbane.
eArcher heals in Brisbane.
rJag near Heidelberg slips by unnoticed and will scout the east side of Germany.
Move wounded vJag NW across river and fortify.
Switch Canberra to vJag (1 turn); will follow with Settler for second south pink city.


[IBT]
Redlined rHorse kills our redlined vJag when attacking across a river.
Two rArchers are following the rJag on the east side of Germany.

Canberra vJag -> settler, 3 turns.

11 1475BC

Trading
Other
Miskeyed the rJag, went SE instead of E, and is adjacent to two archers.
Send a vJag to scout on the road north of Brisbane. One archer south of New York.
Begin the road to the iron. Two workers come to help.
vJag and settler in place for new city.
Swap the grassland from Melbourne with the roaded forest of Adelaide, since A has shields to waste.


[IBT]
Archer redlines and retreats our rJag eastward.

Brisbane vArcher -> vArcher, 3 turns.
Adelaide vArcher -> vArcher, 7 turns.

12 1450BC

Trading
Other
Both workers help the road to iron. Next turn, one stops and will move onto the mountain to become the colony.
Found Thats-A-Knife 2S of Melbourne, grows in 20, rax in 10.
vJag returns to Brisbane, archer soon to follow.
wounded rJag keeps exploring, SE and S, heading to the mountains.
Allowed 24 units, have 22.

[IBT]
Single German archer now 2N of Brisbane.

13 1425BC

Trading
Other
Move exploring Jag into mountain. Sees no German units nearby.
Wake one worker and move onto iron.
Increase science to 60%, Math in 15, -1gpt (at 70%, Math in 13, -4gpt, with 43 in treasury).
Switch Brisbane vArcher -> walls, 1 turn.

[IBT]

Huh? 2 Horses join the archer and all head north, away from Brisbane!

Canberra settler -> vJag (for colony)
Brisbane walls -> vSpear, 3 turns.
Perth vArcher -> vArcher, 4 turns.

The Pyramids are built in Thebes (Egypt).
The Oracle is built in Salamanca (Iroquois).

14 1400BC

Trading
Other
vJag scouts north of Brisbane. German units on the mountain SW of New York, 4 rArchers and 1 rHorse.
Build Iron Colony. Road will be completed this turn.
Let wounded rJag heal on mountain.
New vArcher from Perth heads to Brisbane.

[IBT]
Australian-Aztec Empire 1400 BC
1400BC_AztecMapTrimmed.jpg


And the save is >>Here<<.

The plan is to finish the last six turns tonight.

In six turns should have 10 vArchers and maybe an vSpear or two ready to attack Germany.
 
Canberra is making a vJag now for the Iron Colony. Looks like we need at one more Jag for MP duty in Perth, since that vJag I have used as a scout around Brisbane.

After that, is it too early for third settler? I was considering trying to rebuild the NE pink dot when we marched into German territory.

(We are three turns away from founding our second southern city 2S of Adelaide.)
 
My thoughts are for Canberra to be used as 2 turn jag / worker factory for perhaps 4-6 workers (excess can always be used to get food poor towns up to speed).
At that stage it depends on how the war is going.
If we are being inundated with German units we wont want to be settling to the north.
If however we are massing enough forces in Brisbane to push forward, then I would agree with switching to settler factory.
I suspect we will have to wait until we have produced a few swords, unless Germans are gassed from fighting Americans.

Silly me - I answered your last post but hadnt read the post above :p

6 archers and a spear should be sufficient to establish NE pink dot again.
I doubt it will be enough to get New York (gems), I suspect this will have to wait for swords. I tend to be conservative and probably wait too long to build up in SP games.
 
Agree with Andronicus on workers, also I think 6 archers and a spear would be enough to take down New York however we might want a little more caution and a little less Wei Chi ambition at this point so a stack closer to 10 might be in order. I agree we will be able to hold the NE dot if we can get a spear and half a dozen archers up there.

@Cody the genius: what difficulty do you usually play at?
 
I could probably win by myself on monarch, but usually play on regent...

Maybe if you guys help me, I could try... I'm not really sure. I don't wanna screw up your game.
 
I believe CommandoBob usually plays at Monarch if the rest of the team is happy for you to participate then you can, you might find it easier to move up to deity by doing what CommandoBob is a breaking up your turnset so that the other players can annalyse it and give you effective, practical advice. I'd like you to see if you can ge a completed victory on Monarch in single player however.
 
************************ save for discussion ********************************
[IBT]
Iron is connected.
2 archers move north of Brisbane.
4 German archers from the mountain SW of New York move towards Brisbane.
German horse from the same mountain joins the 2 archers 1N of Brisbane.

Canberra vJag -> vSword, 3 turns.

15 1375BC

Iron connected, move workers to connect Thats-A-Knife.
vJag from Melbourne to Iron Colony.
vJag from Canberra to Melbourne.
Change archer builds to swords.
Canberra - 3 turns; Perth, Brisbane and Melbourne - 4 turns; Adelaide - 7 turns.
Wake rJag in Brisbane; send to Perth to swap for archer.
Let exploring jag heal some more.
Consider attacking the Germans next to Brisbane. Eight units in Brisbane, 7 archers and 1 Jag.
We defend at 1.75, they attack with 2.
They defend at 1.10, we attack with 2. We attack, but do not want to leave unit exposed to counter attack.

Defense of Brisbane
vArcher vs. rArcher, redline rArcher but die. (0 of 1)
vArcher vs. rArcher, we win, taking 2 HP. (1 of 2)
vArcher vs. rHorse, redline and retreat the horse, taking no damage. (2 of 3)
This leaves the redlined rArcher still standing, but do not attack. Would lose attacking unit on the IBT from the four archers 2N of Brisbane.

[IBT]
German wounded move away.
5 rArchers north of Brisbane.
16 1350BC

Exploring Jag has healed. Move SE, mountain top to mountain top, north of Munich.
Set Canberra to grow in 2, not 3.
Switch Brisbane to vSpear (after the fighting), due in 1.

Defense of Brisbane, Round 2
vArcher vs. rArcher, we win, taking 2 HP (3 of 4).
vArcher vs. rArcher, we win, taking 2 HP (4 of 5).
vArcher vs. rArcher, we lose, promoting the German, now at 3/4, (4 of 6).
vArcher vs. rArcher, we lose, promoting a 2nd German, now at 2/4, (4 of 7).

Two units left that are not wounded, vJag and eArcher. Three German units that can attack, 2 which are wounded. Five units in Brisbane.
Stop attacking, will let our greater numbers be part of our defense.
Fortify vJag and wounded vArcher (wounded last turn).

[IBT]
German rArcher kills eArcher in Brisbane.
No other attacks.
Wounded Germans move away.

Brisbane vSpear -> vSpear, 3 turns.


17 1325BC

Found Tarzana on SW pink dot, 2S of Adelaide. Grows in 20 turns, rax in 20 turns.
Exploring Jag SE again.
Fortify the new spear. Allow the wounded to heal.
Six units in Brisbane: 1 vJag, 1 vSpear, 4 vArchers.
Increase science to 70%, learn Math in 9 not 11 turns, -3 gpt.
Allowed 28 units, we have 20.

[IBT]
Wounded archer moves away.
2 German rHorse ride up to Brisbane.

Canberra vSword -> worker, 1 turn.

18 1300BC

Fortify the archers in Brisbane. All are healed.
Exploring Jag sees rSpear guarding Munich.
Workers begin to mine the BG NE of Adelaide.

[IBT]
German horses head past Brisbane to Perth.

Canberra worker -> vSword, 3 turns.
Perth vSword -> walls, 2 turns.
Melbourne vSword -> vSword, 6 turns.

19 1275BC

Send vJag from Brisbane to Perth.
Fortify vSword in Perth.
Perth has 3 fortified units to face 2 horses.

[IBT]
German horse attack vSword in Perth and promotes it to Elite.
Second German horse attacks vJag and kills it, but is redlined in the process.

Brisbane vSpear -> vSword, 5 turns.
Adelaide vSword -> vSword, 6 turns.

20 1250BC

vSpear from Brisbane to Perth.
new swords to Perth.

[IBT]

Current Turnset Stats:
Science: Mathematics, 6 turns
Treasury: 40 gold, 3 gpt, 2.7.1
Cities:
  1. Canberra (5) grows in 1, vSword in 2
  2. Brisbane (3) zero growth, vSword in 5
  3. Perth (3) grows in 16, walls in 1
  4. Melbourne (2) zero growth, vSword in 5
  5. Adelaide (3) grows in 17, vSword in 6
  6. Thats-A-Knife (1) grows in 12, rax in 2
  7. Tarzana (1) grows in 17, rax in 17
Military:
  • workers 006, 000 in production
  • archers 004, 000 in production
  • spears 002, 000 in production
  • swords 004, 004 in production
  • jags 009, 000 in production

Allowed units 28; current units 25
Northern Australian-Aztec Empire 1250 BC Annotated
1250BC_AztecMapNorthTrimmedDotted.jpg


And the save is >>Here<<.
 
For my first time at Deity, it was a pretty wild ride for 20 turns. I did not help things any by building Aztecs Anonymous and defending it with only one unit. I deserved to have that city captured.

The German onslaught, once it began, was less fearsome that I thought. Had Germany kept all of its units together and attacked Brisbane at one time, things would have been much worse. As it was, attacking with three units and then five allowed us strike before they did. Lots of units, but mostly regular. But it did put a halt to our offensive plans.

One reason we could withstand the German attack was due to the work that tupaclives and Andronicus did in setting up the empire. On my own, I would have been history.

We have iron connected and veteran swords in the field of combat. Brisbane has walls and a veteran spear. Perth is building walls and has a spear in route to it, along with some swords to beef up the defense of Perth.

We have weathered the first German assault, which was directed at Brisbane. The second assault is in progress and is focusing on Perth. Once we stop that, I think Brisbane will again be the focus of German attention. By then, some more southern swords should be on their way north.

Canberra is our most productive city and it looks like it will be a 4 turn worker/sword factory for a while. If we want a settler, may need to get it from another city. It would depend on how many units Germany throws at us.

As far as I can tell, Germany does not have any iron connected.

There are three workers in the jungle south of Adelaide. They can complete the road to Tarzana in three turns (9WT).

There are two workers building a mine in the hills SE of Melbourne.

It crossed my mind to try to talk to Germany about peace, but I did not. Didn’t think we had killed enough Germans for them to be reasonable.

Felt strange about giving the cities Australian names when playing with so many Australians. And did not want the default Aztec names. So I got a little creative.
 
Good work CommandoBob. Considering that it was your first deity turnset, Excellent work!

I wouldn't send the swords to Perth, Brisbane will be the target for attacks I suspect (from Germany anyway) so 3 spears would be able to absorb anything Germany could throw (fortifies behind walls and defending at 3.5) for now and with 2-3 archers could counter large stacks very effictively. I would send the swords to brisbane, a stack of 5 swords plus a spear to cover them could very probably take New York. Once New York is gone (captured or razed) then I would go about refounding the NE dot.

Just my $0.02

Merlin will know what to do without me trying to look intelligent over here
:crazyeye: :lol:

Roster

tupaclives - On deck
Andronicus
CommandoBob - just played
Merlin - UP
Cody the Genius - decision pending
 
@ CommandoBob - that was a dfifficult turnset and you did well getting out the mire as you did

One comment though
Why did you not attack the redlined archer with the jag in Brisbane?
Our few 2 move units are quite valuable until such time as we can get horses. Using them to knock off redlined 1 defence units is good use of them.

CommandoBob said:
1375BC
Consider attacking the Germans next to Brisbane. Eight units in Brisbane, 7 archers and 1 Jag.
We defend at 1.75, they attack with 2.
They defend at 1.10, we attack with 2. We attack, but do not want to leave unit exposed to counter attack.

Defense of Brisbane
vArcher vs. rArcher, redline rArcher but die. (0 of 1)
vArcher vs. rArcher, we win, taking 2 HP. (1 of 2)
vArcher vs. rHorse, redline and retreat the horse, taking no damage. (2 of 3)
This leaves the redlined rArcher still standing, but do not attack. Would lose attacking unit on the IBT from the four archers 2N of Brisbane.
 
Andronicus said:
@ CommandoBob - that was a dfifficult turnset and you did well getting out the mire as you did

One comment though
Why did you not attack the redlined archer with the jag in Brisbane?
Our few 2 move units are quite valuable until such time as we can get horses. Using them to knock off redlined 1 defence units is good use of them.
Two reasons.
One, I thought that the wounded archer would stay in place when the other archers moved in. I did not expect it to move away. I was saving it to go leader hunting with our elite archer. (75% of why no attack).
Two, I wasn't sure the vJag would win; attack 1 vs defend 1.1. (25% of why no attack)
 
Hmm... I'm not really sure. I suppose I'll try it if you can inform me on what I should do. Maybe I'll only do 5 turns or something :)
 
CommandoBob said:
Two reasons.
One, I thought that the wounded archer would stay in place when the other archers moved in. I did not expect it to move away. I was saving it to go leader hunting with our elite archer. (75% of why no attack).
Two, I wasn't sure the vJag would win; attack 1 vs defend 1.1. (25% of why no attack)

Ah but the odds are not 1:1.1 if 4/4jag attacks 1/3 archer, and even if archer was 3/3 the odds would be better than your calculation because jag has chance to retreat if redlined
AI will always move wounded units to safety if it can

At higher levels the AI can outproduce us because its units cost less shields and it has more early cities to produce these units. To defeat them in war we have to kill efficiently and knocking off redlined units will pay off most times
 
Andronicus said:
...because jag has chance to retreat if redlined
I forgot about the retreat option. This is my first time to play with the 'Tecs.

cody_the_genius said:
Hmm... I'm not really sure. I suppose I'll try it if you can inform me on what I should do. Maybe I'll only do 5 turns or something
You'll do fine.

The biggest challenge in an SG, is not the level of the AI. The biggest challenge is knowing when to stop playing and to ask for help and advice. Once you learn that, and get comfortable doing that, the game becomes much easier to play.

And if you are not sure of how to play the turns, do what I do; document everything. I play with Notepad open and document almost everything I do. This lets the other players see and discuss what is done. It is not easy to read but it is complete. As the game progresses I will include less detail in the posted log, but for now, on the opening moves, it is best for me to be as complete as possible.

This works for me. It may not work for you.
 
Back
Top Bottom