Aztec vs. Iroq. (Sun vs. Ruminator)

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Sun_Tzu1
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Aztec vs. Iroq. (Sun vs. Ruminator)

Post by Sun_Tzu1 »

Played Ruminator in quick search! Didn't realise it was him until after the game ended - which shows how much attention I pay.

Starts off with Ruminator rushing me while I turtle. First up, I get caught playing Land Grab as my second age 1 card (cheap farms & plantations), and, when I age up with the warhut politician, Ruminator kills the warhut before it builds with his Tomohawks.

Anyway, I stuck with good old Warhut Units the whole game. What are Knights again? I was probably quite forunate with my micro and raiding. The whole game I was desperately trying to avoid getting my Maces caught by Ruminators Cav out in the open.
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by ruminator »

GG Sun - I didn't notice it was you either - I was making a drink when the map screen came up.

Got a number of settlers caught by his dratted coyotes after about 10 mins - a mistake I keep making it seems. Should have put that warhut up earlier to protect the hunt. The win was mainly due to his better econ in the end.

Also, when those mace hide behind their houses the pathing on the kanyas is really awful!
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by Shizle »

Sun...just curious...why Land Grab as 2nd card?
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by ruminator »

Land grab can be a good card if you know you are going to turtle and be denied hunts/mines by your opponent. I was circling his base early and camped on 2 nearby hunts, if he had sent his villagers out I might have won the game at that point.
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by Sun_Tzu1 »

Here's a kind of B.O. for something I'm trying at the moment.

(1) WP on XP dance from start.

(1) Play 3 settler shipment.

(2) Play Land Grab (and keep trying to herd available hunt back to TC)

(3) Begin aging with the Warhut Policitian

(4) While aging up build a Farm

(5) Do the first farm food collection upgrade (+10% I think)

(6) Reach age 2 and immediately send 2 Warhut card, or maybe 600 wood if non rushing opponent e.g., Dutch, Ports

(7) Do 2nd farm food upgrade (+15% I think for total of +25%) - but don't use the farm yet, keep settlers on hunt

(8) build some wall structures + gates with a view to shipping Maces next. The idea being Maces provide good HI protection, and, if their counter (cav) comes in you can move your Maces through the gates to the other side of the wall. If they run around, move them back through again.

From here raid with Coyotes, once age 3, raid with fast upgraded pumas too.

So, in theory, I'm playing the farm card mainly for the food upgrades (which also provide decentish farm production should I need to fall back on them), and, if I discover cattle around the map I have somewhere to fatten them up - rather than them not being particularly useful.

Of course, I do keep some flexibility. e.g., if I'm against someone who's a fairly poor rank I'll probably just rush them to end the game quickly, hoping my better micro will make it easier.

I was looking for a style of play that was distinctly "AZTEC" without having to rush all the time. I wanted to use those distinctively Aztec cards like the +10% & +15% Farm/Plantation upgrades - which mean that late game your eco doesn't suffer too much compared with other civs.
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by I__CHAOS__I »

why not ship a farm travois instead? you save villy buildtime and 240 wood early on.
Still I doubt it's gonna be useful, but keep us posted
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Re: Aztec vs. Iroq. (Sun vs. Ruminator)

Post by Sun_Tzu1 »

Nah, Land Grab is the better long term investment. I can afford missing out on 240 wd. Having a farm is just that, having a farm. If you're doing the "Aztec" thing, one farm isn't enough. Plus, with Landgrab farms build quickly too so you don't loose much village time.
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