CVH2- Lets do this, Dr. Evil style!

Hi. Since nothing was happening I decided to play. Hope it's OK.

My log is slightly incomplete since I forgot to write down when I wasn't doing much. Here's what happened:
Warrior spots purple border.
Secret Underground Lair pops worker. Set SUL to rax. Woke Warrior in DEEH to send him toward SUL.
Built Nemesis-got 25 g from GH next to it.
Met Hiawatha, swapped CB+4 for POT (we're in no position to make war for a while yet).
Set Science to 80% (we still get WRI in 4)
DEEH -> Granary.
Barb warrior shows up close to workers. Our warrior sent to confront him.
Our wisemen get all excited about scratching some marks on clay tablets. They call it Writing.
Not sure what to research next. Normally I'd go CoL-Philo-Republic. But I wasn't sure if Republic suited Dr Evil (he might want to go to war soon). Set for Literature instead. If we want the tech lead some libraries might be good. We might also want Glib in the future. Science back to 100%.
Embassy with Iroquois. Here's what our ambassador saw Salamanca
Swapped WRI for BW+14 (I know we said tech for tech only but he would not give MAS so what's the harm in getting some cash too).
Killed the barb but no promo.
Curragh spots another purpleish border probably another Iroq town in SW. No signs of other civs on continent.

Here's the save Dr Evil 2470BC

A couple of things.
We said science at 70%+ but when we're 1 or 2 turns from a discovery shouldn't we economize a bit. We want cash too.
Hopefully Ansar's got 1.22 by now and can play.
 
Here we go...

0) 2470 BC? turn 32? eh?
Oh well. Change round some builds.
Barb worker appears near Nemesis

1) 2430 BC
Contact Vikings, sell Writing and CB for Warrier code, Wheel, and 10gp
There are horses in the hills to our north - score!
Sell Wheel to Iroquis for Masonry.
Gah! Don't leave units on GoTo please

2) 2390 BC
There are Furs in the forest to the south.

3) 2350 BC
...

4) 2310 BC
...

5) 2270 BC
...

6) 2230 BC
Shift warrior around to guard from a barb

7) 2190 BC
...

8) 2150 BC
I'm going to stop here to bring the turns back into order at turn 40, also I've got some work to do.

Notes
Build a Granary in Nemesis after this settler (do a forest chop maybe) then build settlers (may need to mine hills to get production up).
Build Miltary and the odd worker out of secret underground lair, send mil with Nemesis settlers.
Build lots of stuff out of the Evil home - its not particular food rich so only do the occasional settlers - any wonders we want should be built there.
Explore! we have little Idea where to put our new cities.
Thats about it.
 
AHH my log was erased so ill just give a summary.

Building Colosues in Evil's house
now researching CoL then should go for philo for the republic sling
built Studio 69. (thats goldmember's lair)
not much else really happened
 

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Yes, we should grab these horsies, quick.

Sorry about that warrior Disen, I have no idea why left him on go to :blush:

I wonder whether for these early rounds we should play 20 turns each.
 
ok since madv just went either ansar is up or gypas is up. (i dont think ansar will be playing though)

be sure to post a got it because i see that there is one view on the save.
 
lurker's comment:
Killer variant :lol:
can i request an evil deed? later on, get MA with everybody against everybody else, and sign peace. then redeclare on the strongest.
they say crimiminals are not smart... i guess we arent :D

you can modify your tech lead rule with a "theft" rule.
you must steal a tech whenever possible (you have cash)

about Gov's, since your rep will be toast in about 30 turns or so....
you might want to go monarch (top dog in the kingdom)
 
Got it.

Ansar: get 1.22. Not only you need it for succession games it also irons out some bugs.
 
MadV:
What have you got against Colossus? We aim for tech and cash. Colossus will help with that. If we're successful in maintaining tech lead (and at Monarch level we should be able to) the Glib will be less useful. Plus the Colossus is cheap but the Glib will take forever to build.
 
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