CVH2- Lets do this, Dr. Evil style!

Ok here's the log:
- Pre-turn: Switch DEEH back to Colossus. Embassy to Vikings. Trade with them Mas for IW+69g. We're lucky with Iron, we've got 2 in our backyard. :whipped: Granary in Nemesis . Our workers aren't being used that well IMO. Nemesis didn't need roads on all its FP tiles, better to connect S69. I let them finish though.
- IBT: Lord McCauley lists the most powerful nations:
1) The Glorious Inca
2) The Great Vikings
...........
7) The Hopeless Spanish
8) The Forgotten Aztecs. Ah well better Hopeless than Forgotten.
- T1- 1475: Warrior killed a barbarian but no promotion. Nemesis -> settler.
- T2- 1450: We discover CoL. Set to Philos. Just noticed curragh was fortified. Why?
- T3- 1425: :sleep:
- T4- 1400: :sleep:
- IBT: Ragnar demands Lit. Told him to get lost. War with the Vikings.
- T5- Settler who was moving towards furs bumps into barb horseman :(
At least I assumed that that settler was going to furs in far SE.
- IBT: Settler gets eaten :cry:
- T6- 1350- :sleep:
- T7- 1325: Colossus built. DEEH-> library. Attacked some Vikings with our warriors. Loose them both. :sad:
- T8- 1300: :sleep:
- T9- 1275: Built Santiago (sorry couldn't think any more Dr Evil names) next to horsies and iron.
- T10- 1250: We get Philo-Rep. Revolution! Lucky we've only 1 turn of Anarchy (duh! we're REL).

Here's the SAVE

A couple of things:
Curragh is on a suicide run.
Maybe should build military a bit.
Maybe get MA with Iro vs. Viks. They didn't have contact before.
 
lurker's comment: guys... i know youre supposed to be evil, but being evil to yourselves aswell?
escort those settlers!
watch out for any back stabbing, double dealing men in white!
you KNOW they are the enemy...
it is you who wear the black hat on this here outback!!!
 
You're right SW of course. Especially as he was going on a long journey.
 
Got it, apparently. We need more people in this game.

Can't think of any more Evil names? Shocking!

Frau Farbissima's Boudior
Mustafa's International house of Fez
Zedel Edel Prison
BOB'S BIG BOY
Mr Bigglesworth's Cushion
Virtucon Inc
Virtucon Small models of factories Factory
Firey Pit
Kreplachistan
Project Vulcan
Fembot cave
Evil Medical School
Restricted Area
Lazer Shark Tank
Mutated Sea Bass Tank
Steamroller Testing Facility
Henchman School
unnecessarily Slow-Moving Dipping Mechanism

And thats just the first movie (yep 10 minutes of my life wated skimming the script)
 
:lol: Cheers, Disenfrancised.

You're right. This game seems to be moving really slowly.
 
I would say yes Soul Warrior. We seem to have lost Ansar anyway and they're no signs of life from our host.
 
Dr Evil Style, the Secret of taking over the world, as written by the Most Insedious Dr Fu Manchu
(aka the soul warrior)

preturn i wonder, how is it possible to wreck the most havoc? how do i become the most fearsome SUPER VILLAIN the world has ever seen?
no idea, really :D

1- adn i have a vision! we shall emerge from this most beutiful period of chaos into a so call "republic"
the people seem to like this idea, but as a super villan, i plan on making this a PEOPLE'S REPUBLIC further on. let the weak and gullible rejoice now *MwaHaHaHaMwaaaaa
the suicide squad attacked a huge shark, and has hence been unnessesarily killed in a over complicated way.
we decide we, and yes, WE are adressing YOU in the Emperial Plural, that we need some nifty bodyguards to act as henchmen. thus a Henchmen school is hurried along in the Studio 69 area. its location remains a secret.

2- Nemesis sends some disgruntled souls into the desert Gulag. and start on the now very fashionable ninja school.
Studio 69 finished the new HQ, and begins training an archer.

3- :sleep: they say that there shall be no peace for the wicked. they are wrong.

4- :i begin planning my desert island fortress of inconceivable complicated approaches.

5- Dr Evil's Home finished the library, so now the henchmen start reading what REALLY happens to the henchmen of other Evil Geniuses. the form a secret society and plan on building a commune very soon. needless to say, this is all planned my me.
Secret Lair produces its first archer squad, so they decide not to rock the boat, remaining conservative, train =ing a new one.
Fu Manchu (thats me) decides to build my first of many Secret HQ's. this one has a nice desert view with a close by river. i start by ordering the yokels to build a granary.

6- one of our yokel's proves how truly :evil: he is, attacking a poor defenceless man in white. he is wounded but i promote him to encourage the other yokels. he is now called SheerKhan the warrior.

7- we learn the secret of maps, so we now need to know how to throw rocks.

8- Dr Evil's settler is annoyed and walks off sulking. the :sniper: aims but misses. the settler notices and decides to toe the line. and trains some more school teachers here.

9- we get our grubby LITTLE hands on some horse flesh.
Secret Underground Lair Archer > archer,
AND THE MOST FOUL MAYA FINISH THE PYRAMIDS
SheerKhan spots another gang in white, and wants another medal.

10- Nemesis finished its very own rax, and starts paying the penalty for being last with some slave labour.
Studio 69 archer > archer,
SheerKhan is NOT promoted. i shall not be so predictable!!! but he gets us a nice 25g in tribute. he will go places!

math is due next turn.
enjoy the havoc, and try to makeout what my post really means :devil:
 

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soul warrior said:
we get our grubby LITTLE hands on some horse flesh.
gotta love that horse flesh!
i think we should road that iron and war with the iroquois, for one thing, they probably dont have horses (since their in the jungle) and even if they do, they wont be very effective since were warring in jungle terrain.
 
Here we go

0)1000 BC
That Iro settler is all on its own...so tempting...then remeber varient rules
everthing looks good.
So the "assume it all went to plan" rule is just for when we declare war it seems.

1)975 BC
Get Maths, start on Currency

2)950BC
Austin Powers, that elite international man of mystery turns up east of Fu Manchu's HQ wearing a Moddish pale pink hairy lioncloth.
Send Mustafa to intercept.
Build more henchmen with bows and shovels
Decide we need a galley and switch Santiago (which I then rename)

3)925BC
...


4) 900BC
Send a henchman to kill off that suave interloper, thats definately the end of Mr Powers...
Build a Tank for my mutated sea bass.

5) 875BC

6) 850BC
Send some henchmen to investigate the uncharted east

7) 825BC

So more Secret agents appear to the south of Studio69, I have...plans...on how to deal with them...

8) 800BC
Kill the intruders without a single HP loss
Build a settler from the Main lair, send it east

9) 775BC
Get Currency, start on Construction, 40% science is the max we can maintain a positive cash flow with but I leave it on 70 for a few turns.
Connect Iron, Switch some archers to swords.
Our Moon Rocket begins a ardous crossing

10) 750BC
Crap - Secret underground lair riots
Kill some more Pink poofs - won't need to kill much more before Ragnar will deal.
There are a couple more close city spots to settle
we need size 7 cities and markets quickly if we want high science.
 
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