CVH2- Lets do this, Dr. Evil style!

ok i took a nap and im better, im still gonna play tommorow though im in the middle of a personal game i wanna finish today
 
SUMMARY
making peace with ragnar, he give 16 gold.
rome completed oracle. i building lots of swords to future war with iroquois (id say 20 swords min. before war) met maya and exchanged lit for poly. AHHH zero gold, a worker was disbanded! how will we keep the treasury up? oh no, another worker and a barracks we disbanded. i changed EVERY city to build a marketplace. i hope it helps :eek: granary was disbanded. well since were losing cash already and we can only lose 1 improvemt per turn i crank science up to 90% and lux to 10%

NOW we are in the MidEVIL! ages and researching fudalism and civ assist says that we would only lose 1GPT while still at 90/10 so a 70/10 or even 80/10 could be possible.
galley and library POOF gone. worker GONE.
GOD THIS IS TERRIBLE.
 
Okay everyone stop shouting and calm down.

Hmm this looks like a job for some chilled detached supervilliany who considers his minions expendable

Situation is much better than it seems- after a bit of fiddlery - we are now at 1.8.1 and +7gpt :)
(and all I sold was one warrior)

I'll play the turns on wednesday

CVH - do you want a detailed explanation of what I did to sort things out?
 
Coolio said:
well since were losing cash already and we can only lose 1 improvemt per turn i crank science up to 90% and lux to 10%
good thing this is Dr Evil style. i was about to point out that this is Definitely an EXPLOIT.
but its well within th rules here :evil:

disenfranchised said:
CVH - do you want a detailed explanation of what I did to sort things out?
my guess is yes.

MadV said:
You mean we're bankrupt?
Dang, I would kill until one 2 units per city we have.
WE NEED TOWNS
i agree :D
 
as ive said feudalism will let us gain money, so id suggest that. unless someone can tell how we can start gaining money on republic (that would be best case scenario)
 
Okay how the econonmy was fixed:

Short answer - MM and Taxmen

Long Answer -

Taxmen; There are 6 (yes 6!) entertainers that can be put back to work or converted to taxmen without causing the city to riot, that's +12gpt right there if I convert them all to taxmen. I put some back to work however and raise taxes so some gold goes back the treasury - now at +2gpt

Sell a warrior in the north which shouldn't be needed, +4gpt

The micro on most cities is not good, Studio 69 can be set to give +3fpt, 2spt, and 3 raw commerce/t

Other MM to improve commerce - now at +8gpt

Sell Maths to Vikings for 147gp

marketplaces aren't very useful at 10% tax and only one Lux :) most of the ones your building won't even pay for themselves

Set studio 69 to a Aquaduct (each size 7 city will give us +4gpt at least!)
Secret underground lair to a Sword
MSBT and Restricted areas to Harbours
Fu's to a courthouse/temple :( depending on what its like when it reaches size 7
Since we are far ahead in techs switch Evil home to harbor (will then build shrine and try to get pop up).

Will try to get cities to size 7 and build settlers when they get to size 8.

Feudalism (the tech) is alright and I won't change it.
Feudalism (the Gov) is only good under specific circumstances imho a) Fast growth but no possiblity of large cities b) No freash water and c) lots of fighting/ little research. This game is none of them, we will stick in Rebublic.

War plans - that force is pretty crud needs more swords, less archers. Limited war plan due to varient rules - take Allegenhy and Niagra falls (spices) then get peace and rearm.
 
Nah that was just sorting everything out on the first turn.

Now this, this is my log...

0) 550BC - Lotsa stuff :)

1) 530BC
Considering the Iroquis Forces outnumber us I hold of the attack for now - move units back to guard cities and block settler pairs.

We need more workers!

2)510BC
Remposition 2 archers to block Iro settler pair to the north, send 2 archers exploring the still unknown fog to our east.

3)490BC
...

4)470BC
Nemesis is size seven, gain +4gpt.

5)450BC
Medical school builds worker>>worker

6)430BC
Evil home Barrakcs >>Sword (in before feudalism)

7)410BC
Sell around rebulic for a total of 275gp, 17gpt, and monarchy.
Shortrush Aquaduct in Studio 69 with a courthouse - it will now finish at same time as growth.

8)390BC
Evil Sword>>Sword

9)370BC
Get Feudalism>>Monotheism
Aztec complete great lib
Upgrade Swords to MDI
There are barbs near Evil medical school

10)350BC
There is a constant stream of Iro settler pairs heading past Evil medical school
Maya complete hanging Gardens
Nemesis Lib>>Settler (gain a turn on Monotheism)

Okay Best bet is to build a few more MDI (6?) and pikes (3?) and take the spices from the iroquis, they should have nothing that can stand up to those, while they will have more units.
Get cities to size 7 (or 8 if you have temples) then build off settlers/workers as we can't afford bigger cities.
 
Back
Top Bottom