MadV2!!

Built me some archers and learn how to forge. Forging on.

And in 2070 the Iro pop a settler and start the Colussus in Salamanca.

In 1870 learn IW and there is no iron on the rock. Are there any horsies?

Hiabetterwatchout wants the world the The Wheel. Ain't worth it. Bit it may mean he has horses on those plains.

Not much else doing. Sailing the curragh north and set research to the minimum on Writing.

Two more archers and we should be good to go on Salamanca.

Not much changed so no pix.
 
0- all looks good
1- 1725- trond archer-archer
2- 1700- send curragh on suicide mission, dies
3- 1675 bergan archer, archer- send archers to cow, send one in
4- pull back out, worker chops
5- trond archer, archer, send archers to border
6- FUNTIME, declare war, only one archer survives
7- DESTROY SALAMANCA!!!! W00t!
8- Kill a warrior, promotes to elite
9- Archer dies trying to kill a warrior, other kills warrior
Ibt: elite archer survives a warrior attack
10- :sleep:

iroquois have only three cities left, build more archers and take over.
PICS NEXT
DA SAVE
 
after_the_aftermath.JPG

after the aftermath!
whats_left.JPG

The bits and pieces of the Iriquois Empire
minimapmadv2.JPG

MINIMAP
 
1475BC (0): WTH there's a clown in Trondheim? Raise luxury tax and fire him.

1425BC (2): Two archers are produced.

1375BC (4): Two archers die attacking Niagara Falls. :(

IT: Trondheim: Archer --> Archer

1350BC (5): Kill an Iro archer.

1300BC (7): We get another archer. Kill a warrior.

IT: Archer --> Settler (Trondheim)

1250BC (9): The hut is popped and gives us a warrior.

Next person might want to play eleven to get us back on track. (Did someone count 4000BC as turn 1? Traditionally it's turn zero, so the game ends neatly on turn 540)

 
Looks llike we have enough in the kitty to get those science ghuys working a little harder. Be nice to get to Map Making.

The 1NW of Sally's ruins looks like a really nice spot to put a town, or on top of the gold 2NE, on this island we need all the 2f plains we can get.
 
Bede said:
The 1NW of Sally's ruins looks like a really nice spot to put a town, or on top of the gold 2NE, on this island we need all the 2f plains we can get.
How about both? It creates a canal and an irrigation system, wasting very few tiles.
 
Thanks, Gogf, that would be better. I would also like to see a third city 2E of the one 2NE of Sally.
 
Good idea, Gogf.

2NE and 2NW of the rubble it should be,
 
Up front
Increase science to 80

1200BC
trondheim settler->settler
Bergen curach->archer
lux op to 20
1175BC
attack Grand River 3 spears no losses!
Gain a worker.3
1150BC
settle Copenhagen on the gold->baracks
send curach on suicde
1125BC
kill archer, curagh survives
1100BC
Bergen archer->archer
curagh sinks
1075BC
Give hia peace for Masonary, Wheel and Allegheny
send archers to Niagra Falls
IBT hia askes us to declare so we do.
1050BC
Kill one runaway spear and attck NF twice and lose twice
1025Bc
send in backup
1000BC
Attack NF again, kill one spear lose 2 archers
Settle Reykjavik start curagh
975BC
Killed last spear in NF, NF is destroyed along with tho iro's.
Change bergen to settler
Change Trondheim to spear.

writing in 4

Made de screenshot, put numbers in as suggestion for next cities.

I'm not sure everyone is ok with attacking hia after making peace but there no 20 turns line and he bullied us, so am fine with it. I intended to box him in so we might trade with him but I don't like to be bullied.

Only now saw I was asked to make an extra turn, so that one goes to the Bede.
 
Hiawatha now sleeps with the Great Pike, well done.

Got it.

Boats and setters and maps, let's get off this rock.
 
To eastwards in 875BC:

mv2_875.jpg


Sank!


To Westwards in 825BC:

mv2_825.jpg


And:

mv2_800.jpg


Built boats instead of barracks and a worker at Bergen, then started a granary. Trondheim trained another archer then started a settler.

Burned the midnight oil to Writing and kept everybody awake learning how to think (Philosophy). Due in three, take Map Making if we win the bonus and switch the barracks builds to harbors.

There are two more dinghies trying to cross, one east, one west.

When the curragh finishes at Allegheny, send it straight east.

Looks like Berserks against pikes in a very narrow window unless we build the Great Lightbulb.
 
We can risk galleys instead of berserks by ship chaining if that's allowed...
 
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