MadV5- The Mayan Enslavers

hey we are AGR so we have a 4-turn settler factory. Want me to chop some forest for a granary instead of building the javelin guy?
 
3000
researching writing. change to Granary.

2950
2900
2850
2800
Contact the Byzantines.

2750
2710
2670
2630
25 gold from GH.
TRADE Masonry and 21 gold to Hittites for Mysticism.

2590
2550
Granary finishes.

- not a settler factory yet. we need to keep irrigating the plains.
- barbs are raging, but I haven't seen one yet. we need javelin throwers to go hunting and get them for workers.
 
madviking said:
Also, I have this idea for techs.
Mysticism -> Poly, build ToA, -> Monarchy

Then go up til Gunpowder and Chivalry and we'll get a domi easily if we stay on top tech wise

oops. I went for Republic slingshot. I did get to trade for Mysticism though.

Why not just capture the ToA? :)
 
madviking said:
What happens if its in a city far away, across the fields?

On monarch difficulty, nomally the ToA doesn't complete until the start of the middle ages, even with wonder cascades. We'll just build a bunch of knights (10), get RoPs with our neighbors, and go cross-country and take it. :D

Really though, 500 shields is a lot to build it yourself when you can take it with your army, right?
 
Wow, looks what i found
MadV5_silks.JPG
 
Oh crap, didn't realise this started. Somehow I didn't get subscribed :mad: and I haven't been checking. I'll make sure I'm subscribed now.
 
Downloading, but will be tomorrow before I can play.
 
MadV05--The Mayan Enslavers:

0) 2550BC: We need military, NOW! Hittite warrior that close to Copan... Move warrior from CI toward Copan.

1) 2510: Hittites run away. CI riots. Explorer heads w. Warrior heads back to CI.

2) 2470: Copan jav-->jav. Explorer nw. Warrior back in CI, scientist
works forest.

3) 2430: Barbs seen, move jav out. Warrior toward Copan, switch worker back to scientist. Explorer n.

4) 2390: Explorer n, finds goody. Roman warrior nosing around. Worker moves to connect CI to Copan.

5) 2350: Barb out of the north, jav moves to intercept. Explorer n.

6) 2310: Pop goody, get maps. Jav closes in on barb.

7) 2270: CI settler-->jav. Jav moves to CI. Copan roaded. Warrior,
settler and worker s of CI.

8) 2230: Jav engages barb n of Copan, wins, gets slave!:dance: Slave1 moves s to mine sugar. We need more javs. Explorer nw, finds a Korean. We are up 4 techs, but they have IW. Trade Pot + Mason for IW + 35.
Warrior and settler move s. Barb wounds a Roman warrior. Natch, no iron nearby.

9) 2190: Explorer n, finds Incan scout. They have nothing to offer.

10) 2150: Learn writ--don't know what to do here. Dare we try the republic slingshot? Set to law, but subject to change.

Settler and warrior have reached city site, successor build there, will
get a lux upon expansion. Keep building javs, start a barb patrol. Also decide if building embassies is worthwhile. I don't see any trades out there at this time.
 
0- crank happy up 10% to prevent riot, why are we researching code of laws??? Set to poly
1- decide to move south one to make sure we get wines, plus, theres deer!
2- make Palenque
4- pop barb camp for $25
7- trade CB + $25 for Wheel, horses west of rome (east of us)
8- whoops, forgot to check riots, CI riots
9- meet Korea
10- CI settler -> settler, barb pops up N of Copan
 
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