PzVG
Chieftain
Oh my. Our little empire is now like a giant green creeping fungus. Powered by the mighty jaguar warriors it oozes over a large portion of the globe. I will try to keep the flood going.
PzVG dons his trusty, well-worn green jacket, spreads the world map out on the throne room table and gets to work.
Pre-turns : no changes. With so many towns now, we will just give highlights to the build orders given.
(1) 50 BC: Move the stream of jags/horses N toward the Babs homeland. Close in on the 2 remaining Egytian towns.
IBT- Carthage founds Rusicade beside their capital. Babs start Colossus.
(2) 30 BC: Lose a jag attacking Egyptian spear near Memphis. Large amount of Zulu coming through us toward Korea (they are at war).
(3) 10 AD: Declare war on the Hammer and attack his spear at the Northern chokepoint. Lose 1 jag, spear goes down. We flood into the Babylonian hinterland.
IBT- Bab ship approaches our Korean coast.
(4) 30 AD: Clear barb camp for Hammer, collect 25g. Lose 1 jag destroying Byblos (the Egyptian town in 'our' territory). Our troops scuttle a galley. I wanted to appropriate it for use as the Royal Yacht, but the troops couldn't contain their exhuberance.
Tenoch finishes market. Goes back to horse production. Egypt down to their capital, they have no techs or money to offer for peace.
IBT- Carthage declares war on Korea. Korea is down to 3 cities. They are toast, the previous Azteca rulers really put the whammy on them. That Bab ship sails on past us.
(5) 50 AD: Kill the elite Egypt spear that has been annoying me near Memphis. Bab bowmen kill 2 of our horses as we approach their southern towns. They are in a Goden Age now if didn't start one earlier. The Zulu are everywhere, like ants. They worry me as we are weak over there, but so far they are just passing through.
(6) 70 AD: Our highly trained army is given orders to attack the Babylonian town of Ellippi. We lose 2 jags and 3 horses. We get 3 promotions and kill off 3 bowmen and 2 spears before burning Ellipi to the ground.
If you wanted to visit there, its too late, unless you like charred ruins
Elippi was only 5 spaces from the Babs capital, so was a high flip risk. I also didn't have a defense 2 unit and our force was fairly well mauled after the attack. So it was razed. We get 6 workers and 2g. We pillage a nearby road for good measure.
We whip a temple in Pyongyang. This city has alot of floodplains. They are being irrigated. If we stay in Despotism for awhile we may be able to whip a barracks up here and then whip out some jags for this front from this town.
IBT- Babs building Hanging Gardens. Jag kills 2 bowmen on defense, then dies. Babs land near Chicken (there is where that boat ended up). The Zulu are pounding the Koreans.
(7) 90 AD: Troop movement. Wounded retreats from Bab frontline (go 2 movement go).
Catapult scores a hit to open the assault on the Egyptian capital. We lose 1 jag, the city is destroyed. As I am getting ready to bid Cleo adieu, I notice she has snuck a town into the jungle north of Carthage. She lives on. I guess Charaztec can finish her off later, she proved to be terrified of him earlier
We make peace with her for now for 125g, 2 workers and WM. I didn't want to slog through the jungle to her last town right now.
(8) 110 AD: Troop movement only.
(9) 130 AD: Eliminate the Bab bowman and spear near Chicken.
IBT- Babs settle a new town near the ruins of Ellipi. They also land a ship just NE of our Great Northern road and settle on the end of the peninsula.
(10) 150 AD: Two of our small towns not on the road net riot. I fix them so they will quiet down at the start of the next player's turn. One has a road finishing this turn, so you can fire it's taxman. Established embassies with Zulu (Zimbawbwe @ 7 spt, has 2 impi, 1 pike, 1 mdi, building MDI / Carthage is size 1, has 4 Nums, building a Num, Oracle is there).
Hammer will give peace straight up, but won't cough up any tech yet. He has Monarchy, Monotheism, and Feudalism. We probably want to get some of those out of him for peace. His GA is helping him out, alot (10+) bowman/spears went into his southernmost town.
I pulled our army back on the isthmus near the end of our Northern road. The 6 captured workers were building the road down from the N. We can easily go smash that new town he just plopped down. An attack on his homeland will need alot of jags/horses. Those bowman are fairly annoying to fight with jags as they are 2/2. With the road done, and our right flank quiet (unless the Zulu sneak attack us) we can pour a ton of jags at Hammer until he gives us what we want
.
Then the Zulu will be the only civ that has not felt the wrath of the Jaguar. They have a good sized pile of swords/impi/MDI, but are concentrating on Korea atm.
Good luck to the next ruler. I am going to try to put up a screenie here. This is the northern area near the Babs. I have never done this, so if I mess it up, my apologies.
150AD save
PzVG dons his trusty, well-worn green jacket, spreads the world map out on the throne room table and gets to work.
Pre-turns : no changes. With so many towns now, we will just give highlights to the build orders given.
(1) 50 BC: Move the stream of jags/horses N toward the Babs homeland. Close in on the 2 remaining Egytian towns.
IBT- Carthage founds Rusicade beside their capital. Babs start Colossus.
(2) 30 BC: Lose a jag attacking Egyptian spear near Memphis. Large amount of Zulu coming through us toward Korea (they are at war).
(3) 10 AD: Declare war on the Hammer and attack his spear at the Northern chokepoint. Lose 1 jag, spear goes down. We flood into the Babylonian hinterland.
IBT- Bab ship approaches our Korean coast.
(4) 30 AD: Clear barb camp for Hammer, collect 25g. Lose 1 jag destroying Byblos (the Egyptian town in 'our' territory). Our troops scuttle a galley. I wanted to appropriate it for use as the Royal Yacht, but the troops couldn't contain their exhuberance.
Tenoch finishes market. Goes back to horse production. Egypt down to their capital, they have no techs or money to offer for peace.
IBT- Carthage declares war on Korea. Korea is down to 3 cities. They are toast, the previous Azteca rulers really put the whammy on them. That Bab ship sails on past us.
(5) 50 AD: Kill the elite Egypt spear that has been annoying me near Memphis. Bab bowmen kill 2 of our horses as we approach their southern towns. They are in a Goden Age now if didn't start one earlier. The Zulu are everywhere, like ants. They worry me as we are weak over there, but so far they are just passing through.
(6) 70 AD: Our highly trained army is given orders to attack the Babylonian town of Ellippi. We lose 2 jags and 3 horses. We get 3 promotions and kill off 3 bowmen and 2 spears before burning Ellipi to the ground.
If you wanted to visit there, its too late, unless you like charred ruins
Elippi was only 5 spaces from the Babs capital, so was a high flip risk. I also didn't have a defense 2 unit and our force was fairly well mauled after the attack. So it was razed. We get 6 workers and 2g. We pillage a nearby road for good measure.
We whip a temple in Pyongyang. This city has alot of floodplains. They are being irrigated. If we stay in Despotism for awhile we may be able to whip a barracks up here and then whip out some jags for this front from this town.
IBT- Babs building Hanging Gardens. Jag kills 2 bowmen on defense, then dies. Babs land near Chicken (there is where that boat ended up). The Zulu are pounding the Koreans.
(7) 90 AD: Troop movement. Wounded retreats from Bab frontline (go 2 movement go).
Catapult scores a hit to open the assault on the Egyptian capital. We lose 1 jag, the city is destroyed. As I am getting ready to bid Cleo adieu, I notice she has snuck a town into the jungle north of Carthage. She lives on. I guess Charaztec can finish her off later, she proved to be terrified of him earlier
We make peace with her for now for 125g, 2 workers and WM. I didn't want to slog through the jungle to her last town right now.
(8) 110 AD: Troop movement only.
(9) 130 AD: Eliminate the Bab bowman and spear near Chicken.
IBT- Babs settle a new town near the ruins of Ellipi. They also land a ship just NE of our Great Northern road and settle on the end of the peninsula.
(10) 150 AD: Two of our small towns not on the road net riot. I fix them so they will quiet down at the start of the next player's turn. One has a road finishing this turn, so you can fire it's taxman. Established embassies with Zulu (Zimbawbwe @ 7 spt, has 2 impi, 1 pike, 1 mdi, building MDI / Carthage is size 1, has 4 Nums, building a Num, Oracle is there).
Hammer will give peace straight up, but won't cough up any tech yet. He has Monarchy, Monotheism, and Feudalism. We probably want to get some of those out of him for peace. His GA is helping him out, alot (10+) bowman/spears went into his southernmost town.
I pulled our army back on the isthmus near the end of our Northern road. The 6 captured workers were building the road down from the N. We can easily go smash that new town he just plopped down. An attack on his homeland will need alot of jags/horses. Those bowman are fairly annoying to fight with jags as they are 2/2. With the road done, and our right flank quiet (unless the Zulu sneak attack us) we can pour a ton of jags at Hammer until he gives us what we want
.Then the Zulu will be the only civ that has not felt the wrath of the Jaguar. They have a good sized pile of swords/impi/MDI, but are concentrating on Korea atm.
Good luck to the next ruler. I am going to try to put up a screenie here. This is the northern area near the Babs. I have never done this, so if I mess it up, my apologies.
150AD save
gah, I give up. I knew I wouldn't be able to get that to work 


I was trying hard, but the fish weren't biting. It will be good to see our Chicken Core thrive 