The Crazed Vikings

lurker's comment: Since you're going into a republic, might as well ICS (Infinidate city sprawl, CxC spacing) the tundra. The tundra's going to do nothing but make some $$$ from the sea. Also, the unit support's going to be higher (you also might to talk about going a Fuedalism (8/4/2, towns rule)) you need that extra support to get some more 'zerkers in your empire
 
Turn 0 (1500 B.C.)

Change entertainer to scientist at Bergen (cuts 4 turns off Republic)

Turn 1 (1475 B.C.)

Nada

IBT

Trondheim Settler>Spear
Copenhagen Barracks>Spear

Turn 2 (1450 B.C.)

Nada

IBT

Inca build an embassy with us

Turn 3 (1425 B.C.)

##@%#$#$#$^@!$#$@$^ (lost reg archer trying to take out a barb camp on the NW tip of our island, and didn't even scratch the barb)

Turn 4 (1400 B.C.)

Start a suicide curragh out from the West side of the mainland

IBT

Inca start The Great Library

Turn 5 (1375 B.C.)

Suicide curragh sites new land (crosses fingers)

Turn 6 (1350 B.C.)

Build Stockholm on the site of new city 1, start a Barracks. Suicide curragh has survived, hasn't met anyone yet though.

Turn 7 (1325 B.C.)

Curragh spots purple borders, probably Iroquois.

Turn 8 (1300 B.C.)

Meet Iroquois. They are up math, down Philo and COL. Trade them COL for math and 56 gold (all they had). While I'm at the trading game, trade philo to Aztecs for HBR and 5 gold, then trade COL to Inca for Lit and 131 gold (all they had). We are now in a good position to broker between continents (assuming that Iroquois aren't on an island like we are).

IBT Trondheim Spear>Spear
Copenhagen Spear>Settler

Turn 9 (1275 B.C.)

Iroquois have MM, but won't trade it unless I give them both Philo and Lit, so I hold off, hoping to meet someone else on their continent.

IBT Barb horse attacks our vet warrior, warrior kills horse and promotes without being hurt
Reykjavik Settler>Barracks

Turn 10 (1250 B.C.)

Nada

Turn 11 (1225 B.C.)

Barb camp on NW tip of our island enriches us by 25 gold as a reg archer takes care of the warrior guarding it.

Turn 12 (1200 B.C.)

Found Birka on the site of New City 6, start it on a Barracks.

Turn 13 (1175 B.C.)

Meet America, we are up Philo, Lit, HBR, and COL on them, they don't have anything. (BTW edfire, I don't know if you know this, but if you use culturally linked start locations it triggers a bug that puts all the MesoAmerican civs in the game)

Turn 14 (1150 B.C.)

Nada

IBT Trondheim Spear>Settler

Turn 15 (1125 B.C.)

Nada

IBT Oslo Barracks>Settler

Turn 16 (1100 B.C.)

Iroquois now have Currency as well, but won't trade unless for 2 of our techs. Meet Spain, they are up MM, but down Philo, COL, and Lit. Trade them COL and 40 gold for MM. Swap Copenhagen (top shield producer) to The Great Lighthouse (that extra move plus safety in sea will come in handy). It will be
done in 56 turns as of right now.

IBT Aztecs declare on the Inca

Turn 17 (1075 B.C.)

Nada

Turn 18 (1050 B.C.)

Nada

Turn 19 (1025 B.C.)

Nada

IBT Maya demand COL, I tell them to shove it and they back off.
Reykjavik Barracks>Settler

Turn 20 (1000 B.C.)
America has Polytheism, so I trade them COL, HBR, MM and 75 gold for it. (everyone else that I know on their continent already has those tech's, so not much harm done) Find out that both Spain and Iroquois now have Currency, and as Iroquois is the winning bidder trade them Lit and 30 gold for Currency.

Notes to next player:

Worker down in the Copenhagen Reykjavik area is headed towards Copenhagen to mine the BG its stealing off of the city to the NW of it. Other curragh just started a suicide run off the east of the Inca/Aztec/Maya continent. Republic due in 4. Once we finish republic we might want to consider using some of our gold to establish embassies (currently running negative gold)
 

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Pre-Turn: Can’t find any changes to make. Hit Enter.

IBT – Maya are building the Oracle
Americans and Iroquois establish embassies with us

Turn 1 975 BC: Presumably the Archers are acting as barb deterrents. I’m not sure I wouldn’t prefer the occasional 25 gold but they can stay there for now. I move a worker to the bg near Oslo. We have 2 workers for 7 cities! Quite a change for my previous turn in another SG where I was finding jobs for 22 workers from 5 cities.
Suicide curragh survives but still sees only ocean.
The other civs have lots of cash so I relieve them of it. Trade Currency around for a total of 415 gold.

Turn 2 950 BC: I expected a settler from Trondheim on growth this turn but a bg was worked instead of the hill. Our curragh survived another turn and there are sea tiles ahead.

IBT – Trondheim: Settler => Archer

Turn 3 925 BC: The sea tiles are a dead end. I’m guessing there is no more land down here.

IBT – Republic => Construction

Turn 4 900 BC: Oslo’s settler is due in 2 so I’ll wait until then before revolting.

Turn 3 875 BC: Land Ho! :D I take it all back. An epic trip across uncharted waters brings our gallant curragh to within one tile from safety in coastal waters.

IBT – Oslo: Settler => Worker
Stockholm: Barracks => Settler

Turn 4 850 BC: The Vikings are revolting. We draw 4 turns. :thumbsup:

Turn 5 825 BC: Our curragh finishes exploring a 2-tile island and heads out into the ocean again.

IBT – Aztecs and Incas sign peace.
Spain completes the Oracle in Madrid and starts the Mausoleum of Mausolles.
Iroquois complete Pyramids.

Turn 6 800 BC: Aarhus built. We meet the Persians. We are up 4 techs on them but they have no cash to trade.

IBT – Inca switched Cuzco from Pyramids to TGL and Tiwanaku from TGL to the Lighthouse.
Persia completes the Great Wall :wow:

Turn 7 775 BC: Persia definitely didn’t have Construction when I met them so they got it just in time to switch from the Pyramids. How badly do we want to reach the Middle Ages? They will trade Construction, but at a price. They want most of our gold and three techs, and that would put them close to the Middle Ages themselves (and they are scientific). I decide to wait a turn for our new govt.

IBT – Anarchy => Republic

Turn 8 750 BC: Stavanger built. Our unit support is low and we can afford to run 90% Science + 10% lux with Construction in 9. I’ll stay with that unless some other civs get Construction and it comes down in price.

IBT – Maya complete TGL and start Zeus.

Turn 9 730 BC: Our curragh is still alive :)

IBT – Inca build Mausolles and start Zeus.
Persia builds the Colossus.

Turn 10 710 BC: Iroquois now have Construction and will trade it for the Republic. I’ll leave that decision up to the next player.


Screenshot to follow.
 
Good Work guys :goodjob:
We are doing surprisingly well for being on a small island that is half filled with tundra....and thats one hardy curragh!

I wont be able to start till tommorow though. Starting with my turn, we will start to take 10 TURNS each. This is so we can all get in on the beserker action :D
 
Eddfire3, you might want to play 18 to even out the turns, dalgo played 12.
 
Ok, a few things:

1)General Mayhem:i would play 12 turns, cause if you read my last post i said we would start 10 turn cycles;)

2)Some things have come up, and i cant play till Monday at the earliest...so you can A.Wait for me :) or B. Demonpoet can go.
Either way is fine with me, remember the rules:Similar to madviking's mongolian mayham, we CAN NOT declare war until we have researched Invention, and once we get it we can only use beserkers and artilliary to attack OTHER CIVS, attacking barbs with warriors/archers ect. is fine
ALSO, once we get invention, we must always be at war with at least one civ....
Also, keep in mind WE HAVE SWITCHED TO 10 TURNS PER CYCLE :D
 
Several Civ's have been building it for awhile, its rather unlikely that we will get it (unless we capture it *starts rooting for inca to win that race*)
 
I don't care what we do. If demonpoet wants to go, that's fine with me.
As for the zerker part, what if we get to tanks and stuff? Are we still only using Beserkers?
 
I just played my turns in two other Sg's today. I won't play this until tomorrow sometime at the earliest, but I got it. I'll have to check out the save again before I have an idea what I need to do.

As for tanks, we should have this won by the end of the Middle Ages, probably earlier. Once the AI get stronger units, ie Muskets, Cav, our 'Zerks could have a little trouble, unless we bombard cities with stockpiles of cats and 'tree-buckets'. When I played my version of this game I went up to Inv and ceased science completely. It helped when all the wonders I 'aquired' never expired due to learning new techs. I never built anything other then Galleys, 'Zerks, and wealth after a certain point. Also all the gold paid for the 'Zerks. Although, I did play that game on regent...
 
Edit: crosspost with demonpoet.
 
Ok, i am actually free tommorow :D , so i'll let demonpoet go, since he already has it, then i'll go if theres no objections? However, i am busy from the afternoon on, so if he hasnt posted by then, i will not be able to go, and then Despair can take it. I agree with the no research after Inv., after all we cant use anything other than zerks. Hopefully we will finish before we can even think about using tanks :mischief:
 
Go ahead and take your turn edd, I have to work until the afternoon anyway.

and to get the turns right, you'll want to play 8 turns, not 12. Actually, you can play the full 10, and I can play the 8 if you want, since earlier I got a few extra turns. Doesn't matter to me.
 
Pre Turn: Trade with Iroquios, trade Republic for construction.

Turn1-Trondheim finishes archer>>archer
-Birka finishes barracks>>worker

Turn2-nothin

IBT-Persia starts ToA

Turn3-Cut back science to 60% to get positive cash flow, the archer upgrades will be pricy

Turn4-Reykjavik finishes settler>>archer
Turn5-Bergen finishes granary>>archer
Turn 6-Trondheim finishes archer>>galley
Turn7-Oslo finishes worker>>archer
Turn8-Aarhus finishes worker>>barracks

IBT-Mayans building ToA, Iroquios building TGL

Turn 9-Settle Odense, begins barracks
Turn 10-nothin

Screenie:
Viking2.jpg


And the Save

Note for Demonpoet:I would begin building another settler for the last city spot, the settler you see near the cattle is going next to it, but theres another spot north of there you cant see that should be settled
 
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