How to win on revolutionary in 40 turns.

Thanks! It's too bad that many options don't appear as "greyed out" to make it more obvious when something would have been available if you had more money. It would make the game much easier to learn, rather than having stuff just invisible when there's not enough cash.

<edit> Oops. I just noticed I need to double-click the guy on the dock to select what I want him changed to.
 
With 6 cannons and 2 dragoons sporting a +100% combat bonus defeating the Royal Expedition force is trivial.

I tried this too. Got my 6 can, 2 drags, 100% rebel sentiment.

King has 11 soldiers, 4 drags, 5 cannons, 5 ships.

Turn 37, Wave #1, King landed 5 sold, 3 drag, 2 can, with 3 MoW to bombard the city.
my 6+2 get wiped on the first wave.

Does it matter that my city is on grassland (4 food as required by this strategy), and that its surrounded by +50% def forests?

If I stay in city to def I get wiped. If I attack my adjacent squares I get wiped.

I failz.
 

Attachments

If I stay in city to def I get wiped. If I attack my adjacent squares I get wiped.

Win! Ok the combat takes careful reading of unit description text, that all the king's units have insane bonuses when attacking a city.

So the key was to attack first against any king's army units adjacent to my city, and avoid any offensive attack against my city square.

Score 449 --> 7098 normalized @1538 AD Turn 47.
 
How to Win a Cultural Victory in "Civilization Revolution" for the Xbox 360

1.) Build settler units early. When your capitol city reaches a level three population, build a settler unit. Do this until you have created at least four or five cities. Having several cities will substantially increase the likelihood that Great People will appear in your cities.

2.) Increase population. Because cities with greater populations will yield the most culture points, begin researching technologies that will increase population once you have settled four or five cities. Build granaries, aqueducts, and harbors in cities that have deficient food production and consider setting your cities' priorities to "Food" by accessing the City Screen and selecting "Manage Workers."

3.) Build temples and cathedrals in every city. Having a temple and a cathedral in every city will increase the city's culture based upon its population and will increase the number of Great People that arrive in your cities. The temple, which costs 40 production points, will give you a culture point for every population point you have. A cathedral yields two culture points for every population point you have.

4.) Build Wonders and hoard Great People. Some of the Wonders most useful in your quest to win a cultural victory are the Hanging Gardens Wonder, Stonehenge Wonder, and the Magna Carta Wonder. The Hanging Gardens Wonder will increase city population by 50 percent. The Stonehenge Wonder increases by 50 percent the culture points produced from temples, until an opponent discovers literacy. If you have a courthouse in a city, the Magna Carta Wonder will make courthouses produce culture points. When Great People begin to arrive in your cities, settle them. Hold on to ones that arrive in a city that doesn't need the special bonus that comes with the Great Person and wait to settle them in a city that needs the bonus.

5.) Build a wall to protect your cities from conversion. As your culture increases, the cities of nearby civilizations will soon convert to your civilization. Be sure to build walls in these cities, as well as in your original cities that are close to opposing civilizations, to protect these cities from converting back to your opposition's civilization.

6.) Build the United Nations Wonder. As soon as you have acquired 20 Great People, Wonders, or converted cities, an adviser will notify you that you can now build the United Nations Wonder to win a cultural victory. Remember, your opponents will know that you are building the United Nations Wonder and will attack you in hopes of preventing your win. Once enough turns have passed to complete the construction of the United Nations Wonder, you will win the game.
 
Win! Ok the combat takes careful reading of unit description text, that all the king's units have insane bonuses when attacking a city.

So the key was to attack first against any king's army units adjacent to my city, and avoid any offensive attack against my city square.

Score 449 --> 7098 normalized @1538 AD Turn 47.

Congratulations on your win. :goodjob:

And Welcome to the Forums. :beer:
 
I hadn't tried this for a while and felt like having a mind candy experience. The first try was a reminder of the importance of terrain (i.e. I got hosed). In other words, there was good defensive terrain for the REF so I got badly chewed up trying to attack. It also took more turns than planned basically because the natives preferred to give maps instead of money, and treasures were found too far away to cash them in.

The second time was successful, but I'm reminded that things don't work quite as explained. I got off to a fast start and declared on Turn 28 or 29. I had surplus cash so I had a third caravel loaded with cannon en route when I declared, but it got sunk en route...my only losses. The REF started with 9/5/5 (Infantry/Dragoons/Artillery) and landed 9 units on Turn 30 with most of the units in the adjacent native village, making them cannon fodder, with three units in light forest. My 2 dragoons and 6 cannon went 8 for 8, leaving one soldier. That one didn't attack, but moved into jungle, where I killed it. So by Turn 32 the REF was down to 3/2/5. Then the Royal Navy milled around for a while, so the next time I got to fight them was Turn 42, after which they had 0/0/2. The stray artillery landed two tiles away on Turn 43 and died on Turn 44.

So what doesn't work quite as explained? To maintain 100% I had to leave the two indentured servants in the town hall, then convert them to dragoons and attack after the REF landed. After the first wave I forgot and left them as dragoons, by the time I noticed this (about Turn 40) I was down to 71%. I hastily put them back in the town hall, so when the second wave landed I was back to 80%. That proved adequate, but my units did take more damage from fighting the second wave. Since I left the dragoons while waiting for the last two artillery, my percentage dropped to 74 by the end. [This would have been harder with PatchMod, because that prevents attacks by instant dragoons. This would flatly not work with AoD II because the starting REF is triple the size, though it grows more slowly...I'm curious what my fastest could be there. Buying (say) 18 cannon would be prohibitive!]

Anyway, I enjoyed this exploitation as a change of pace. If the second wave had been quicker this could have been *really* fast. As it was, I finished in 1536 with a normalized score of 7790 (Revolutionary, Standard, Normal, Patch).
 
Well done. I'll have to give this a try sometime just to get a good score on the board. Most of my games on Revolutionary last me a week and I don't finish until 1720 or so with only half your score. Mind you, I do enjoy those games.
 
Well, that score screams "Exploit!" but it's fun to pull it off. Took me about ten tries originally, this time only two. [It's really annoying sometimes to do a normal game and get a score like 300. Doesn't really matter, but after a lot of effort...]
 
That's more or less what I do anyway with any civ, except I aim for independence by turn 100 or so since I usually need 150-200 turns to insure I have enough time to kill off the troops. At turn 100, the total REF troop size (infantry + dragoons + artillery) is about 30. I imagine it is about half that at turn 50. Not much difference tactically at either low troop level. I usually go with 6 cities though because I usually also conquer the one or two competing civs before declaring independence.
 
hi brothers in arms ...
after patch it not works anymore ... :(
turn 40 rebel feelings in the Getlivar City 66% ...
at global count only 11 % ...
i could'nt start a revolution ...
back to the old ways ...:cry::cry::cry:
 
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