RBC4a - Mesoamerica - Mayans

Expensive, in respect to ships. Like 250 to rush one in Palenque right now, presumably even worse in Tula. I was thinking we gain surprise with them, but not if we have to rush a bunch at astronomical prices in Tula.

RoPs, OTOH, are much cheaper. We can get one with the Moche for a mere 65 gold, and the Toltecs will take peace and a RoP straight up (maybe more, I didn't check).

OTOH, the Moche are on never accept for an alliance vs the Inca, as are the Toltecs, which is going to make things a bit harder. RoPs might change that, I dunno. In either case, having the Moche on our side would totally help us out.


Incidentally, after Blood Cult and Espionage, techs are worthless to us. Not sure if we know that, but it ought to be made clear.

Also, we need to budget up to 8 turns somewhere for a revolt to Blood Cult to satisfy the variant requirements. That's not an issue for another 22 turns, but we need to be aware of it.
 
Dwip,

Great job on analysis, I actually did a very similar spreadsheet at work today, only to see you had done the same, with similar conclusions. My biggest concern now is actually whether razing their cities will be enough? I believe the Civ's cultural total remains, even after a city is razed, just no more growth. If it takes us 10-15 turns to get attack forces into position, they will have already passed 5,000 pts, so even destroying all their cities (not very feasible, I think), means we have to surpass 10,000 for victory, which will take a LOT more workers than we were projecting. Anyway, I will be taking my turns tonight, at least try to secure Espionage and start the Silent Hunter buildup, and sacrifice most of the workers (I had a tough day at work today, and am in the mood to sacrifice a few of my workers already!!).
 
Justus III, lowly palace servant, knew of the great deeds of his forebears, but also knew that security, especially the new Temple Guards, would make a repeat rise to power difficult. However, when the Great Instigator, Dwip II, got into an argument with his generals and was assassinated, he saw his opportunity to leap to the forefront. Promising to restore the Mayans to their glory, and promising much war and destruction, he convinced them to let him take the reins of power. However, once secure on the throne, he sent the generals out to reorganize the troops and began working with his foreign advisor. Knowing he needed the secrets of Espionage to train Silent Hunters which can compete with the Incas, he looked at his options. The Olmecs would be the cheapest to steal from, but :smoke: they don’t have the knowledge. Remembering his father’s experience with the Incas, he wasn’t in a hurry to get them after him again, and he knew he would need the help, or at least Right of Passage, from the Moche to get to the Incas, so they were out. He established an Embassy with the Aztecs (58g). Their capital was defended by 8 Temple Guards, 2 archers, and had four settlers. (Justus-Jaguar III looked at the pitiful band of warriors surrounding his palace and sighed). However, he did not yet have enough money to try and Carefully send a spy to get the information he needed, so he decided to wait and prepare. Meanwhile, the Toltecs had felt the brunt of his wrath (OK, Dwip’s wrath) long enough, and would teach us Pack Animals for peace, as well as giving us a Right of Passage through their lands (which we would need). Looking at his cities, he decided we needed at least two more Guards (Yax, Palen), while Chichen and Copan started building Tambos (actually it was secret training for Silent Hunters).

(1) 1255 Tula finishes Ball Court, starts on on a Great Acali, a ship that could take us to the Incas. (Probably also a prebuild). Yax completes their Temple Guards, starts a Tambo. Justus-Jaguar also issued a decree that all slaves should start moving to their designated cities, although he exempted most Olmecs and native workers to finish some roads and mines near Yax.
IBT: Incas declare war on Moche :confused: Not sure if this is a good thing or not, it was part of Justus’ plan for later, but will it slow the Incas down or give them more sacrificial workers? Regardless, our military is weak compared to either of them, so we can’t do much about it but watch.

(2) 1260 Palen-Guard to Guard. Checking the Incas, their culture is now 3909, so they are gaining 133/turn. :eek: Sacrifices begin, as 3 Olmecs and an Aztec disappear to the roar of the crowd. (If you click on sacrifice, then decline, a loud ‘Boo’ goes up!) We have saved enough gold, it is time for our spy to try and Carefully steal the secrets of Espionage. I have positioned some troops near the Aztec guard in our lands just in case, but no need to worry, as we are successful!! I now review each city, reassigning workers to maximize the times on our Silent Hunters. I have to bump the luxury tax to 20% for a couple turns to get everyone working and avoid waste. In the process, influenced no doubt by the odors wafting about the palace, I reassign our scientist to working a mine without replacing her, losing 3-4 turns on Blood Cult. Sorry :smoke:

(3) 1265 Our first Silent Hunter completes training in Chichen. In celebration, we sacrifice 5 more Olmecs and 2 Toltecs.

(4) 1270 Copan complets a Hunter, sacrifice an Aztec, 3 Inca, and 4 Toltecs. Moche leader is wearing some strange outfit, called a ‘business suit’, he now knows the secrets of Currency. We sacrifice an Aztec, 3 Incas, and 4 more Toltecs.

(5) 1275 Yax finish Hunter, sacrifice an Inca and 7 Toltecs. The hunters are moving down the road into Toltec lands, catching up to a small party of 3 Bowmen and 2 Guards (including our two elites). Traffic on the Toltec Turnpike is terrible, every other turn it seems I am moving off road. It might be worthwhile to move some workers to “placehold” some of the mountain tiles just to keep the AI off the road.

(6) 1280 Chichen and Tula both finish Hunters, sacrifice a Toltec.

(7) 1285 Copan, Palen finish Hunters. Final round of sacrifices, 2 Olmecs, a Toltec, and an Aztec. There are 10 more Olmecs sleeping outside of Copan, a Moche near Chichen (Not sure what the final decision is on sacrificing, and if so do we build an altar there first, I thought that was later added in that we could at the end, so I am saving him for now). Also 2 more Olmecs finishing a road in the south.

(8) 1290 Moche agree to a Right of Passage for our Jade! (I thought that one might cost us, they were doubtful at first).
IBT Olmec ally with Incas vs. Moche, great, more traffic.

(9) 1295 Chichen, Yax complete Hunters. The Incans complete Sipan’s Tomb (Heroic Epic) in Cuzco.

(10) 1300 Copan gets a Hunter. Our lead group of Hunters just moved into Moche territory, still a while until we get to IncaLand.

Culture Stats
Our total is now 4551, with 13 slaves left, the Incas are at 5036, gaining 140/turn.

Chichen 710 +14 (1 Moche)
Copan 1154 +10 (12 Olmec)
Palen 1083 +13 (0 Inca)
Tula 1076 +10 (0 Toltec)
Yax 506 +7 (0 Aztec)
Total 4551 +54

I’m not sure what our options are here, as we now need at least 10,000 culture, which would exceed the 2,000/city in each city. It will be at least 10 turns before we get most of our hunters into Inca lands, by which time they will be over 6400, and so we would need 13,000. That’s about 7500 more than we would/could have, or nearly 200 more slaves. Obviously we must destroy the Incas, but that won’t be enough.

Here is our map, with our expeditionary force en route (Inca border is just below the southern Moche cities).


And, of course, the Save

Charis should be up, his post said he wouldn't be back until the 31st. So we can wait a couple days, let him take a look with fresh eyes, or move on, which would mean Grimjack is now up.
 
Cool. Progress has been made! :soldier:

Hopefully the next leader or the leader after that will be able to put the hurt on the Incas and let us end this thing.

With the idea of keeping the game moving at a nice clip, what say we switch Charis and Grimjack for this turn?


On the culture note, do we know if razing a city obliterates all its stored culture from the civ or not? I don't think I've ever paid attention to it. We'll find out one way or the other after we start dealing with the Incas, I guess. If it doesn't obliterate it, we're screwed. I'm not sure we can raze the entire Inca nation in time.

Too, if the Aztecs or Moche turn out to have 3500+ culture, we're going to be in an awful lot of trouble in either case. :help:

In either case, I gotta say this is proving to be a whole lot of fun, math and all, win or lose.
 
AFAIK razing a city does not remove the culture from the civ-wide culture. We would have to obliterate the Incans in order to win this, and this is assuming the Aztecs and Moches does not have much culture.

I can probably play this evening, and then we can present the dilemma to Charis :)
If the Moche are fighting INcans, perhaps they would pay us something to join them. This might even keep them fighting longer than they would normally do.

Grimjack

I will get it tonight if I do not hear otherwise.
 
Grimjack,

I thought about getting the Moche to ally, if nothing else it could keep them from turning on us and pulling our ROP out from under us. Same might be worth thinking about for the Toltecs. My only other thought is that a devastating campaign vs. the Incas could give us enough VP if it comes down to that, if the 7K is out of reach.
 
in addition to obliterating the INcan gorilla, we need some 30ish Aztec workers. We look to have some 8 hunters available to do it with :)

Wish me luck.

Got it.

Grimjack
 
Hrm...

A very quick test of the 3.5 second variety seems to indicate that you do in fact keep razed city culture. That's horribly bad for us.

Fortunately for us, a glance at the culture graph seems to indicate that the Moche are Sir Not Appearing In This Culture Race.

Unfortunately for us, the Aztecs DO appear, and have a lot of culture. If they aren't over 3500 yet, they will be soon enough.

That's an issue, of course. It means to win 7k, we have to raze 13 Inca cities, and then immediately turn around and do the same to 11 Aztec cities. We have 36 turns to do this in.

Ruh-roh.
 
It is the end of the day. Grimweed shows up in the Mayan court.

'I am here for the bounty. There is a rumor you pay well for Incan blood.'

'Grimweed, go to work, you have it cut out for you.', JustUs III says.

1300AD: All cities are pumping hunters. The trusty javelin throwers have made their last appearance, and are relegated to rear guard.
The way to the Incans are unfortunately not roaded very well. For some reason, our neighbours seem to be a little short of workers.

IBT: Tula: Hunter->Hunter

1305: We now own 666 gold. :evil: Troops are still a couple of turns away frmo the Incans.

IBT: Incans sign up the Toltecs against Moche. This is not very good. Chichen Hunter-Hunter,Palenque Hunter->Hunter,

1310 I move the scientist to Chichen as Yax can still grow.

IBT: The Moche pillages a critical road junction in Toltec lands. I think we may need to intervene somehow here.
Copan Hunter->Hunter, Yax Hunter->Hunter,

1315: I pay 40 gold to the MOche for the RoP I thought we had :)

1320: :sleep:

IBT: Chichen Hunter->Hunter, Aztecs start Temple of Kukulcan,

1325 More movement.

IBT: Copan Hunter->Hunter,

1330 Move the scientist to Palenque. We get more for our buck if I use the twelfth citizen of Chichen as Taxman. ( Yes, we need a scientist in Palenque for happiness. I will rush a Tula there for some money and happiness.)

IBT: Tula: Hunter->Hunter, Yax Hunter->Hunter, As if INcans do not have enough culture, they complete Kukulcans temple in Oll-something.

1335 Spend 250 gold rushing a Tambo in Palenque.

IBT: Toltecs and Incans are really digging into Moche now. Moche lost two cities. this turn.

1340 Chichen goes back to scientist after a brief tour as taxman. I rush a court in Yax, confident that this will push spt over 27, saving us a turn on the hunter.

IBT: I see the incans first lose 5 hunters tackling the three exposed Moche hunters, then I see them get a leader. :o
Copan: Hunter->Hunter, Yax, Court->Hunter ( Preliminary, I may need some happiness. )

1345 With an Incan leader and at least some of our forces available, it is time to strike now or never. Hmm, trying to get a tech for an alliance is 'Never'. Weird. I can in fact not get anything at all, since they have no money.
I do sign the alliance in a hope that they will stay at war instead of seeking peace. I can get the Toltecs to agree to a war with Incans as well, but as I suspect that is a ploy to get our money, what with them being at war with Moche, I do not sign them in.
Too bad you cannot get someone to agree to a peacedeal. That would haev been cool. We do have one turn left on our RoP with Toltecs, and I will probably have to declare on them at that time in order to ease up the pressure on Moche. I have been secretly collecting hunters on their borders now for a couple of turns.
As teh dice are cast, I sign up the INcans for the rest of our money. My hope here is that he will divert his troops, and not stay in peace mode.

We get lucky in the first battles, as we wins three times in a row, with two of ours redlined. The make a field sacrifice of the Incan leader. We kill off another two hunters easily as they were standing on the plains with their pants down. And as a final gesture of comptempt for their weak hunters we kill off the one that spawned a leader.
I ignore the exposed Templeguards, as my goal is to raze as many cities as possible. Hunters are killed on sight, as they are easier to kill than defend against.
Retreat the most wounded of our hunters, to take them out of range for counterstrikes, and advance upon the first city with our other troops.

IBT: INcans lose two hunters killing three of ours. No use complaining, as that is quite a bit better luck than we gave him. I am a bit disappointed in the lack of help from the Moche. I didn't see even one Moche counter.

1350: I discover how powerful the stealth ability is as I instantly get to see how many troops he has in his city. After killing off his three hunters, I realize I cannot protect my wounded ones. Being in a stack is no protection.
We laugh at the puny defenders in the first Incan city to fall. They do manage to wound us greviously, so a tactical withdrawal is ordered. We need to heal our troops, and let Moche do some advancement as well. I am fairly certain our exposed troops will die, but we have killed off yet another three hunters. Two more are visible though.


I have left movement on the reinforcements. I do not quite dare to declare on Toltecs on my last turn. ( Was prevented by the RoP from declaring earlier. )
I recommend that you do declare on the Toltecs during this turn, mainly in order to release pressure on the Moche, so they can concentrate on the Incans. If you do not declare on Toltecs, then move the troops on the Toltec border south ASAP, they are very needed on the Incan front.
The workers are heading northwards to Yax which has an unimproved hill next to the river. This will earn us another 1 gpt if we mine/road that one.


Save: Here

Grimweed.
 
I suspect that we will go down in flames trying to meet our goals. The Incans are horribly tough, with mountains everywhere. I would have loved a stack of some 20 artillery and rails.

I have razed one city, and I am fresh out of troops. It was a frontline city though, so it was heavily defended. I can only hope the speed will pick up soon. Not having anywhere to heal our troops is slowing as well.

One bad thing from this latest set of turns was that Toltecs struck the MOche from behind. That quickly led to Moche rubbernanding their troops, and subsequently getting slaughtered.

Grimjack
 
We did have an ROP with the Moche, but it was in exchange for our Jade, and I imagine the war with the Toltecs broke our trade route. Also, you said "As teh dice are cast, I sign up the INcans for the rest of our money. " Sign up the incas against who? Do you mean the Moche? Otherwise we have made a start, how far we get is yet to be determined...
 
I'm back after a wonderful week vacation with family and friends :love:

Too bad the Incans are not sharing the love this game :p

It's become ugly, REAL ugly. At least the path before us is clear.

* The Incans must die. As you found out, a culture of a civ never disappears, rather each city on a given turn adds to the civ's total culture, so razing a city just stops the per-turn increase of that city, and doesn't bring down the total. To win we must have twice the culture of the nearest *living* civ. An eliminated civ has no culture.
* We must get/keep our culture over double the NEXT highest culture civ - the Aztecs (?) If they're too high, then gulp, we would have to eliminate them as well.

I'm sorry I wasn't around to comment earlier. It's been clear since the initial math post here that wiping out the Incans completely was our only real goal, and that we had to ally every civ against them and ROP any civ between them and us.

The problem will be the turn limit. Given enough time, we could conquer this world, Incans, Aztecs and whoever, but as it stands it's going to be beyond dicey. (How is the 2K single city situation? If we can reach 7K total civ and double-culture victory is impossible, we might back out with a face-saving but unsatisfactory single city 'win'. Or is one of our foe cities about to hit 2K?)

'Got it' (in EDIT, server back up now)
Charis
 
Charis,

Welcome back. When I last checked at the end of my turns, Copan Olmeco, our city, had 1154, with 12 workers yet to sacrifice (saving for the end). The next best rival was Tenochitlan of the Aztecs at 945, so I think we have a safe lead there, but we would need to keep an eye on that. (The new F8 screen is nice from that respect). We should be a little over 5000 total culture now, with those 12 still to sacrifice if needed, and we were gaining 54/turn, so we will be in range of our 7,000 total within 30 or so turns, faster if we can capture and sacrifice more Olmecs and/or Aztecs.
 
wb, Charis.

To put the Olmec thing into math, we need 10 more workers than what we already have to go over 2k. As Copan gains 10 culture/turn, every 4 turns we wait drops that number by 1.

As we have 30 turns by my count left, if we wait until the very very last second to try and win on about the last turn, we'll need to get 3 Olmecs somewhere.


Me, I think we'll end up doing that. The Incas are buff. The Aztecs are buff. We may at some point soon want to divert a few of our rearline troops, and snag us some Olmecs while we deal with the Incas, and save them for if we end up needing them.
 
The Jaguar Weed Charis came to power (albeit somewhat in a stupor), he saw the
situation was indeed grim. His expert analysts did 'da math' and had a series
of recommendations. "To achieve your vision of ultimate glory for the Mayans, we MUST
eliminate from the face of the earth: the Incans, Aztecs, and Moche. Oh, and this must ALL
be done in the next 30 years."

:eek:

The Jaguar Weed sentenced those analysts to cleaning the royal latrine for the next
30 years, but in his heart he knew their numbers were correct. (Incans had greater culture,
and the other two civs had a fair bit more than half our culture) So he began to look for
a plan B that could be done in 30 years. We had the single most glorious city on the planet,
Copan Olmeca, although Tenochitlan of the Aztecs was rather close behind. Palenque Inca and
Tula Tolmeca were not far behind. The nation's total culture was rated as 5129, and
each turn gaining 60 more. Without further sacrifices, this would take a tad over 30 years
to reach 7000. We have on temporary assignment 12 Olmecs and 1 Moche. Getting the
Oltec virgins 'home' to the altar would raise the city to 1734. Gaining 4 per turn would
not suffice. We needed to sacrifice 4 more Olmecs (one less for every ten turns taken).
Another analyst was brought into the presence of the Jaguar - though he was extremely
nervous he did his best to look at the situation. In 20 turns, if we did get 4 workers
we could have a fallback position of a 2K single city - At the same time the nation's
culture would be 7009.

This seems like the only face-saving scenario in this scenario -- survive to reach the
7K culture mark in twenty turns while we get Copan Olmeca to 2000 culture (sacrificing the
last slave when it would put the civ over the 7K mark!) In other words, we would reach
7K culture as promised, but the Mayans would impose their own 'tie-breaker' of a 2K city
instead of double foreign culture. Sure it sounded goofy, but in the stupor of the weed
this seemed quite reasonable to the Jaguar.

He looked over at the Incans to see if there was any other way. 13 cities, many size
7, 12 and even 13, in mountain terrain. Our military was WEAK compared to theirs,
and our army now only consists of 17 Silent Hunters, 4 Jav throwers, 5 bows, 7 TG's.
Even that tiny army was double what our nation of five cities could support.
The kicker... we could not even *REACH* Huamanca in 30 turns!!

The analyst reminded our leader of one other requirement for the glory of the nation...
we would have to see the rise of the blood cult. We'll know the ways of this cult in
about 8 turns, and a revolt will take up to 8 turns, leaving about a TWO TURN margin of
safety -- it will be that close. Getting a few extra slaves/workers will take the edge off,
unless Tenochitlan gets some boost.

The plan then -- get troops in position NOW to wage a final war against the Olmecs,
with a hard minimum of 3-4 workers/slaves from them. New production would have to include
several more jav throwers as the later units cannot enslave.

Looking at the tech situation, oh my goodness, the Aztecs are Waaaaaay out there, up
six techs! Fortunately, we have no need for any tech other than Blood Cult, although
truly... Mummification is so fitting that the Jaguar wishes to see our nation learn this
technique so that the last living Weed Jaguar might be immortalized as a mummy!

What about our alliances? 19 turns left with Aztecs/Moche. That will continue through the
end of time, practically speaking. It will be good at least to have them off our backs.
Are we allied with the Olmecs? No! Yeah!!! A virgin is sacrificed to honor the wisdom of
the previous Weed Jaguars!! :hammer:

There is no benefit left to fighting the Incans with our fighters, other than the pure
glory of spilled enemy blood. It looks briefly like there are NO strong units back home
for the war, but there is a sleeping stack of nine on the Tolmec border. They are woken
up and swung around into position for the Olmec border.

The virgins are all lined up outside Copan. With the upcoming war there is no reason to
risk their capture or loss, and with Silent hunters around, they won't be out in the
open working. We sacrifice 5 immediately and bring the rest into the city.

[0] 1350 - The shifting mentioned above is done, and two cities are put on Jav Throwers.

IBT Holy cow, our stack in the mountains outside Lipaca are decimated. Two Hunters
retreat then we lose five in a row, 2 TG, 2 JT, 1 SH.

IBT Holy cow #2 - An Aztec ARMY is on the move, filled with four units (2Jag,Bow,SH)
not far from Yaxchilan, but hopefully heading down South to the Incans. If they don't
have an RoP I might give them one to get that puppy past us ASAP.

IBT Holy cow #3 - The Olmecs, blissfully unaware of what's going on have 3 exposed,
unguarded workers, AND parade a settler in our territory!! That's our quota right
there. And they're in terrain with no protection. Very unwise move on their part.

[1] 1355 - The time has come to bring glory to the Mayan people. We declare war vs the
treacher Jaguar-hating Olmecs!

:hammer:

In Incan land our troops are hemmorhaging and in too small a number. They begin
a retograde advance back to Moche land. One brave and slow JT runs a delay tactic,
striking a hurt Incan hunter in the open. He wins, but he knows his days of breath
are numbered.

Up North we kill three of the settler defenders leaving a QBowman. A JT hits him
and not only wins, but enslaves. We also capture the three loose workers.

IBT - Holy cow continues... Toltecs are signed up by the Incans in an alliance
vs us. Apparently, also against the Aztecs!!? That's nice, as it will further
keep the Aztecs busy. In other news, our JT is killed by Incans, the Olmecs kill
a JT but our workers escape unharmed in their retreat, and they land a TG.

[2] 1360 - We give the Aztecs a free RoP with which to trash the Tolmecs. As they're
already at war there is no need to ally. That army is going to chew them up, so
let's speed it down there. A few of our advancing hunters now hang tight on our
two Southern cities. The Tolmecs are now in a two front, three enemy war with the
Moche on their other flank.

We move a half dozen hunters outside Tapijulapa. Lux tax can go down to 0% for now.

IBT - HORDES of Aztec Hunters streak through our land. Thank GOODNESS we don't have
to fight them, as they would wipe us off the map.

[3] 1365 - We bring it to Tapi. The Stealth Attack feature is wicked, as we can now
see exactly how many defeners and what type: 6 TG, 1 QB, 1 SH. We target the SH
first, losing one ourselves. Then the QB's. Not enough forces on hand, but we put
some hurt on.

IBT - The Olmecs managed to scrape together some new hunters, and even landed a foursome
via boat. The Stealth Attack cuts both ways. An Olmec SH killed our red SH that was
'protected' by a TG.

[4] 1370 - Four TG's left at Tapi. Our Stealthy Weed Hunters let loose the dogs of war
and... two retreat but the city is razed. We only have a few attackers left for the
landing party, but our SH choose and kill their SH. Our JTs were lucky to find a red
Olmec SH and garnered a new slave.

IBT - Moche and Toltecs come to peace, as the great Green Army comes into range of
a Tolmec city. Speaking of which, it's now an Aztec city.

[5] 1375 - Our SH loses vs SH but hurts him enough a JT wins. The people are so happy
that five of the waiting Olmec slaves are sacrificed! It's now 1704, civ culture is 5829,
and we have... 19 slaves still left!! The razing of Tapijulapa was a big boon in
that department :p We already have enough for 2K right now, and I can finally see the
source of "cultural win is so easy!" comments in the pre-game discussion. If they
all came under the knife immediately that would put civ culture at 6589. That's seven
slaves or about seven turns from our condition. The Incans have *ALREADY* surpassed
7K btw, they're at 7392, so we're not even first ones there. Tenochitlan is at 1215.

IBT - Nada.
[6] 1380 - Movement. IBT - Almost nada, several Aztecs head back home.
An Incan TG arrives via boat about 4 steps away from our border.

[7] 1385 - Last round NO one would talk. Now the Incans will, 'close to deal' for free peace.
The other tribes won't talk yet. As we're mid-alliance and no pressure, no deal yet.
At the other Olmec city of Chilapa there are just four TG defenders. We send in the
Hunters and do well, but not enough on hand.

Down South or returning stack comes across the Tolmec town of New Tomina. It had just
one TG defender and it was a light snack. Behind the city are five Tolmec SH's.
Good timing. In fact they'll talk now. I can either let one SH and two slaves die then
hope for a big counterattack, or take peace now and spare them. They can't give up
much, but peace seems good (we have no alliances vs Tolmecs, and it will hurt the
Incan cause) I take the peace and force on them an RoP as well, to be able to get
our men home safely.

IBT - The Aztecs have the pleasure of killing the landed Incan TG.

Blood Cult arrives and I revolt mid-turn.

[8] 1390 - We drew 4 rounds of anarchy. That should do it. At Chilapa there are now
3 TG's and one SH. We may not have enough on hand, but let's try. Our first elite SH
goes first and dies but the rest of the round goes better. Elite JT vs conscript TG
yields us an enslaved unit. We have to pull a hurt SH hoping to rest into the fray,
and he kills the last conscript TG - razing the city nets *7* workers to sacrifice.
:hammer: Olmecs are now OCC. Yet they STILL won't talk?!

IBT - Just one SH vs SH battle which we lose.

[9] 1395 - Their hurt SH is next to an elite JT. Still no leader, but another slave.

[10] 1400 - Scary screen IBT - check this out...



I saw the 'End of Game' title and gasped! It gives you a countdown, just 20 turns left
now. No time for Plan A, but Plan B is about to be completed.

The Olmecs won't talk. I move 6 Hunters next to their last city. Still no talk.
The game is one and a half round from victory, and we're in anarchy. I'll finish it up.

IBT - Inca and Moche come to peace.

[11] 1405 - Just 3 TG's at Olmec capital. R, W, W, will they talk? They will not.
In goes one more Hunter... they will not mock the Mayans!! Potonchan falls and
That's five more slaves. (We're doing much better on slaves than leaders this round)

It is time for the great bloodletting of history that will cause ALL nations to
bow down and acknowledge our greatness!! No less than 28 Olmec slaves are ritually
sacrificed at the altar of Copan. This is more than enough...



IBT - The Anarchy is over, and we select Blood Cult, on this most auspicious year!
As soon as we do, the cultural victory is ours. In Copan Olmeca, 2000 pts, and for
our entire civ, 7158 pts. Colmeca is the top city in the world. We're 5th in approval
rating, third in area and GNP, first in income. Palenque is #3 city, Tula is somehow #4,
while the capital of the Altec dogs is #2, and the Incan capital is #4. Hrm, there is
a cap of 2K period on the city culture. Copan is listed as having just 2K instead of
the 2145 I expected (city culture before/after: 1724/2000, civ: 5975/7095).
Fortunately the civ culture did continue to grow with the sacrifices.



Time: 26 hrs, 39 min, 37 sec. Final score: 2870 (Deity)
In Blood Cult, btw, our city support shot up to 40 units, more than the 35 we had.



Here is the

Pre-victory save file. Just hit enter and select Blood Cult.

Well played team, I'm sorry that a 7K victory wasn't possible - I underestimated
how quickly our foes would amass culture, although it was 'right on' to be able to
reach 7K civ culture with less than 20 turns to go until the time limit.

Charis
 
Way to go Charis, although your Subject line scared me for a few minutes!! I kept reading through, waiting to see where we had lost (I thought for a second maybe the AI wouldn't have to have more than double in this scenario or something). But we were able to grasp victory from the jaws of defeat! The Silent Hunters (and stealth attack in general) are pretty wicked, as you can no longer protect wounded units, attackers, etc.
 
Cool. Just what I wanted for New Years - lots of blood flow and victory. :ninja:

I had a lot of fun this game, one of the best I've been in, I think, and had a lot of fun playing with y'all. :) Good times.

So what's up for RBC6? ;)
 
This is a way fun Conquest.

Thanks for having me on team, and well played.

It is somewhat unfortunate that you get so many culture for sacrifices. If you play the typical warmonger, you will have enough to sacrifice very fast. Even if you do not enslave, you will get workers from razings.

Grimjack

Too bad we had to use plan B, I cannot see us as being able to contain the Incans. If we had played Incans, we would not hacve been able to contain the Aztecs, so we were in the right position.
 
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