Revival of Silence is Golden - Rat 36 (?)

Actually, nationalism and RP makes more sense since I doubt we'd build many factories before the end game.
 
1150 (0): We rush a barracks in Beachhead.

We activate our Eighth Army and trample four Impis.

One of our Numidians on a mountain prevails against Mayan attack, but another falls.

For the most part the enemies in our beachhead don't like their options, and move laterally or backward.


1160 (1): We rail and mine the mountain next to Hippo noted by Whomp.

We bombard and sink a Mayan frigate off Encroachment (1-0).

Our first elite victory, as we break a Zulu MDI outside Bunker Hill, produces a GL/army (2-0). We certainly can't complain about our Leader luck in this game; we actually have more armies here than in GR27 in the same era, despite playing not-quite-AW on a standard map rather than a monster one.

We overrun seven Zulu and four Mayan units in the beachhead, but largely settle for a healing turn (13-0).

Zulu and Japanese cav appear.


1170 (2): We hole a Mayan galleon off Backfill (14-0).

In the beachhead we expunge nine Zulu, four Mayan, and two Japanese units (29-0).

We move cav armies next to Copan.

A Zulu stack tries its luck against Cuello, held by a cav army. We repulse six attacks, though at the end of the sequence with the army redlined we lose a cav (35-1).

Japanese trebs bombard one of our armies--a rare sight.


1180 (3): We raze Copan, held by four riflemen and three guerrillas (42-1), and destroy the Mausoleum. I hope that's not going to be a typical garrison for Mayan non-capital cities. Artillery units fire on our cav armies, but we don’t qualify to capture them (no RP), so they're destroyed when we enter the town.

We get a shipment of eight native workers over to the beachhead, so that our tactical railing will go more quickly.

We found Leaves of Grass next to the ruins of Copan, claiming our seventh luxury.

In the beachhead we smite twelve Zulu and six Mayan units, generating another GL/army (60-1).

Our Super Numidian holding Pink Dot unhorses an attacking Mayan cav (61-1).

A Zulu knight landed next to ungarrisoned Amiens (on the distant northern island) auto-razes the town. I should have abandoned the place, but this comes to the same thing, except that we lose 1 gp. :lol:


1190 (4): In the beachhead we shatter one Mayan and nine Zulu units, losing a cav (71-2).

Many of our armies heal.

We move two armies adjacent to Lagartero.

Japanese trebs bombard Pink Dot--another unusual sight.


1200 (5): We raze Lagartero, held just by three riflemen (74-2). If that's a more typical Mayan garrison, we're in fine shape.

We flay a Japanese force of five musketmen and nine pikemen which had encroached as far as Encroachment (88-2). Hannibal's Special Forces take out four pikemen without losing a hit point. That should be it for the big enemy stacks.

Elsewhere in the beachhead we exterminate one Japanese, one Zulu, and three Mayan units (93-2).

We discover SciMeth. We're still seven turns away from ToE, and we could squeeze in one more tech before we build it. But since the two techs we'll get from ToE are one more than we'll need, I turn off research, leaving us with 504 gpt to spend after our scientists switch to collecting taxes.


1210 (6): We take Quirigua, held by three riflemen (96-2).

We found Pillow of Grass in the former Mayan lands.

We send a Mayan galleon, probably loaded, to the bottom off Backfill (97-2). Our frigate is redlined in the process, though.

We liquidate three Japanese, three Mayan, and three Zulu units in our beachhead, which is now almost clear of enemies (106-2).

We begin short-rushing cavalry via granaries.

We lose the frigate which took too much damage sinking the Mayan galleon, though it takes the first attacking Mayan frigate with it (107-3).


1220 (7): We take Nara, held by four musketmen and a cav (112-3).

We take Palenque, held by four riflemen and a guerrilla (117-3).

We take Mayan Akshak, held by four riflemen (121-3).

We abandon Quirigua.

In the beachhead we rout five Zulu, four Mayan, and two Japanese units, several of them just landed by sea around Pillow of Grass (132-3).

We get a palace expansion.


1230 (8): We abandon Nara and Akshak, and found Prairie Fire and High Plains in the resulting gap.

In the beachhead we crush four Mayan and two Zulu units (138-3).


1240 (9): In the beachhead we rupture three Mayan units (141-3)

We abandon Palenque (so destroying Sistine Chapel) and move four armies towards the Mayan capital of Chichen Itza.


1250 (10): We storm Chichen Itza, held by a relatively modest garrison of six riflemen (147-3).

We seize Bonampak, held by three riflemen (150-3).

As part of a complex combat-railing operation, we abandon Chichen Itza (and the Oracle and Bach along with it) and replace it with Riverrun, then abandon Bonampak and replace it with Islandview.

We found Hollow Coast near the ruins of Palenque.

Back in the beachhead we blast one Zulu, one Japanese, and five Mayan units, losing a cav (157-4).

We overcome a Zulu galley off Carthage (158-4).

The AI civs made no diplomatic approaches this round.

Thirty-two elite victories this round produced two Great Leaders—slightly below normal expectation, after an excellent start.
 
The Maya were our only serious opponent, and they’re crippled now, so the rest will be simple. The one remaining issue is that we still have to occupy quite a lot of territory; we’re only at 46%. I imagine we’ll win in about twenty-five turns (1375 AD), or earlier if we really strive to get the most out of every turn.

We’ve founded Islandview where it will set up an attack on Yaxchilan next turn.

A lot of enemy ships cruised off our coasts this turn, but there were no landings on our continent. We can always run our convoys backward if an emergency arises.

We’ll complete ToE, and so get RP, in three turns. It hardly matters what second tech we take, but Nationalism might be helpful for drafting, as has been suggested.

We can get the best value for our money by short-rushing cav via granaries in towns at at least 20 spt.

The food shortage in Leptis Minor is intentional; just keep an eye on it.
 
Apocalypto:

Rat36-1250AD.jpg


Note the status of Ur. How often does a city serve as two countries' capitals? :D
 
nice progress...let's see whether you estimation of our domination win will be correct.

Our Team:
ThERat -
whomp
Northern Pike
Greebley - up
Mumpulus
 
Verra nice-ah. Phenomenal ratios to boot.

The Japanese shocked me too when they brought out trebs to hit one of our frigates. The Mayans, on the other hand, didn't use their artillery except on defense. :smoke:

It should be interesting to see if this gets back to me as you guys grind through the Zulu mountains.

Btw, much of this could not have been done without our lurkers like Plarq and TheTrooper who were ship captains of our galleon fleet. ;)
 
Turn 240 - 1250AD
Rush the temples in Hastings, Grenoble, and Alesund (didn't notice the chop until the IT). Upgrade a *Swordsman.

Found Who's on Grass? and Elephant.

Lose a vCav but take out a redlined guerrilla. [1-1]

IT
Carthage: Army > Worker
Narr'Havas: Settler > Temple
Carthago Nove: Settler > Settler
Hastings: Temple > Wealth
Gigthis: Settler > Temple
Saldae: Settler > Settler
Theveste: Cavalry > Galleon
New Marseilles: Temple > Wealth
Cadiz: Cavalry > Cavalry
Sabratha: Galleon > Galleon
Greebacape: Settler > Settler
Rusicade: Cavalry > Cavalry
Alesund: Temple > Wealth
Grenoble: Temple > Barracks
Whompae: Settler > Settler
Pikemetum: Cavalry > Cavalry
vmxaguniae: Settler > Wealth
Bunker Hill: Settler > Settler

Turn 241 - 1255AD
2 eCav and 2 vCav kill 4 Mayan guerrilla. eCav kills Zulu cav.

36th Rat Division kills 3 rifles, 4th Knight Brigade kills guerrilla, and Yaxchilán is captured.

Fresh army kills rifle in Calakmul and gets in internal promotion. 1st Force Recon kills another rifle. Multitudinous Host takes care of a guerrilla, and Calakmul is captured.

1st Royal Guard kills 2 rifles in Lazapa, 5th cavalry army kills another and razes Lazapa. We don't get any slaves. Each city got us approximately 70g.

Sink a Zulu galleon. [17-1]

Found Fishy, Cakallum, Palaza. Merge native workers on the home continent to hire more taxmen. We have plenty of slaves and few tiles need improvement. I rush some settlers on the other continent.

IT
Joan contacts us to renew the peace treaty. We get some gold for our WM.

We lose a vMerc in Palaza to a Zulu cav. Another vMerc retreats another cav. [17-2]

Carthage: Worker > Galleon
Encroachment: Settler > Worker
Beachhead: Settler > Worker
Islandview: Temple > Settler
Elephant: Temple > Settler
Nora: Cannon > Barracks
OXford: Galleon > Wealth
Southern River: Galleon > Wealth
Mayan Retreat: Settler > Worker
Japonais: Settler > Worker
San Juan Hill: Settler > Settler
Pink Dot: Settler > Settler

Turn 242 - 1260AD
2 eCav kill 2 Zulu cav, the second netting us a leader. eCav kills another Zulu cav. eCav kills Mayan guerrilla.

Found Dumma to gain faster access to Nagoya and Umma. Found Derech to gain faster access to Erech.

4th Knight Brigade kills rifle in Erech, 1st Shock kills rifle and guerilla, 1st Force Recon kills another guerrilla and takes Erech with 96g.

Iron Horde kills 2 musketmen in Nagoya, 8th Army kills musketman, vCav kills LB, and razes Nagoya for 3 slaves. 8th Army proceeds to capture two more slaves.

3 armies kill 3 musketman and capture Umma. [32-2]

Found Incense to claim our final luxury resource. I abandon Yaxchilán and Calakmul and replace them with native Yax and Calak. We're at 57% now.

I ship over some workers, because that's what we need most. I also rush some workers on the other continent by disbanding catapults. I disband some slaves to get more galleons faster.

IT
Lose the cav that captured Nagoya, because I forgot to cover it, to a Zulu cav. [32-3]

Carthage: Galleon > Cavalry
Leaves of Grass: Worker > Settler
Encroachment: Worker > Settler
Utica: Theory of Evolution > Infantry
Crossroads: Worker > Settler
Leptis Magna: Cavalry > Worker
Beachhead: Worker > Settler
Theveste: Galleon > Galleon
Hippo: Cavalry > Cavalry
High Plain: Temple > Settler
Sabratha: Galleon > Galleon
Grenoble: Barracks > Cavalry
Oea: Cavalry > Cavalry
Pillow of Grass: Worker > Settler
Putrid Desert: Worker > Wealth
Mayan Retreat: Worker > Settler
Japonais: Worker > Settler
Bunker Hill: Worker > Settler

We get two palace expansions.

Turn 243 - 1265AD
2 eCavs kill Zulu musketman and cavalry. 3 vCavs kill Mayan guerrilla and 2 Zulu musketman in the open, with 1 promotion. vMDI kills another musketman. vCav retreats on 2hp musketman, an army I used for some of the actions below finishes him.

Hannibal's 1st Special Forces kills 2 musketmen and a pikeman in Ur, vCav kills spearman, vCav kills LB and promotes. We capture Ur with the Pyramids.

Lagash is on a hill, so it takes 3 armies to kill 2 riflemen and a guerrilla to raze it. Knights Templar disappears with it.

1st Royal Guard kills 2 musketmen in Sumer, 1st Force Recon kills musketman and cavalry, and captures Sumer from the Zulu.

The new Japanese capital of Kish has pikemen, so vCavs attack. 1 wins, 2 retreat, 1 4hp eCav dies. I run out of cavalry, so an army has to finish the job, killing 3 pikemen. The Japanese are gone. [55-4]

Abandon Erech and found New Erech south of that location. Found Lone Plains. Found Lagash 1, 2, 3 and 4 to take up the Lagash territory. I put 2 more settlers in position to found next turn. Then I'm out of settlers. I'm also out of money to rush more.

IT
Our galleon sailing towards Grenoble sinks a Zulu galley, and goes down to 2hp. [56-4]

Yax: Temple > Settler
Leptis Magna: Worker > Cavalry
Odense: Temple > Galleon
Leptis Minor: Cavalry > Cavalry
Cirta: Cavalry > Cavalry

Turn 244 - 1270AD
Kill 3 musketmen and capture Bad-tibira.
Kill 2 musketmen and capture Isandhlwana.

5 eCavs kill 4 Zulu cavs and a musketman. Sink a Zulu galley near our shipping lane. [67-4]

Found Beverly Hills and Mayanapa.

IT
Our galleon near Grenoble sinks another Zulu galley and becomes elite. [68-4]

Narr'havas: Temple > Wealth
Carthago Novo: Settler > Wealth
Ur: Settler > Settler
Rusuccuru: Settler > Settler
Sumer: Settler > Settler
Tingis: Settler > Wealth
Rusaddir: Settler > Settler
Taanach: Temple > Wealth
Zamarat: Settler > Wealth
New Besançon: Settler > Wealth
Rheims: Settler > Wealth
Umma: Settler > Settler
Gigthis: Temple > Wealth
Cadiz: Cavalry > Cavalry
Nora: Barracks > Cavalry
Newcastle: Settler > Wealth
Stavanger: Settler > Wealth
Rusicade: Cavalry > Cavalry
Calaris: Temple > Wealth
Grenoble: Cavalry > Wealth
Gades: Settler > Wealth
Pikemetum: Infantry > Cavalry
al-Kaf: Galleon > Wealth
Thaenae: Temple > Wealth
Cuello: Settler > Settler
Backfill: Settler > Settler

Turn 245 - 1275AD
Iron Horde kills 2 musketmen and an LB, and captures Ibabanago.
Fifth Cavalry Army kills 3 musketmen and an LB, and captures Agade.
8th Army kills 2 musketmen and captures Mpondo.
Army without a name has difficulty killing 2 musketmen, eCav kills LB and captures Umfolozi.
There are roads missing, so I have to reach with 2 armies to kill 2 musketmen and capture Ngome.
eCav kills Mayan rifle in the open, near Umfolozi.
4th Knight Brigade kills 2 musketmen, 1st Royal Guard kills another and captures Swazi.
Hannibal's 1st Special Forces kills 2 musketmen, and captures Hlobane.
1st Force Recon kills 2 musketmen, another unnamed army kills another, and captures Ulundi.

I move on Dijon and land near Rouen. Spearmen defending...

Found Almost There and Nearly There in old Japanes/Sumerian lands.
Found Zulufill between Ibabanago and Ngome.

We're at 66%, and have plenty of settlers and room left.

Just for kicks, I use cavalry to attack Isin. Lose 1, retreat 1, win 2, and capture Isin.

Found Zulu Desert, Zulu Coast, Zulu Floodplains and Zulu Dyes to fill in some more space.

IT
The French ask us to leave and we declare. :)
The Mayans contact us. They don't want to part with much, so I decline.

Carthage: Cavalry > Cavalry
Utica: Infantry > Infantry
Theveste: Galleon > Galleon
Double Beachhead: Temple > Wealth
We get the Iron Works message :)
Pastel Lake: Temple > Wealth
Mayapana: Temple > Wealth

We get another palace expansion.

We end up with 69% after some border expansions:

rat36_win.jpg
 
I imagine we’ll win in about twenty-five turns (1375 AD)

I asked the game to lemme play a few more turns, and in 1280AD (that's the turn when we win by domination) captured Dijon, Rheims, Isipezi, Zabalam (at the expense of an army), New Zimbabwe (held by 8 or so musketmen, at the expense of a vCav), Amatikulu, Zunguin, and Piedras Negras.

After that, there are 5 Zulu, 2 Mayan, and 1 French city left. I think if we would have gone for conquest, I would have taken only a couple more turns.
 
Great work. :goodjob: I've never overestimated the turns remaining in a game by so much. I suppose I think mostly in terms of monster maps at this point. :D

You're wrong about the conquest victory, though, because the Maya not only had a one-tile-island city, it was their capital. ;)

Congratulations to the whole team on a superb effort. :dance:

Are you going to post a screenshot, and the last save?
 
Wow! That was a monsterous finish! It was a blast playing with this crew and would love to do it again. We need a variant that would really challenge us.
 
You're wrong about the conquest victory, though, because the Maya not only had a one-tile-island city, it was their capital. ;)

We would have had to starve that island city before taking their previous capital, as was suggested somewhere. We would have done that had we decided to go for conquest I guess.

Are you going to post a screenshot, and the last save?

Forgot about that. Attached to this post.
 

Attachments

wow, what a fast finish :eek: (I thought I can play a little myself one more time)

I think we had a great position to start the game here though at the first part of the game, things didn't seem so rosy. Nevertheless, of course the whole team was a blast :goodjob:

I would be up for another game but maybe as someone suggested, on a pangaea. Also, larger maps with more AI's might make the game more difficult.
 
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