View Full Version : Succession LK 9 - Zulu, NO great wonders.


LKendter
Jan 21, 2002, 12:40 PM
Worker automate is not fair is sucession games - please do not use it

Playing -
LKendter
Brian J
OneInTen
LayZMan (currently playing)
Thiazi (up next)


Civs =
World = Small, Wet, Warm, 5 Billion, large continents.
Difficulty = Regent
Barbarians = Roaming
Civs = 8
24 hours to verify you can play your turn, 48 hours to play.
Your choice, up to 20 turns. You can always play less.

I saw the idea and liked it - A voluntary ban on ALL great wonders
All victory conditions enabled, but 20000 point city can't happen. I suspect 100000 pt culture is also out. This will most likely turn out to be a domination win.

Accepting 3 or 4 players max.

I played 40 turns to get us going. I will post once I get some signups.

Thiazi
Jan 21, 2002, 12:52 PM
I like this idea because it will lead to a lot of early conquest and expansion. I would definately be interested in playing but my preference would be to be last in the turn rotation but I will play anywhere if needed. Also, your or another one of the veteran players should write a guide or point to where in the manual they cover micromanagement. That is still one aspet of the game that totally escapes me.

BrianJ
Jan 21, 2002, 01:13 PM
I'd like to give it a try!

BrianJ
Jan 21, 2002, 01:24 PM
Lee, thanks for starting this! Glad you liked the idea.

Now, I assume it's ok to capture Great Wonders, just not build them, right? :D

LKendter
Jan 21, 2002, 01:44 PM
Brian J - I had a feeling you might join ;)

If we happen to capture a wonder - :goodjob:
There is no requirement to destroy the wonders. Part of our challenge will be to manuever for goodies like this.

Well since I start traveling in 1 hours, I will post the game so that Brian J can go.

As for the UN, that is one of the challenges. Dominate the world before that becomes a danger.

__________________________________________________

3950 BC - We grow bored of killing the nearby people. We need a greater challenge. We decide to claim all of the land as ours, and Zimbabwe is formed as the capital for our people. A barracks to train our warriors is order, for are we not fighters.

3700 BC - We meet a people who quickly like our people. Even our scouts could conquerer them, and the agree to help build the next city for our great people.

3450 BC - After a confusing journey, the new people start the city of Ulundi. It is by 2 spice sources, which it is said will make our people happy. There first order to build a worker to connect our great cities. Our people our happy, and honor General Lee. The palace is expanded.

3300 BC - Our scouts return good news. The Hittite tribe teachs the art of honoring our fallen warriors, they call it Ceremonial Burial.

2950 BC - A significant year for our people. Zimbabwe finishes a settler, and Ulundi a worker.

2850 BC - Incense is connect to Zimbabwe, and our people are happy. Our scientist begin work on the wheel, said to speed up our troops in the future.

2800 BC - Finally says General Lee, the momment I am waiting work. Zimbabwe begins work on our first Impi.

2750 BC - The Bactarian (sp?) people give us a map of the region. Bapedi is founded.

2710 BC - The Bantu tribe teachs us more relgious secrets - Mysticism.

2590 BC - Our scouts continue to return news of Science. The secret of bigger buildings called Masonary. Then the scout commits suicide and walks next to a barbarian camp of people called the Parthian

2510 BC - We meet some people called the Romans and the City of Veii. There is noone to talk to there. After a long delay, the Romans call to us. We give them Pottery and Mysticism for Alphabet, Worker and $1.

2470 BC - Our Impi laughs in the face of the Barbarian warrior, and continues to head north. Our scout extorts $25 from some meaningless tribe.

2390 BC - Our warrior reports news of another people called the Indians. We buy there worker for $25, for they have nothing else of interest.

2350 BC - Our settler that was begun, was harrass by Barbarians. The Impi is sent to Ulundi to help them out.

2270 BC - Zimbabwe continues to pump out Impi, and we need them big time.

2190 BC - The barb camp that dared to bother Ulundi is destroyed.

2150 BC - There are hints of another tribe spotted by our scouts.

Summary - Keeping building Impi. We NEED the military. You have another first contact coming up.

Short term goal - there are silks south of Zimbabwe. ESCORT ALL SETTLERS There are a lot of barbs showing up.


Edit - deleted attachments to save space.

BrianJ
Jan 21, 2002, 03:07 PM
I'll try to play tonight.

Looks like a good starting location, and a good start!

BrianJ
Jan 21, 2002, 03:43 PM
Originally posted by Thiazi
I like this idea because it will lead to a lot of early conquest and expansion. I would definately be interested in playing but my preference would be to be last in the turn rotation but I will play anywhere if needed. Also, your or another one of the veteran players should write a guide or point to where in the manual they cover micromanagement. That is still one aspect of the game that totally escapes me.

What do you mean by micromanagement? Workers or City labourers?

I'm by no means an expert, very far from it. However there are a few points on land development I could suggest.

I think the key point is knowing how many shields vs food any square can produce both before and after it has been improved (pages 206-208).

Once you have a good handle on this, you can look at which tiles are useable by the city. Use Ctrl-G to turn the grid on to help with this.

Bottom line, the most useful tiles need roads as those will be automatically used whenever the city grows. Roads add commerce. Commerce means more gold per turn, more units etc. Roads in Jungles can wait. Why? Because Jungles are useless. It takes 9 (lets say) turns to build a road through Jungle and another 9 to clear it. Once it is cleared, it will be plains or grassland. Roads take 2 turns to build on grasslands. therefore: Roads, then Clear takes 18 turns, while Clear, then Roads takes 11. Thats 7 turns that could have been used elsewhere!

Other factors in land improvements include how may shields your city is producing and how many Food. People like Sirian have written long articles in their Succession games, which I have leearned alot from.

Without getting into detail on all the theory those guys have worked out, look at how much food you NEED for the city to keep growing. If it is surrounded on plains, and irrigation is available, irrigate! I find that if a city has enough food, and needs more shields, say to eke out that great wonder faster, I'll build a mine on plains. Lee, however will disagree on this point! Plains should be irrigated, however for me, I will mine them if irigation will not be available for a long time and mining will provide immediate benefits.

Hills and Mountains should be mined. I would mine squares that have gold or iron etc first since these are the best production squares. Much benefit is added to a mined square that has resources.

Grassland should not be irrigated in Despotism, as no extra benefits are acheived. I tend to mine Grassland squares that have a shield production. This gives immediate benefit. Mining a square without a shield adds a shield. I dont usually do that but I'm sure the people who do have a very good reason.

I will now contradict myself. Irrigate any squares with Wheat or cattle right away! You do get a bonus on these even on Despotism.

Irrigation flows across corners as well as sides of the tile. Use this to spread irrigation to arid tiles (plain/desert).

As far as city labouor management goes, I usually let the computer select the tiles to use at first. however, once things get built up, consider the following:
- If a city is maxed out, waiting for an Aqueduct or Hospital, its production of 4 food is just wasted. Instead, move alabourer to a mined square. Keep doing this until no food is produced, but shields are added. this will maximize production for wonders or any other thing being built. The city screen will show you how much of each type of product will be generated if you move workers around. Keeping an eye on food/shield/commerce production will give you a good idea which squares your workers need to improve!

A situations change, ie you have built the Hospital, and your city needs food now, you can change the labour deployment or even irrigate mined grassland etc.


Hope this helps.

Thiazi
Jan 21, 2002, 04:32 PM
Brian thanks for the advice:

I am still very new to the Civilization franchise, so a lot of concepts like maximizing city production, choosing which squares to mine, irrigate or build roads and to a much lesser extent managing research budgets are still foreign to me. I used to play a lot of Ages of Empires, War Craft and Star Craft so concepts like upgrading troops, concentrating on city improvements and some elements of war strategy are much easier for me to grasp. Hopefully, I can start to get some better production during my reign in this and other succession games and at the very least, I won’t feel like quite as much as an idiot when Ike or some other player suggests city improvements and I had no way of carrying them out.

Thanks again for the help,

-Thiazi

OneInTen
Jan 21, 2002, 05:50 PM
I'd like to join if you're accepting more players.

LayZMan
Jan 21, 2002, 07:22 PM
I wouldn't mind hopping in myself if there is room. Sounds interesting.

BrianJ
Jan 21, 2002, 10:43 PM
2110 BC:
Brian the Zulu comes to power in Zululand.
We make contact with the Germans. They are a primitive people, with no knowledge of even the most basic skills, except for one major piece of knowledge. They carry swords of black metal, unlike anything Zululand has seen! We trade our secrets of Pottery and Masonry to gain knowledge of this metal, called Iron.

We discover 3 sources of iron and 2 fields of horses within our lands. We must work to secure these resources! We discover the ability to attach horses to wheeled platforms. We then study Horseback Riding.

2070 BC:
We fight off 2 Barbarian hordes.

2030 BC:

1990 BC:

1950 BC:

1910 BC:
We continue to build Impis, Barbarian attacks become more frequent. Our scout discovers a barbarian camp far to the south.

1870 BC:
Our people expand Brians palace.

1830 BC:
An Impi discovers a Barb camp near Bapedi.

1790 BC:
Barbarian camp dispersed.

1750 BC:

1725 BC:

1700 BC:(12)

1675 BC:
Hobane built on North coast. Another settler sets out from Bapedi.

1650:

1625 BC:

1600 BC:
Another Barb camp is spotted.

1575 BC:
Horseback Riding is discovered. Our Prophets study a method of recording history. Storytellers rejoice as they will no longer have to orally pass down knowledge to their descendants!

1550 BC:
More barbarian camps dispersed. An Impi fails to disperse one Barb camp as the camp is on a mountain. Islandawa built.

1525 BC:

1500 BC:
More movement. India is expanding towards Zimbabwe. We must build a city near the lake to the south before they do! A settler is being built in Zimbabwe for this. Iron and Horses should be on our net soon.

Brian the Builder is killed fighting Barbarians! An heir is sought.

Good luck to whoever is next. Just keep expanding. Build better units to fight barbarians and escort Settlers. Expand south now before India gets all the land there.

LKendter
Jan 21, 2002, 11:31 PM
LKendter
Brian J
OneInTen (currently playing)
LayZMan (up next)
Thiazi


This game is locked. I am not accepting any more players unless there is a drop out

OneInTen
Jan 22, 2002, 04:13 AM
The departure of the former leader leaves a great battle between ten great warriors. Eventually the greatest of them all arises victorious, and declares that there can be only one.

(0) 1500BC: Our wise men are ordered to increase their research efforts to the maximum that our empire can afford. We sell Mysticism to India for 35 gold, and also sell contact with India to Romans for 43 gold.

(1) 1475BC: Our noble Impi attacks a savage barbarian encampment to the south east of Zimbabwe, while another disperses one just in time, as an Indian warrior was approaching it.

(2) 1450BC: Out scouts discover Mathematics from a group of noble savages calling themselves the Circassians. Meanwhile, our workers complete the great Iron road, which will allow us to produce strong weapons.

(3) 1425BC: Destroy another encampment of brutes as our treasury swells. However, rampaging hoardes backstab our scout and he is lost. A group of our people gather at Zimbabwe to set off for new lands, we rally our people to produce further settlers.

(4) 1400BC: (The great one scratches himself idly.)

(5) 1375BC: (The great one almost nods off until falling forward, he pricks himself on his spear and is awakened.)

(6) 1350BC: Noble people of Bapedi prepare to settle new lands, we rally the populace to join out impi military. Also, we discover the secrets of writing, and begin to learn Map Making. Since we have the cash, we establish an embasy with all those we know.

(7) 1325BC: (The great one retreats to his private quarters for unknown activities.)

(8) 1300BC: (The great one orders his impis to perform a dance around his palace for entertainment.)

(9) 1275BC: More settlers gather in Zimbabwe, production there is turned towards our first place of worship, a temple. Barbarians slaughter a worker near Ulundi.

(10) 1250BC: We take revenge on the barbarian raiders.

(11) 1225BC: Intombe is formed near a supply of dyes, temple construction is begun.

(12) 1200BC: Isandhlwana finishes Impi, starts a second one.

(13) 1175BC: Ulundi gathers forth another band of settlers and begins on gathering still more.

(14) 1150BC: Mpondo is formed near the lake to the south of our empire. It begins work on a temple to enhance our cultural standing at our border.

(15) 1125BC: Impi at Intombe becomes elite fighting barbarians on horseback.

(16) 1100BC: Bapedi completes another impi and focuses on a band of settlers.

(17) 1075BC: Romans want to swap territory maps, but we refuse. Germans want to swap world maps, and again we refuse.

(18) 1050BC: Ngome founded on the site of a herd of wild horses on our coast, barbarians dispersed in the process. It begins working on a temple. Swazi founded on the coast towards the Indians, also begins on a temple.

(19) 1025BC: Ngome ransacked by barbarians, but since we only lost 18 gold, we're 7 up on the deal. ;)

(20) 1000BC: Map making completed, construction started, but it will take our people quite some time to master (24 turns). At this news, the Great One grows tired of mortal affairs and departs this realm.

As parting words of advice, he is heard to utter that the borders to the south are now mostly set out, and that the new focus should be on ordering workers to improve our territory, and settlers to make use of our remaining land. Especially important will be completing our places of worship, as out rivals view us as a particuarly uncouth people.

LKendter
Jan 22, 2002, 06:41 AM
This is most likely a conquest game, so lets up the military.

We can use a galley to figure out the piece of land accross the sea.

Up next - LayZMan

OneInTen
Jan 22, 2002, 09:19 AM
Well, in my opinion we seem unlikely to get a really quick conquest of anyone, they all have too many towns now. In such situations it's normally my method to develop infrastructure first and then hit them with a rather large, well teched out invasion force. So under the normal course of events in a game like this I wouldn't be looking to attack for another 100 turns or so perhaps.

Besides, at least if we set up infrastructure if our conquest attempt fails we'll win by space race anyway (I personally think, building wonders or not, that we'd have to try pretty hard to lose a space race on regent :p).

Then again, I don't normally play for conquest victory, so I'm usually content just to wipe one or two off the map, not the whole lot. :D

BrianJ
Jan 22, 2002, 10:11 AM
Besides, at least if we set up infrastructure if our conquest attempt fails we'll win by space race anyway (I personally think, building wonders or not, that we'd have to try pretty hard to lose a space race on regent ).

:lol:

Actually I've never played a full game on Regent yet.. I won a Space race on Warlord though.. ;)

Seems like there is a good range of skills/abilities in these games, we should all learn alot :)

I agree we should build up our infrastructure a bit before going to war, but beware, there are sharks playing this game! :D Just look at the Russia game.. 3 civs defeated in one round of players!

:flamedevi

LayZMan
Jan 22, 2002, 04:05 PM
Ok, here we go.

1000 BC-Switched scientists to research literature
-Switched Ulundi to workers
-Switched Ngome to barrack
-Switched Intombe to workers
-Switched Mpondo to workers
-Switched Swazi to workers
-Switched Bapedi to workers
975 BC-Bapedi hires workers
-Isandhlwana recruits Impi
950 BC-Zimbabwe's temple is complete
925 BC-Ulundi hires workers
900 BC-Mpondo hires workers
875 BC-Isandhlwana hires workers
850 BC-Zimbabwe hires workers
775 BC-Swazi hires workers
750 BC-Scientists walk into the throne room w/ this thing called a book. They say literature will change our civilization forever.
710 BC-Zimbabwe settlers seek a city
690 BC-Isandhlwana has a barrack
670 BC-King's poor attention to detail gets worker killed by barbarians
650 BC-Intombe Impi slays 3 attacking barbarians
630 BC-Zimbabwe recruits Impi
-Tugela founded
610 BC-Ulundi has a barrack
590 BC-Ngome has a barrack
570 BC-Mpondo has a barrack
-Hlobane completes temple
-traded Mathematics to Indians for Code of Laws, World Map and 13 gold
550 BC-Zimbabwe recruits Impi
-Isandhlwana recruits Impi
-Bapedi completes temple
530 BC-Intombe hires workers
510-Ulundi recruits Impi

Notes
1) Irrigation of grasslands are pointless until discovery of another government. Mine grasslands to increase production.
2)Need to complete a road for horses to implement my Zulu strategy (teaming of Impi and Horsemen to create a hard to kill army). Until then, I have started production of swordsmen in a couple cities, aim for seizing Bangladore.
3)We need more roads period, roads are how commerce is generated.

Thiazi
Jan 22, 2002, 04:55 PM
I can take a few turns right now.

(Now playing)

Thiazi
Jan 22, 2002, 06:13 PM
(1) 510 BC: Change production in Hblobane to galley and then proceed to whip out the galley. Lower the science rate to 50%. We will still get currency in the same amount of turns but this way we are not operating at a loss.

(2) 490 BC:

(3) 470 BC: We have discovered currency and start construction. From now on, I will store extra troops in Intombe. At the end of my turns we had somewhere between 15 to 20 troops there and we will be in a good position to invade India if we desire to.

(4) 450 BC: We discover the Greeks and sell them our world map for their world map and 100 gold. We destroy a Bactarian encampment and pillage 25 in gold and relics.

(5) 430 BC: We purchase philosophy from India for 40 gold.

(6 & 7) 410 to 390 BC:

(8) 370 BC: We have contacted the Russians and sell them our world map for 40 gold, their territory map and contact with the English. We sell our world map to England for 6 gold, 1 gold per turn, their world map and contact with the Americans. We sell the Americans our territory map for their world map and 20 gold.

(9) 350 BC:

(10) 330 BC: Raise luxury rate to 10%.

(11 - 14) 310 to 250 BC:

(15) 230 BC: Sell world map to England for world map and 4 gold. Sell world map to America for world map, 2 gold per turn and 16 gold. Sell world map to Greece for 60 gold.

(16 & 17) 210 to 190 BC:

(18) We discover construction and start research on Republic. We Bouy Republic fromt he English for our world map, currency, 130 gold and contact with the Greeks. We then sell contact with Greeks to the Americans for their world map and 3 gold. We sell our world map to the Russians for their world map and 5 gold. We are now researching polytheism.

(19) We build the city of Umtata to secure a second source of silks.

(20) We sell construction to the English fpr their world map and 290 gold. I would normally be opposed to selling a tech to a competitor but that much gold, this early in the game was something I couldn't pass up on.

For the next leader, I have yet to sell contact to the new civiilzations or oir world map to the Germans, Romans and Indians. I thought about it but I wasn't sure if we should yet. I kept selling our map to the new civilizations becuase I needed to get contacts from them and once they had ouir map, I figured I may as well milk them for all it is worth. Also, if you are interested in war, we have an army of 17 to to 20 troops in Intombe.

Thiazi
Jan 22, 2002, 06:14 PM
I have a migraine and am not thinking clearly, so here is the save file.

BrianJ
Jan 22, 2002, 06:32 PM
Looks like we are doing well!

We need temples or libraries in our fron-line cities to expand the culture though! :D


India is way to close to us for comfort.. and Delhi looks like a fine place to start our FP ;) :flamedevi

Thiazi
Jan 23, 2002, 04:16 PM
If we build up a few more swordsmen, we should be ready to take out the Indians. I should have built more horsemen but for some reason, I was happy building a hoarde of swordsmen. Also, for whover is next, which I think is Ike, sell our world map and contacts right away. Trust me on this one.

LKendter
Jan 23, 2002, 11:39 PM
I will play this one tonight after 7:00P.M. est. Starting to fall asleep at the keyboard.

LKendter
Jan 24, 2002, 08:02 PM
LeeKa surveys the maps. He can't believe how much the world has changed since his father, LeDadKa was in charge. We suck as much money as we can from Germany for letting him know who else is in the world. I fill in the gap, and embassies established with the rest of the world.

Umfolozi is formed. Begin research on Monarchy.

30 AD - The landmass we could see turns out to be a 2 square island :(

130 AD - We can't afford to lose the tech war, so I give Russia Republic, World map and $60 for Monotheism. We demand $32 from India, and get it :)

150 AD - I get sick of India whining about troops in "their" territory - WAR!

170 AD - Ibabnago is formed. Our first "victory" - An Impi captures a worker :p

190 AD - Our swordman becomes elite as he captures Bombay along with 4 more workers. Another Swordman goes elite an destroys Bangalore (stupid patch) and 1 worker.

210 AD - Japipur is destroyed :(

230 AD - Better news - Calcutta is captured.

270 AD - Isipezi is founded.

Summary - Fill in the gaps from the destroyed Indian cities. Get a temple in all cities - We are going for domination, so every square counts. We also have a new island to settle! My final gift, a great leader, our cousin Mpande.

The Impi next to Isandhwana is to escort the new settler.

Edit - deleted attachments to save space.

BrianJ
Jan 24, 2002, 11:36 PM
Funny, I always play after Lee :)

I got it but probably wont get to play it until Saturday..

OneInTen
Jan 25, 2002, 06:40 AM
Any chance we can swap turns then Brian?

LayZMan
Jan 25, 2002, 12:17 PM
1) Since we're at war w/ the Indians, I wouldn't mind switching turns myself (war is the funnest :spank: err... best part of Civ3 for me)
2)If you want, in the save I noticed how willing the Romans were to hop on the Indians, check it out if you want. Either way, watch the Romans, they have iron and thus probably legions. Considering the terrain around our cities, an attack by legions could prove fatal as a legion parked in a forest are hard enough to get rid of, legions in the mountains take anything that comes.

Edit: I was thinking about the save before Ike's turn. Man, everyone is pissed now, lol. We gotta get on Rome's good side until the legion is truly outmatched. In other words, til we get knights, make sure the Romans aren't PO'ed, lol.

3) I probably don't even need to throw this out, but might I suggest saving the leader for the Forbidden Palace (that or to move the palace to another continent WHEN we expand :D )

LKendter
Jan 25, 2002, 04:40 PM
If BrianJ wants to switch with one of you, that is fine.

Please work it out among yourselves, and I will change the turn order.

This EARLY I agree
Use the Leader for the FP once, some distance between us and India.

BrianJ
Jan 25, 2002, 09:31 PM
Lee,

I didn't mean I had a problem with the turn order, not at all in fact.

However, if OneInTen wants to play tonight then I'll switch and play after that.. I'm sure we will all have a chance at war! :D

OneInTen
Jan 26, 2002, 02:33 AM
OK. I'm playing now.

---

Edit: And now for the turn log ...

---

0) 270AD: We get monarchy, start Feudalism. Decide now's not the time for a revolution.

1) 280AD: Golden age begins as our impi wins a fight, Delhi falls to us. English come wishing to trade world maps, I ask for all Lizzie's gold (17) as well.

2) 290AD: Rush temple at Delhi.

3) 300AD: Nothing much really

4) 310AD: Karachi razed.

5) 320AD: Germans ask for trade of territory maps, we change to swapping world maps + 19 gold to us. Iron as Swazi depletes. :(

6) 330AD: Bit of fighting, but no cities taken yet.

7) 340AD: Madras captured. Amatikulu founded in the gap north of Bombay.

8) 350AD: Zunguin formed near our capital, to fill in borders and preasure Roman city of Pisae. Trade for feudalism from Germans, costs us the republic and 240 gold. Onsell it to those who can give us something useful for it. Lahore is made ours.

9) 360AD: Indians beg us to make peace, we ask for two of their cities and take it.

10) 370AD: War redeclared with Indians.

11) 380AD: Kolhapur captured, and that's the end of the Indians.

Decided that after getting rid of the Indians, it was a good time to hand over. The leader is fortified in our capital if you want to use him to build the FP, I'll leave that decision up to the next player.

Personally, I think we should continue to push to fight, and look to wipe the Romans out pretty quickly. Also, look to switch the Monarchy or republic at some point, although we'd need to build infrastructure to make republic a viable option.

OneInTen
Jan 26, 2002, 03:12 AM
And now for the save:

LKendter
Jan 26, 2002, 06:22 AM
Playing -
LKendter
Brian J
OneInTen
LayZMan (currently playing)
Thiazi (up next)

OneInTen
Jan 26, 2002, 06:42 AM
LK, I'm not sure Brian meant skip his turn, I think he meant swap with me in the order (possibly just for this turn only). :)

LKendter
Jan 26, 2002, 07:13 AM
Playing -
LKendter
Brian J (playing this round???)
OneInTen
LayZMan (currently playing ???)
Thiazi (up next)

Brian J - let us know.

BrianJ
Jan 26, 2002, 08:01 AM
1in10 is correct, I just wanted to swap. I''ll play now..

BrianJ
Jan 26, 2002, 09:37 AM
400 AD:
Brian the Omnipotent rises to power on the Zulu nation.

410 AD:
The Greeks announce they are building a Great Library.
Brian is tempted to start the GL, but then remembers we are a barbarian, uncultured nation who scorns Great Wonders!

420 AD:
Zzzz

430 AD:
Mpande rushes the Forbidden palace in Delhi!

440 AD:
Delhi is now our second capital. Corruption goes down in the surrounding cities.

450 AD:
Germans are building Sun Tzu's art of War.

460 AD:
All nations are annoyed with us. As India is not well protected, I hesitate to get into another war.

470 AD:
The Americans are also building Sun Tzu's. The Greeks are building the Hanging Gardens.

480 AD:
Our Golden Age ends! The Great Lighthouse has been completed in Athens.

490 AD:
Zzz

500 AD:
Zzzz

510 AD:
Theology, the study of God, is taught in Zulu libraries. Chivalry is studied, as Brian has heard good things about Knights..

520 AD:
The Germans are now also building the Hanging Gardens. Rome trades world maps.

530 AD:
War with Rome! Cumae falls! Pisae fends off attacks by 2 divisions of Horsemen. The Roman Elite spearman proves to be too tough.

540 AD:
Attacks continue.

550 AD:
Americans build the GL in Washington.

A great leader is created in the attack on Veii! Veii is destroyed!

560 AD:

570 AD:
March on Rome begins.Ubits lost on attack at Pisae. That city is pissing me off. We capture a Roman settler.

580 AD:
More of the same.

590 AD:
Neapolis is captured! Germans fill the Veii gap with Salzburg.
The mighty Roman Spearman in Pisae falls! Pisae still has 1 defender though.

600 AD:

Attacks on Pisae and Rome are repulsed.

The Great Leader is in Zimbabwe.

Brian the Omnipotent falls in an attack on the city of Rome. A new leader is sought!

Rome is done for.. next we have to worry about Germany as they are getting too big. Pisae should be razed, the location sucks! And I'm not just saying that because I couldnt take it! :)

LKendter
Jan 26, 2002, 10:01 AM
Hmmm....

Great Leader = Easy decision.

Wait for Chivalry and a knight army. After all, we are the Zulu. Plus a victorious army gives us Heroic Epic (small wonder) with more chances for a great leader :shottie: :shottie:

Beside, we want the right to build armies. In this case, the Zimbabwe will build the wonder and build armies ;)

Our big danger - war with to many countries. We need to work on the attitudes. Maybe free territory maps :crazyeyes


LKendter
Brian J
OneInTen
LayZMan (currently playing)
Thiazi (up next)

LKendter
Jan 26, 2002, 10:26 AM
Don't forget about taking Pompeii from Rome - It has a potential Iron source.

Plan on a revolution - Monarchy is needed No war weariness problems, and better cash flow / produciton.

Trade Luxuries with Greece - we make some money, and improve to annoyed.

The next big goal is to connect the ex India cities. A backup source of Iron, and Ivory.

GL LayZMan - End the war with Rome quickly.

LayZMan
Jan 27, 2002, 08:22 PM
Alright, the db is up again. Guess I'll get started on the game.

LayZMan
Jan 27, 2002, 10:59 PM
With the death of King Brian the Omnipotent, Gen. Layzman the II (eldest son of King Layzman I, known by solders as The Scythe for the scythe he used in battles against Rome and India) was chosen to lead the Zulu people. A scribe recorded the general's reign and documented his greatest accomplishments.

610 AD
-Ngome completes a galley
-Lahore soldiers recieve a barrack

620 AD
-Pisae sacked and razed
-Delhi recruits Pikeman
-Bombay hires workers
-Bapedi settlers seek a city
-Zunguin recruits archers
-Nobles develop odd behavior for soldiers, call it Chivalry

630 AD
-Galley sinks barbarian pirates off our coast
-Delhi hires workers
-Lahore hires workers
-Valiant horseman defeates Roman legion w/o loss (hp)

650 AD
-Zunguin hires workers
-Backup horsemen wipe out a Roman Spearman-Warrior tandem.

660 AD
-Ulundi recruits Pikeman
-Calcutta soldiers recieve barrack
-Rome has been seized!

670 AD
-Rome resistant has been crushed, soldiers' whip cracking for temple construction results in loss of two citizens.
-Antium has been seized!
-Signs Right of Passage Agreement w/ Germany w/ a message for leaders who follow-"Break this agreement whenever the hell you feel like it. Now or later the Germans will taste our bootsoles so it's up to you to decide whether our people play fair and break the agreement before a war or whether we play bastard and use it against them."

680 AD
-Rome completes temple and funerals are held
-New Zimbabwe is established

690 AD
-Kolhapur completes a galley

700 AD
-Ulundi hires workers

710 AD
-Zimbabwe sets up marketplace
-Hlobane citizens celebrate as aqueducts now bring fresh water
-Intombe courts are established
-Mpondo courts established
-Our scientists establish a new branch of researchers called the Engineer

720 AD
-Isandhlwana recruits our first knights
-Leader decides to volunteer to train the knights from his manor in Zimbabwe.
-Ravenna has been seized!

730 AD
-Ordered citizens to fix our palace's friggin yard

740 AD
-King Layzman II marries 5th wife. Wives 1,2 and 4 aren't pleased, but the 3rd finds 5 attractive.

750 AD
-Pompeii sacked, the Romans have been erased. Mwahahaha!!!
-Bapedi citizens complete an aqueduct
-Zunguin recruits Pikeman

760 AD
-Intombe recruits Pikeman
-Umtata citizens attend new temple
-Umfolozi sets up marketplace

770 AD
-A Layzman male has been born. The family name lives on!

780 AD
-Rome hires workers
-Antium hires workers
-New Zimbabwe hires workers

790 AD
-Delhi sets up markets
-Kolhapur hires workers
-Neapolis hires workers

800 AD
-Mpondo recruits knights
-King Layzman II retires from throne.

King Layzman II, after growing weary of the political life, decided to leave the throne to return to what he loves, the military. Layzman the II lived out his days training a new generation of valiant warriors who may one day lead the Zulu people to a new age of prosperity.

Notes-Need more workers to hack up that jungle in our nations' center and southern regions and build roads, mines, and irrigate. Also build markets and courts for commerce and fight corruption.

Thiazi
Jan 27, 2002, 11:12 PM
I'll play tomorrow afternoon, I should have everything posted around 2 or so Arizona time.

Thiazi
Jan 28, 2002, 02:44 PM
Oi vey, I just realized that I threw away my notes from my last 20 rounds but I will try to summarize it as best I can. We researched invention and will get gun powder on the next turn, the science rate is turned down to 30% to maximize profit, so you will need to turn it back up again. I switched the government from depotism to monarcy, the period of anarchy lasted 8 turns but we are now a fledgling monarchy. The Germans demanded silks and since I had a force of knights nearby, I decline and we are now in a state of war. I have captured 2 to 3 cities but Munich is likely candidate to be recaptured, unless we can get some troops their immediately. I also traded some excess luxuries to the Americans and Greeks and am etting about 26 gold per turn from those deals.

LayZMan
Jan 28, 2002, 03:27 PM
Damn, how'd you get anything from the Greeks?? I guess they came across some money cause when I tried to deal them luxuries, they wouldn't even fork over one gold per turn (of course we were at war w/ the Romans at the time)

LKendter
Jan 29, 2002, 12:25 AM
Pre-turn -
Wake up a galley, and sink a German galley.
Shift troops toward the Island city of Bonn.
Give away free world maps - success in imrpoving the attittude with England.
:( Germany won't talk to us :(
As feared - Germany takes back Munich.
Start research on Chemistry - I want Calvary!

Summary -
1010 AD - Take Munich back. Our 1 hp Knight defeats 2 warriors and becomes elite.

1020 AD - The swing to Bonn pays off, it is ours. We get ANOTHER great leader.

1030 AD - Not much of a war, kill some units around Munich.

1040 AD - More bloodshed around Munich.

1050 AD - Time for our troops to move to the front. Begin upgrading a hugh stack of Horseman.

1060 AD - Uh, are we fighting a war?

1070 AD - Our new army takes Cologne, with some bonus workers. Frankfurt also falls, a glorious day for the Zulu.

1080 AD - I really wonder, are we fighting a war?

1090 AD - Hamburg falls, giving us morel elite units in the process.

Summary - Your call, continue the war, or peace. Germany will give us Education and a big chunk of cash.


LKendter
Brian J (currently playing)
OneInTen (up next)
LayZMan
Thiazi

Edit - deleted attachments to save space.

BrianJ
Jan 29, 2002, 05:32 PM
I'm at work now.. hopefully not too late. I'll pick the game up and play tonight or tomorrow night..

BrianJ
Jan 30, 2002, 05:29 AM
Should be able to play by tonight..

Was the site down last night? I couldn't get on..

BrianJ
Jan 30, 2002, 08:56 AM
Preturn:
Counterattack by German Knight fails, with some damage to our knight.


1110:
We take Heidelburg! One knight dies attempting to take out a German knight threatening our workers. A German Pikeman has penetrated deep into our territory, pestering the workers. A knight was dispatched to take it out.

1120:
The Russians are building Leos Workshop.

A pikeman in Nuremburg fights off our knight. Our knight is heavily damaged. Our army takes out a Pikeman but is heavily damaged. We retreat from the battle.

1130:
A German archer attacks our weakened army!

A knight perishes in the attack on Leipzig! The sole defender is badly damaged however. An Elite Zulu knight takes out the defender and occupies Leipzig!

1140:
No counter attacks from the Germans! They are finished!

Settler fortifies in Cumae. Dont know what to do with it yet.

Our glorious knights finally take Nuremburg!

1150:
Our mighty knights slowly approach Berlin!

1160:
The Germans are building Sistine Chapel. Normally I'd laugh, but maybe we should let them finish it so we can take it! Nahh.. :lol:

Our attack on Berlin results in 1 Knight lost to 2 German Pikemen. Our main army hasnt even reached the city!

1170:
Our people love us so much they expand our palace!

We take Berlin and now control Sun Tzu's and the Pyramids! The Fierce Berliners are a danger of flipping back to Germany. If it flips we will lose a huge army.

1180:
The Russians want our World Map. I trade with them. We trade them Ivory for 7 gold per turn.

The Germans are building Sistine Chapel Again! :lol:

Our troops capture Bremen. The Germans are down to 2 cities. Not wanting to lose Berlin, I press the attack.

1190:
This just in! The Americans declare war on the English!

A German longbow kills our knight! In revenge Konigsburg is razed to the ground! (Besides the location sucked)

1200:
We take Hannover and destroy the Germans! Citizens all over Zululand pause in memory of the brave Germans, who were kind enough to provide not one, but two wonders to our wonderless civilization!

We now control our entire continent! We are the biggest, baddest civ in the world.. Well, the Russians still have 1 city on our continent, but I may let them live.. :D

Ontly 10 turns, but I have to go back to work.

BrianJ
Jan 30, 2002, 09:03 AM
Say what you want about armies.. Some people complain they
lose the abilities a stack of individual units have like attacking 3
separate times.

Sure, but our army got beaten down to 1 hitpoint, between 3
units of knights! A stack would have lost 2 units.. :)

Good luck to whoever is next. We may have a quiet few turns
while we prepare an invasion force for our next victims! ;)

LKendter
Jan 30, 2002, 05:28 PM
We, this one is almost over already :crazyeyes

1 - The next victim is easy - greece. By the time the ships get near Greece, we will have military tradition. Upgrade to Calvary, and blow away Greece.

2 - We have the Pyramids - STOP Granary construction. Sell the ones we have.

3 - We are going to get a domination win, so switch the German cities to TEMPLE. Domination is based on the number of controlled squares, so we need the border expansion.

4 - The settler was for Between Rome, Salzburg and Neapolis. That area will take to long to get a culture lock on.

OneInTen
Jan 30, 2002, 06:15 PM
OK, got it, will play tonight.

OneInTen
Jan 31, 2002, 05:36 AM
King OneInTen takes over, and decides that the map is not yet yellow enough. He sets his sights on the isle of Greece.

0) 1200AD: Undertake massive refocus to temple operation, switch anything that doesn't have a temple to build one (except where it would be wasteful of shields). Sell all barracks and granaries, since we have replaced these with wonders. Switch any production of these items. Fire unneeded entertainers. Drop science to 10% since we'll get Metallurgy at that anyway. Start Military tradition (5 turns).

1) 1210AD: Begin movement of troops towards Greece. Complete Heroic Epic.

2) 1220AD: Movement *yawn*. Seatle flips to us.

3) 1230AD: Move workers and watch all the knights on gotos. :p

4) 1240AD: I think you can guess what happened.

5) 1250AD: Manipulate research slider to make up what we were losing running 100% science. Start edumacation, which we can get in 4 turns at 20% science. Can you say cash (ka-ching?)

6) 1255AD: Upgrade knights currently in cities to cavalry. People upgrade my palace, ho hum.

7) 1260AD: Switch Zimbabwe to Military Academy. Upgrade more knights while waiting for sufficient galleys.

8) 1265AD: Still awaiting sufficient galleys. Bastard Americans trade away dyes - WHILE WE'RE AT THE NEGOTIATING TABLE. They were happy to accept my deal I renegotiated (according to the advisor), then I try to squeze some more cash out of them and they decide they don't want a bar of it! They WILL pay for this later. Palace expanded again - I must be doing something right.

9) 1270AD: 3 galleys loaded and ready to go next turn. Education discovered, start on banking (4 turns).

10) 1275AD: Land some troops one square from a greek city. Greeks aren't too happy, but I tell them where they can stick it. Other civs hate us already anyway.

11) 1280AD: Vet cavalry becomes elite in attack. We take Corinth after our second victory.

12) 1285AD: More upgrades to elite as we kill off the wimpy strike force greece sends towards us. Land heaps more units in Greece - they're going to pay for asking us to leave their territory. ;)

13) 1290AD: More killing of greeks, our troops are preparing to roll over their cities. Discover banking, start Astronomy (4 turns).

14) 1295AD: We take Pharsalos with no loses. Have a whole heap of units just outside their capital now.

15) 1300AD: Capture Delphi. We waltz into Athens too, taking control of the great lighthouse. 6 resistors come with it though. Carry on through to Thermopylae and take that one too.

16) 1305AD: Sparta falls and the Greeks are left with one annoying city on the Rusian continent (I wanted to trade for it but they wouldn't talk to me, so I guess we have to go and take it).

Seeing he has completed his task 20 years early, he decides to retire to a quiet life in the country.

On parting, he recommends his successor cleans up the last of the greek cities, and also Rusia who is the obvious next target. The two armies (who wouldn't fit on galleys) are right there ready to hit the rusian city on our island, and our galleys are either full of cavalry or waiting there for them. So go get em!

Out homeland is building infrastructure rather than military, but feel free to switch that if you're running low on troops (I switched most of them as I had plenty and we were over the monarchy support limit).

LKendter
Jan 31, 2002, 06:44 AM
Looking good :)

Next goal - start rush building the temples. I may not see another turn:p :p

LayZMan
Jan 31, 2002, 07:13 AM
Alright, I'll dl and play later today. Heh, whip cracking is fun, lol. Wonder how much cracking it takes to complete a university.

LayZMan
Jan 31, 2002, 12:41 PM
Memoir of a Tyrant

Kenji, a third generation male of the Layzman family. Was chosen to lead the Zulu people based on family ties to the throne in the past. Although his family had roots tied to the monarchy, Kenji ("The Whip") had no desire to simply follow in the footsteps of previous kings. Some may have considered Kenji's ambition to be evil, but none of the Zulu people could doubt his leadership once his reign was over. The court scribes documented his reign as w/ previous kings.

Preturn
-Kenji presented his iron fist as soon at the crown was placed one his head by ordering the citizens of Salzburg, Neapolis, Kolhapur, Ravenna, and Bonn citizens to work overtime completing their temples.
-Kenji also ordered soldiers on the Greek battlefront to starve the Greek citizens.

1310 AD
-Switched Bapedi and Isandhlwana production to Calvary
-"The Whip" continues as Bremen, Hamburg, and Antium citizens are ordered to hurry up the temples or else!


1315 AD
-Scientists request the king's audience after dark, pointed to the sky and proceeded to explain what they have been working on and their observations. The scientists called this research "Astronomy".
-This new science impressed Kenji enough to increase science funding to 60%
-Kenji never really liked foreigners and showed it as he forced the Americans and the English to fork over 46 and 40 gold respectively for him to resign a prece agreement

1320 AD
-A Russian Embassador informed us that Cathy of Russia was not pleased to see a Zulu galley drifting in her waters and requested that we move it. Kenji told the embassador to tell her that we will move it and sure enough he did...right to their coastline and dropped off two calvary units. Kenji sent a message to Cathy, "We're Zulu, we do what we please. Don't like it? Let's see what you'll do about it. PS-Yes, this is war you battle ax!"

1325 AD
-"The Whip" cracks again: Thermopylae, Athens, and Delphi are ordered to speed up temple. "We are at war, we need the Gods...now speed the hell up!"

1330 AD
-The remaining Greek Empire came begging for a Peace Treaty. Since Kenji no longer gave a snot about them, he decided to grant them peace for 31 gold and an alliance vs the Russians hoping the Russians would sack their one remaining city and free Kenji from fear of Greek revolt.

1335 AD
-The generals report something astonishing...the Russians best defenders are spearmen. LOL, now it's really @$$ kicking time.
-Riga has been seized
-Yakutsk has been seized

1340 AD
-Calvary burns through Russia taking St Petersburg and Kiev w/ ease.

1345 AD
-The onslaught continues. Odessa and Vladivostok are seized.

1350 AD
-Moscow and the Great Wall Have been seized.

1355 AD
-Kenji has his own "We Love Calvary" celebration.

1360 AD
-Sevastopol is ours.
-2 galleys are lost intercepting a Russian caravel
-Russian bastards in Odessa overthrows the Calvary garrison. Kenji now fuming orders soldiers to starve all Russians and slay ANY resistance.
-More whip cracking: Kiev and Vladivostok complete temples

1365 AD
-Odessa re-seized
-Tblsi w/ Leo's Workshop has been seized!!!
-Spearmen on grass defeats an attacking calvary unit. Kenji feels disgraced.
-Smolensk seized.

1370 AD
-Scientists present Kenji w/ an interesting rock. The scientists put two rocks together and asked him to pull them apart. Kenji was intrigued by the fact that rocks can stick together, but wondered why the scientists seemed so happy about it. Then they explained how it could help our people for navigational purposes, and Kenji was pleased.
-Kenji likes trees, so he ordered citizens to bring some to the palace.

1375 AD
-Still on the Russian front

1380 AD
-Minsk is seized.

In 1380 AD, while attending a "We Love the King" celebration, a small group of citizens assassinated Kenji. It is believed that these people were citizens who were forced to work overtime while under Kenji's reign. Many people were not pleased w/ Kenji's methods of achieving goals, but he achieved those goals nonetheless.

Notes:
-The galleys around the former Greek continent work as a ferry system. I used it to move calvary from the main continent.
-The Russians are pretty much dead barring serious culture flipping. They're down to 3 cities.
-We should be extremely close to a Domination Victory if not a Conquest one. Keep churning calvary and mop up the mess (other civs).

Thiazi
Jan 31, 2002, 04:06 PM
I'm on the case

LKendter
Jan 31, 2002, 04:55 PM
I don't expect to play another turn here.

Conquer Russia, the last Greek city, and rush more temples.

Game over ;)

Thiazi
Jan 31, 2002, 05:26 PM
I'll post a turn summary later but I'll let the following tell you what happened.

http://www.public.asu.edu/~jmoen/SA/victory.jpg

Also, I have attached the auto-save from the turn before vicotry.

OneInTen
Jan 31, 2002, 06:20 PM
Hehehe, too easy. :D

LKendter
Jan 31, 2002, 06:25 PM
Well I think NO wonders turned this into a blowout, as it caused 100% effort was on military and lots of early settlers.

Of course, the # of great leaders helped big time.:ar15: :ar15: :shottie: :shottie:

We didn't even get to use these::tank: :tank:

Hmmm... Time to start LK 11?

Charis
Jan 31, 2002, 06:35 PM
Good game all, a HIGHLY yellow map there at the end :P

Dare I say it... you're all more than ready to crank
up that difficulty! :hammer:

:goodjob:
Charis

BrianJ
Jan 31, 2002, 10:01 PM
That was fast.. not much of a challenge I guess.. unless we had turned conquest/Domination off! :D

[dance] :beer:

The AI is funny.. I've noticed during these games, the Ai will start building wonders as our armies approach their last few cities:lol:

I guess they put heavy emphasis on building them.