(0) 1840AD We've made some impressive progress since my last turnset. Egypt has disappeared, and we've taken a sizable bite out of Shaka's domains. However, we're still only sitting at 29% land area, so we have a ways to go yet. When borders expand in ex-Zululand that will go up, of course... (I do wonder though, why did we raze so many of Shaka's cities? Now I have to build us some settlers and fill in the gaps. Not a huge deal, just another thing to add to the list.) I spend several minutes just trying to familiarize myself with the units we have. Plenty of infantry and tanks on hand, so very nice work there. However, we have two problems on the military front:
1) Our navy is spread out all over the map! Now that is NOT how you win a modern naval war. I immediately begin concentrating our destroyers and battleships into an unbeatable armada, which will both defend our transports and take down the defenses of enemy coastal cities. (Yep, I plan on doing a LOT of naval fighting on my turnset. Ever heard of the Sirian Doctrine?)
2) Even more problematic: we have no air force at all! Not a single fighter or bomber. What's up with that?!

I will immediately rectify this situation once I go through the civ swap. A massive fleet of bombers is one of the necessities of blitzkrieg modern warfare.
We also have some outdated units hanging around, so I upgrade all our cannons and catapults (?) to artillery. That blows a huge chunk of money, but if you've got it, why not spend it? I keep a large enough force around to deter Shaka and start moving everything else to the north coast. Peter has "Chosen Unwisely" and we're going to make him pay for it. Let's see how far I can get by the end of these 10 turns!
Now, who are we going to draw this time? I roll the dice and our new civ is... China. Not a whole lot of interest there (Cho-Ko-Nus are a bit outdated!) although we can double-up on their unique building theatre and get some war weariness relief there. For our leader, we pull... Churchill (Charismatic/Protective). That's actually not too bad, even though the Protective won't do all that much. Charismatic will play nicely with our wartime setting.
Coming out of the swap, all war weariness disappears and all captured cities come out of resistance. We also go back to square one on relations with all civs (although we remain at war with Peter, who won't talk with us still.) I immediately sign an Open Borders agreement with Shaka to move our ships through his borders. "Japanese? No, we are the CHINESE! Very understandable mistake, happens to everyone. While we're at it, why don't we exchange some resources too? Shaka, what a nice guy!"

I sent Shaka aluminum, iron, and horses for his gems and silks. He already has iron and horses, and aluminum is useless to him since he's backwards in tech - ha!
Then it takes forever to go through our cities and redo builds (ye gods the AI is incompetent at managing them! Just LOVES those spy specialists, even will starve cities just to make them!) Whew, well that first turn only took about an hour or so. Heh.

Here's the new look of our civ:
(1) 1841AD Oh, lovely. Between turns Peter takes out two destroyers at low odds. Then we get this:
Shaka's back for more warfare. He was up to "Pleased" last turn, so I have no idea what's up with that. I take back that "nice guy" comment from last turn. *Sigh* Now I get to turn ALL of our units back around and move them back into Zululand. If there's one thing I absolutely hate, it's the incredibly tedious endgame mopup in all the Civ games. Like, this thing is completely over, yet we've got dozens of hours of playing still to go. A little depressing, to be honest.
Anyway, this turn is mostly spend re-manevering units from a planned Russian campaign to a second Zulu war (Shaka's not gonna survive this one, methinks). I have four different assaults underway in the planning stages.
(2) 1842AD The AI uses its turn to pinprick us with bombardment from airships and pillage one of our fishing nets. In one of our few combats this turn, I lose a tank at 96% odds. Umm, lovely. Good thing we have enough units that it doesn't matter!
(3) 1843AD Between turns, Shaka moves his massive stack of outdated units towards us. Unfortunately for him, it ends up right next to OUR massive stack of infantry! This sets up quite a battle:
And the result:
That's among the most gruesome turns I've ever played in Civ4. The carnage was absolutely appalling: 25 units killed against a single loss to our forces. And Shaka STILL had another two dozen units left! Just not enough attackers to finish them all off. My goodness does he have a lot of old stuff. Well, "had" a lot of old stuff.
I also capture Babanango in the west and Matshotsheni on an island in the extreme south. No pictures, cause there's going to be a LOT of cities falling before this turnset ends.
(4) 1844AD Shaka simply goes nuts on the interturn, attacking again and again at suicide odds:
I think we lost maybe two units, and he lost about fifteen. Madness. Unfortunately, we CANNOT win a coin-toss battle against the Russians, who take out another destroyer. Our transports are still safe, but there's been a lot of attrition in the north. A lot.
As Sirian would say, "then it was my turn":
Mopped out the rest of Shaka's stack to the last man. I take Hlobane (driving west into the heart of Zululand), isiPhezi and Irktusk - those last two both Zulu island cities. We also finish Eiffel Tower in Oporto (yeah, I helped it along with a Great Engineer. Might as well, since there wasn't a whole lot else to do with him.)
By my count, Shaka lost
OVER ONE HUNDRED UNITS in the past two turns!!!
(5) 1845AD War weariness spikes enormously between turns, which makes perfect sense because we're winning this conflict with virtually nil casualties. We get another Great Engineer, which I will use to speed along Cristo Redantor. I capture Samara, another island city from the Zulus. All of their former Russian conquests have now been taken by us. On the main continent, Bulaweyou (the current Zulu capital) falls with ease, battered down by our huge artillery component. Khangela then is taken in a separate thrust driving further to the west.