Beyond Sid

Well, it looks like the Zulu got the resources everyone else was missing.

He has:
4 irons
3 saltpeter
2 horses
2 coal

His territory is about 80% mountains/hills, so this will be a slow moving war. I think the max # of units really hurts the AI, as there is alot of terrain undeveloped (probably couldn't build many workers).

1862-Send a couple galleons into Zulu territory to scout for an open tile for my troops to land on. Don't see any yet.

1864-See a couple open tiles. Move the scouting galleons out of Zulu territory. Zulu just got physics. Declare War. Land 65 cannons, 15 musketeer armies, 51 musketeers by Hlobane. Get Iroqouis in an alliance against the Zulu for only WM, 5 gpt (I guess they really want to trigger a golden age with their mounted warriors, or something).

IBT-not a single Zulu unit attacks my stack of armies.

1866-The 65 cannons weren't enough. Some musketmen in Hlobane still have 2 hp. But barracks and some other improvements were destroyed. Using armies to attack the 2-hp musketmen and fully healed medievel infantry, I kill 5 musketmen, 3 medievel infantry to expose a 1 hp musketmen. Kill it with a musketeer, capturing Hlobane. Move 6 fully healed armies and all available musketeers into Hlobane.
Unload another 4 musketeers and an army into Hlobane. Leave 1 fully healed army to protect the injured armies and the cannons.

IBT-Zulu start bringing troops towards Hlobane. They pillage 1 road and attack with 1 cavalry (retreated).

1868-The retreating cavalry was left unprotected. Kill it with an army.
Also kill:
4 impi
4 musketmen
5 medievel infantry
3 horsemen
lose 3 musketeers
4 impi retreated.

IBT-Zulu bring 50 units onto 1 tile in my territory.

1870-1 hp impi that were retreating are left unprotected.
Bombard SOD.
unload another army into Hlobane.
Kill with armies:
7 musketmen (all at 2 hp)
1 impi

IBT-kill 9 medievel infantry
1 horseman
5 swordsmen
1 longbowman

3 horsmen retreated
Lose 1 army!

1872-Unload another 10 musketeers and 158 cannons into Hlobane.

Kill 15 impi
14 musketmen
4 medieval infantry
1 horseman
7 swordsman
1 cavalry
2 longbowman
lose 5 musketeers

IBT-1 cavalry attacks, but retreats.

1874-Unload another 8 musketeers into Hlobane.
Kill 4 impi
11 musketmen
12 medieval infantry
4 horseman
6 swordsman
1 cavalry
1 longbowman
lose 1 musketeer
generate 1 leader (army).

IBT-Kill 3 cavalry, 2 cavalry retreated.

1876-Unload another 8 musketeers into Hlobane.
Kill 4 impi
12 musketmen
15 medieval infantry
7 swordsman
4 cavalry
lose 1 musketeer
generate 1 leader (army).

IBT-1 cavalry retreated

1878-Unload 6 musketeers, 2 cannons into Hlobane. (will continue to send 1-2 galleons full of musketeers/cannons every turn, so I won't keep track anymore).
Kill 3 impi
7 musketmen
3 medieval infantry
1 horseman
3 swordsman
1 cavalry
lose 2 musketeers
Have some cannons by Zimbabwe now.

IBT-1 cavalry retreated.

1880-Kill 1 frigate
2 impi
11 musketmen
10 medieval infantry
1 cavalry
lose 7 musketeers!
Bombard Zimbabwe to size 1.

IBT-Zulu unload an impi and 2 horsemen by Hlobane.
Iroquois signs peace with Zulu.

1882-kill 1 impi
12 musketmen
3 medieval infantry
2 horsemen
1 longbow
lose 1 musketeer

Sign peace with Zulu for 90 gold and these cities:
New Hlobane
New Zimbabwe
New Bapedi
Umfolozi

Abandon the cities.

IBT-Zulu demand I leave their territory, I refuse and declare war.
Lose 1 galleon (empty)

Here's a screenshot showing me seizing a Zulu road that is their main (only) route to Zimbabwe. Now they must go around (through the road-less mountains), really slowing down their reinforcements and their cavalry.

 
Originally posted by Alex the Great
Geez!:eek: That seems like an impossible level to beat! With all the leaders you generate, do the names recycle or do you end up with "New Napolean":lol:? Wow, you are truly a god:king: :goodjob:
yes you are the the greatest of all us!


btw how long have you been playing!

Double post and extra post deleted. You can use the edit button to add something to your post, rather than making a new one.

-- Chieftess
 
1884-Kill 2 impis
2 musketmen
4 medieval infantry
1 cavalry
1 longbow
lose 2 musketeers

IBT-Kill 1 frigate

1886-Capture Zimbabwe, a worker, 2 cannons.
Kill 7 musketmen
1 medieval infantry
7 cavalry
4 longbowmen
generate 1 leader

IBT-Zulu start bombarding my armies with ships.
lose 1 galleon (empty)

1888-Kill 1 musketman
lose 2 musketeers

IBT-Kill 2 frigates
Aztecs and Celts sign peace.
Celts demands contact with Arabs. I refuse, and he declares war.
Ok, no big deal. Now instead of 'fighting' the Aztecs like I've done for the last few thousand years, I will be their friend.

1890-Sign peace with Aztecs for world map (didn't have anything else).
Get Aztecs to fight Celts for 21 gpt.

IBT-kill 2 frigates
lose 1 galleon (empty)

1892-Capture Ulundi
kill 1 frigate
1 galley
4 musketmen
generate 1 leader

IBT-Lose 3 galleons (empty)
kill 1 frigate

1894-Kill 1 frigate
lose 1 galleon
Capture Isandhlwana
kill 7 musketmen
2 cavalry
generate 1 leader

IBT-lose 1 galleon

1896-kill 3 frigates
2 galleon
1 musketman
1 medieval infantry
lose 4 galleons

1898-zzzz

1900-Kill 3 musketmen
1 medeival infantry
Capture Bapedi.

IBT-Impi retreats.

1902-kill 2 musketmen
1 cavalry
1 medieval infantry

Zulu now have riflemen in their cities.

1904-Capture Intombe, 1 cannon and a worker.
kill 2 riflemen
1 medieval infantry
2 cavalry
1 longbow
lose 3 musketeers

1906-1910- zzz, start moving a few units to a Zulu island that has a couple cities while also moving the bulk of my units towards the rest of the Zulu cities on the main continent..

1912-Capture Zanquin
kill 3 riflemen
lose 2 musketeers.
At least 1 galleon in Zanquin.

1914-Capture Amatikulu, 1 worker
kill 2 riflemen
lose 1 musketeer

1916-Only 1 rifleman in Mpondo???
Capture Mpondo, 1 worker, 1 cannon
Kill 1 rifleman.

1918-Divide my forces to go at 2 different cities at the same time. About 100 cannons/100 musketeers head to Swazi and an equal number heads to Ngome.

1920-Get a musketeer onto a 1-tile island in the middle of an ocean before someone builds a city there.

1922-Capture Ngome, 2 workers
Kill 3 riflemen
lose 1 musketeer

Capture Swazi, 1 cannon
Kill 3 riflemen
lose 1 musketeer

IBT-Zulu unload 2 cavalry, 1 settler somewhat near Hlobane. I have everything railroaded, so going back to get them won't be a problem.
Iroquois and Zulu sign peace.

1924-Kill 2 cavarly, capture 2 workers
Sign peace with Zulu for WM, 20 gold and the cities of New Zimbabwe and Umfolozi.
Try to steal tech from Zulu (immediately-1582 gold).
1st-caught
2nd-Nationalism

IBT-Zulu demand I leave their territory, I refuse and war is declared.
1 cavalry retreats

1926-Capture Umtata, 3 workers
kill 3 riflemen.

1928-Capture Tugela
Kill 2 riflemen
1 cavalry.

Upgrade 93 musketeers to Riflemen.
Zulu are still a Republic.

1930-Upgrade 182 musketeers to riflemen.
Cancel alliance with Aztecs vs. Celts.
Attempt to steal techs from Aztecs (immediately-1518 gold)
1st attempt is a success for economics.
Decide to stay at war with Celts (benefitting from reverse war-weariness). Reverse WW isn't really helping all that much anyways, but it's nice to have a few cities in WLTK day.
Re-sign the alliance with Aztecs for WM.

Go to War-Time Mobilization. Don't need it, but I've never really used it before, so just doing something different.

IBT-lose 1 galleon (empty).

1932-zzz

1934-Kill 3 riflemen, capturing Ibabanago and 2 slaves.

IBT-Aztecs and Celts sign peace

1936-Capture Isipezi, 1 slave, 1 cannon
Kill 5 riflemen
1 medievel infantry (they unloaded from a ship by Hlobane).
lose 1 musketeer.

Zulu has 1 city left on an island in the far north. Will leave them be and head for the Iroquois. Iroquois only has 6 cities on it's home continent and 2 on another island. This should be quick and painless.
Get Aztecs to fight Celts again for WM, 20gpt.

1938-Declare war on Iroquois.
Unload 5 musketeer armies
20 cannons
8 musketeers
152 riflemen by Oil Springs.

Iroquois lacks saltpeter, so pikemen are their best defenders.

IBT-kill 1 mounted warrior
1 longbowman
Iroquois land a knight, longbowman and settler in former Zulu land.

1940-Capture Oil Springs
kill 3 pikemen
1 knight
1 longbowman
1 galley
1 caravel
capture 2 slaves

unload 2 musketeer armies, 8 cannons, 4 riflemen, 1 musketeer into Oil Springs

1942-unload another 75-100 cannons into Oil Springs

kill 15 mounted warriors
2 longbowmen
2 pikemen
3 knights
1 spearman
lose 1 rifleman

1944-Unload another 200 cannons I think (not sure how many, but too freakin' many)

Kill 35 mounted warriors
11 longbowmen
10 pikeman
5 knights
4 spearman
1 warrior
lose 1 rifleman
generate 1 leader.

After that turn, the Iroquois are pretty much toasted.
 
may i please kiss the earth you walk upon?

haha, nice game man. ive learned a lot just from reading this
 
Jeez, who's left? :lol:
 
Originally posted by Amenhotep7
Jeez, who's left? :lol:

After the Iroquois it will be America then Arabia (both on smallish islands-but bigger than Iroquois), then onto the Aztecs and Celts (both pretty good sized). Celts will probably be last, due to the fact that they are keeping up in culture (to prevent me getting a culture victory). At some point when I'm getting the Celts western continent I'll have to pick off the OCC Zulu.
 
1946-kill 1 mounted warrior
5 longbowmen
5 pikemen
3 spearmen
1 archer
lose 1 rifleman

Sign peace with Iroquois for WM, 125 gold, Mauch Chunk and Tonawanda (their island cities). Iroquois also has no iron. Probably had gotten some from the Zulu when they were briefly at peace with them and upgraded some spears, that is why I'm not seeing any swordsmen or medieval infantry.

Abandon the cities.

IBT-Iroquois demands I leave their territory, I refuse and war is declared.

1948-Capture Niagara Falls
Kill 3 longbows
5 pikemen
1 knight
3 spearmen
lose 1 rifleman

split my forces again. 124 cannons, 107 riflemen at Salamanca and 124 cannons, 106 riflemen at Grand River.

Now control gems, my 6th luxury. 94% approval rating with no luxury rate and only having cathedrals (no temples).

IBT-kill 1 caravel

1950-zzz

1951-Capture Salamanca and 1 worker.
Kill 3 pikeman and 1 spearman.

1952-See that Zulu built another city.
Sign peace for Ulundi, 35 gold, WM.
Abandon Ulundi.

Capture Grand River
Kill 8 pikemen

IBT-kill 1 caravel

1953-Capture Cattaraugus
Kill 3 pikeman
at least 1 caravel in Cattaraugus.

IBT-kill 1 caravel
Iroquois and Zulu sign a trade embargo against me, lol.

1954-zzz

1955-Capture Allegheny
kill 3 pikemen
lose 1 rifleman

Iroquois have been eliminated.

Load up 100+ galleons and sail for America!

1956-Declare war on America.
Look for place to land, but nothing near any cities.

IBT-America runs their troops around and leave a tile open by Philadelphia.

1957-Land 25 musketmen/riflemen armies, 192 cannons, 148 riflemen onto 1 tile by Philadelphia. America got Nationalism a few turns ago, but I still see musketmen as defenders. They never had any money, so not sure if they will be able to upgrade, we shall see....

IBT-kill 1 horseman
3 longbow
1 cavalry

1958-Capture Philadelphia
Kill 8 musketmen
8 horsemen
1 cavalry
2 longbow
2 archer
1 spear

IBT-America brings 62 units into my territory.
Kill 8 horsemen
3 cavalry
6 horsemen and 4 cavalry retreated

1959-Kill 9 musketmen
28 horsemen
16 cavalry
6 longbowmen
2 archers

IBT-kill 8 horsemen
8 cavalry
7 cavalry, 8 horsemen retreated
lose 1 army!

1960-kill 13 musketmen
48 horsemen
17 cavalry
11 longbow
3 archer
2 spearmen
1 rifleman
lose 2 riflemen

A 95:2 kill ratio that turn. I could have killed 2 more longbows, but will leave the 'kill zone' open for more American units to pour through while advancing some excess cannons/riflemen closer to the next American city.

 
You'd better hurry up and conquer everyone, or else you won't win a conquest victory!:eek:
 
Yes, if I do make it time, it will be pretty close.

Estimation/goals:
America by 1975
Arabia by 2000
Aztecs by 2025
Celts by 2050?!?!?
 
Hmmm....Well, if the Americans won't be too hard to beat, you could send a few forces to attack the Aztecs or Celts or even Arabia...Multiple wars...When you get ICBMs I think the war will be easier...REIGN OF TERROR :evil: an RAIN OF ICBMS!:mwaha:
 
Acually, the tech rate in that game is awfully low, so I'm not sure if they ever reach modern era by that time...
 
Acually, the tech rate in that game is awfully low, so I'm not sure if they ever reach modern era by that time...

I doubt anyone will even get infantry or tanks.

I'm was a little ahead of schedule for the Americans, but gonna get further ahead of schedule on the Arabs.

1960-previous post

IBT-kill 2 cavalry
5 cavalry retreated

1961-Harbor completed in Philadelphia, connected dyes (7th luxury) to all my cities. Every city goes into WLTK day.

Kill:
24 musketmen
49 horsemen (7 had retreated once, but I got them later this turn)
5 cavalry
24 longbowmen
5 archers
10 spearmen
1 rifleman
lose 4 riflemen
generate 2 leaders (disband wounded musketeer armies to make riflemen armies).

IBT-kill 2 cavalry
1 cavalry retreated


1962-Kill 2 riflemen
13 musketmen
3 horsemen
2 cavalry
21 longbowmen
10 spearmen
4 archers
lose 2 riflemen
generate 2 leaders

1963-Cancel alliance with Aztecs vs. Celts. Sign peace with Celts for WM, so I can get out of mobilization and build a palace.

Kill:
2 riflemen
10 musketmen
1 horseman
15 longbowmen
10 spearmen
2 archers
Generate 4 leaders.

Sign peace with America for Miami, 140 gold.
Abandon Miami.

IBT-America demands I leave their territory, I refuse and war is declared.

1964-Capture Atlanta and 2 workers
Kill in Atlanta:
11 riflemen
7 longbowmen
lose 9 riflemen (attacked 2 and 3 hp riflemen due to being low on cannons-have plenty of riflemen, so will be more careless with them).

Form a solid 'army wall' with no openings.
Re-mobilize and stop producing cannons.
Current cannons will do, will do more 'attrition' fighting of riflemen vs. riflemen, with cannons weakening them, but not necessarily always getting them to 1 hp.

IBT-America moves all troops into cities

1965-Move troops towards Washington/New York

IBT-kill 1 longbow

1966-Kill 1 galleon
lose 2 galeons
Capture Washington, New York, 5 workers.
Kill 17 riflemen
2 horsemen
2 longbow
1 archer
lose 6 riflemen
generate 1 leader

See that Zulu have 3 cities now. 6 turns left on peace treaty, but oh well.
Declare war.
Gift contact with Zulu to Celts and Aztecs (who are currently still fighting each other, but not in an alliance with me).
Get Celts to fight Zulu for WM, 12 gpt.
Get Aztecs to fight Zulu for WM, 22 gpt.
Hopefully, 1 of those 2 can pick off the Zulu for me and raze their cities.

1967-Kill 1 galleon
lose 2 galleons

1968-Capture Seattle
Kill 3 riflemen
1 longbow
lose 5 riflemen
1 army
generate 1 leader

Unable to protect a couple tiles due to San Francisco's culture.

IBT-Washington's troops are drawn out of cities towards the exposed tile improvements.

1969-Capture Boston
Kill 7 riflemen
8 longbowmen
lose 1 rifleman
generate 2 leaders

Sign peace for San Francisco, Buffalo (a new city), 250 gold.

IBT-At war again.

1970-Kill a rifleman/settler duo.
Kill 1 galleon
lose 2 galleons.

1971-Capture Houston, Chicago, 3 catapults. America has just St. Louis left which they had just founded.
Kill 9 riflemen
4 longbowmen

Arabia has no horses, Iron, or saltpeter. Declare war on Arabia.

1972-Kill 1 rifleman
Capture St. Louis
Lose 5 riflemen and 1 musketeer army. (I guess I needed more than 20 cannons for 1 stupid rifleman).

America has been eliminated.
Land troops by Kahun.

IBT-kill 1 longbow

1973-Capture Kahun.
Kill 3 longbow
23 spearmen
16 archers
lose 3 riflemen (stupid 1 hp spearmen in forest).
generate 3 leaders

IBT-kill 2 archers

1974-Capture Baghdad and 2 workers.
Kill:
54 spearmen
30 archers
14 longbowmen
lose 7 riflemen (attacked some units with no bombarding support)
generate 1 leader

And here is a screenshot from 2 turns after I was able to control my troops on Arabian soil:

 
Why on earth do they have only spearmen?! :eek: Are they in technological stasis or something, or are they just stupid? No offense to actual people living on the Arabian Peninsula!:D
 
it's actually not that unrealistic

remember africa 200 years ago was fighting European colonists with spears and cow-hide shields.

in this game, it's the Arabs who are in that situation.
 
Ah! Didn't know that bit of info. Thnx! ...Only 200 years ago???:undecide:
 
Originally posted by Amenhotep7
Ah! Didn't know that bit of info. Thnx! ...Only 200 years ago???:undecide:

In Civ3 terms: 1800s (There's a movie about the Zulus and a British fort).

Industrial Era Europe - Riflemen
Antiquity Zulus - Impis
 
Chieftess the movie about the Zulu's and a British fort is called "Zulu". It rocks and everyone should go out and watch it. It also it has a film debut for Michael Caine, who also rocks :D
 
Why on earth do they have only spearmen?!

They had no iron, no saltpeter and no horses.

Arabia had a pretty small island. It was bigger than the Iroquois, but not by much. They were behind in tech, but then they had never met anyone but me. (They did meet America maybe 2 turns before the Americans were destroyed because an american caravel sailed over there for some reason). Arabia did have gunpowder, but I can't remember what they had for techs in the upper part of the tech tree.

Both Celts and Aztecs don't have nationalism yet, but they will get it soon I'm sure....


1974-previous post

IBT-Kill 1 longbow
3 archers
lose 1 rifleman

1975-Unload 18 riflemen on the southern tip of Arabia by Basra.
Unload another 19 riflemen, 2 cannons in the NE part of Arabia (doesn't really help, but only open tile I could find).
Just unloading troops wherever I can find an open tile.

Kill 39 spearmen
6 longbowmen
15 archers
lose 18 riflemen (Arabia culture made it hard/impossible to move my cannons around to assist in bombarding, so I attacked without cannon support).

IBT-Kill 15 archers
lose 3 riflemen

1976-Capture Mecca, 4 workers
Capital jumps to Basra. My units that were down there and survived goes on a suicide mission. Kill a few spearmen with lots of casualties, but can't capture Basra.
Unload another 4 riflemen by Basra.

Kill 26 spearmen
3 longbowmen
7 archers
lose 16 riflemen
generate 1 leader

IBT-Kill 15 archers
lose 2 riflemen.

1977-Capture Damascus, Najran, 2 workers
Kill 56 spearmen
10 longbowmen
23 archers
lose 2 riflemen
generate 5 leaders

IBT-Kill 3 longbowmen
lose 3 riflemen

1978-Kill 4 spearmen
4 archers
lose 2 riflemen.

IBT-With 100+riflemen at the gates of Basra, Arabia sends 11 spearmen OUT of Basra!!! (to chase after workers they won't be able to reach)
kill 1 longbow

1979-Capture Basra
Kill 7 spearmen
3 longbow
lose 4 riflemen

Arabia has been eliminated

So now I set sail for the Aztecs and here is the world situation:



I have broken peace treaties, but have not broken any alliances yet. If I break an alliance then it will be impossible (or almost impossible) to get another alliance. I didn't think I could wipe out Arabia that quickly, so there is still 7-8 turns left on the alliance with Aztecs vs. Zulu. I may have to break it, I'm not sure-Don't know if I want to sit around for 5 turns waiting for the deal to end. Hopefully the Aztecs will break it themselves very soon.

Since I had gotten the Aztecs and Celts to fight each other for the last few thousand years or so, they hate each other so much that they continue to fight each other for the longest time without me encouraging them anymore.
 
Played a few more turns. Won't get to play much until monday evening and Tuesday. Hopefully I can finish it up on Tuesday.

Some turns are taking 30-45 minutes because of all the troops I have to move around. And another reason is because when you get over 250 units in a stack, then you can't scroll down at all (it just shows the first 40 or so units), so I have to press 'wait' to scroll through units until I get the one I need (like if all riflemen are being shown and I need to use a cannon right now, but the cannons are all at the bottom of the list where I can't access). Getting the rails down really helps with this (doesn't waste movement points as you are shuffling units around into smaller stacks trying to get the unit you need). A real pain is waking each unit out of a galleon one at a time when you have 100+ full galleons on one tile because you can't scroll down and select 'wake transported'. (tip: keep galleon stacks to a maximum of 50 galleons and try not to get 2 of those 50-galleon stacks ending up on the same tile).

1980-1981 move troops towards Aztecs

1982-Try to steal tech from Aztecs (they don't have anything), immediately for 1598 gold.
Aztecs declare war!

Unload 300+ cannons, 350+ riflemen and 1 rifleman army next to Texcoco. (my stack of galleons full of armies was 1 tile from reaching shore, so can't land)

IBT-Kill 7 cavalry
1 medieval infantry
20 cavalry retreated
lose 2 riflemen
(Those cannons really helped on defense).

1983-Capture Texcoco
Unload my 20+ riflemen armies into Texcoco
Kill:
33 cavalry
12 pikemen
8 medieval infantry
5 musketmen
5 knights
1 jaguar warrior
2 archers
1 longbowman
lose 2 riflemen

My excess cannons and riflemen I had left to move I ended up splitting into 3 groups (one north, one east, and one south).
 
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