Help Me Not Suck: Professor Shaka's War Academy

You still seem to be dead set against chopping forest for hammers!!!

Not true--I chopped a lot of the green hills in Ulundi for hammers; I just built mines on them. I've done a lot more chopping around Nobamba--the library was basically chopped into existence there, given that I've been focusing on commerce instead of production and was thus working the riverside tiles. The plan was to save a lot of the forests around Ulundi for Maths so that I'd get better hammer yields out of them. I had lots for my workers to do this round, and I'm going to get more of them going this round. Those forests will probably go to Settlers.

The major economic sites are going to be settled and put into motion next round--Bulawayo and Nobamba are the big commerce sites, but only Nobamba is really contributing right now. Once it got up and running, I went from a terrible tech rate to one I'm more accustomed to, and it's only going to get better as the game goes on.

Here's a question: I think I'm a lock to get the Great Library given my research path and the presence of marble, but where should it go? Ulundi's obviously my production center, but a wonder like that seems best for the GP farm, which--as I've currently laid out, and as it usually is for me--is production poor. Thoughts?
 
Here's a question: I think I'm a lock to get the Great Library given my research path and the presence of marble, but where should it go? Ulundi's obviously my production center, but a wonder like that seems best for the GP farm, which--as I've currently laid out, and as it usually is for me--is production poor. Thoughts?
Your GP farm does at least have a marble hill to work and a second hill to mine which will probably be enough for GLib here.
 
you are in great shape! your dotmap seems well thought out and fine. I would finish scouting out those coasts in a few places just to be sure you dont miss and seafood.

You could really go anydirection to win at this point. Personally I would not decide until I had met all the AI and new how Diplo was gonna play out.
 
I might actually see if there is a better GP farm around, for the long term, at least. The GLib and the NE will take a long to build there, so it's kind of delaying your GP's. Maybe some capitol you haven't conquered, i dunno.
 
I might actually see if there is a better GP farm around, for the long term, at least. The GLib and the NE will take a long to build there, so it's kind of delaying your GP's. Maybe some capitol you haven't conquered, i dunno.

To be honest, with this much land available, I'm more inclined to build peacefully at this point--hammers will more likely go to Settlers and Workers rather than what I'd need to conquer again. Besides, any conquest we do from here on is probably going to require Galleys at least, so that will slow us down.

A thought occurs: why not Amsterdam for the GP farm? Its only food source is the cows, but it has a lot of flood plains (six in the BFC by my count) and a lot of grassland that can be farmed. It also has some production capacity for putting together the buildings necessary to run specialists when/if we leave Caste System, and it has a lot of forests to chop the Great Library when the time comes. It's probably not as good as the site I mapped out short-term just because fish and easily irrigated corn are such good food sources, but since nearly every tile can be improved, it'll be a lot better long-term, and post-Biology it'll be a real monster. It seems a shame to waste such a nice commerce site, but we've got lots of other good commerce sites anyway and not a lot of inland holdings where every tile will be worked all game.

What do you guys think?
 
A few thoughts.

1. Too few workers. You have 5 workers and you are planning a 6th city. Can you whip one somewhere? Maybe build one outside the capital?
2. The capital - It is really being limited by all the forest. It covers so much river grassland. You are restricting growth by working so much mountain tiles. It needs a granary and library in that order.

Great people - You have none. A library somewhere and 2 scientists would help here. Your GP farm is a rather late after thought.


Worker use -
Irrigation - You might consider irrigating 2-3 grassland to help the capital and the gold city grow a bit. You want to get the capital up to size 10+. With the forest gone and then a few cottages then you will have a great capital. An academy will cement that.

Mining - You have mined more hills than you will ever use in the short term. Production is nice but at the expense of city growth you are shooting yourself in the foot.

Cottages - The capital needs these but growth first so it can run 5-6 cottages.

Chopping - Clearing the forest by the capital is sometthing you need to do asap. Use the chops to put into workers. You can switch between granary and library as you build them.

Overall you need to focus on growing cities and building a commerce base to reach techs like astronomy and MT to wage your next war.
 
A thought occurs: why not Amsterdam for the GP farm?

What do you guys think?

It can certainly whip the granary next turn. It needs a library or COL tech for caste. In terms of irrigating for GP farm you don't have the workers for this. I would be working the cow not roading to the capital.

I think you could get a library here (whipped) and then run 2 scientists while you prepare your GP farm. Personally I would use the city as a commerce centre and cottage it. For me it seems a shame to waste those flood plains.

A thought on the war. You spent nearly 300-400 hammers to capture a size 3 city. Pillaging all the land may not have paid off as you are having to rework all the land again.
 
A thought occurs: why not Amsterdam for the GP farm? Its only food source is the cows, but it has a lot of flood plains (six in the BFC by my count) and a lot of grassland that can be farmed. It also has some production capacity for putting together the buildings necessary to run specialists when/if we leave Caste System, and it has a lot of forests to chop the Great Library when the time comes.

Not a bad thought - the health penalty from the floods is something of a downer, and
that's a lot of tiles to work: you're going to need a lot of happy there.

On the other hands, if you can leave the trees alone, dropping the National Park in there would be pretty sweet. In the mean time, the trees solve your health issues.

Downsides: the game is going to be way over by then - if you want the specialists to actually matter, you need them sooner rather than later, and Amsterdamn is a more natural production center (food! cows and ivory! rivers + levees!).

That said, I think your three food location has plenty of production ( :whipped: ). A GP Farm doesn't need much ( Granary: 60, Library: 90, Great Library: 350 less the marble bonus, National Epic: 250 less the marble bonus).

Is that a forested plains hill next to the marble? If so, you're looking at 10 hammers per turn, 20 when you are working on the wonders. Seems like plenty to me.

You'll need some culture - a missionary would be best. And surf and turf should send work boats. And you need to get on with it, since you want the city to be ready when you discover Literature.
 
There's something about the dot map that bothers me. I can't quite put my finger on it, but it hints at a flaw in your thinking.

Note: it's not broken. If you go with this map, you'll do just fine in this game.


But...

Filler Mountain Town is complete garbage; but Filler Plainstown is actually pretty decent (Green cows plus three green mines = +12 :hammers: and +2 :food: / turn)

I think what's happening is that you are choosing good spots for some initial cities, and then looking to see what you can do with the rest of the map. And the piece that's missing is that you aren't considering the affect of alternative placements of your "good" cities.

Not broken - you can let this part of your game slide.

Broadly, there are three aspects in dotmapping
1) How do I make this city as strong as possible
2) How do I maximize the yield of the land (this includes things life offsetting the maintenance costs).
3) How do I make that happen in time.

Point one is especially important when thinking about where the national wonders are going to go

Point three is mostly about recognizing situations where you may need to compromise ideal placement to get resources into your cultural borders (settling with food in the first ring, or placing city A such that city B's food tile will be available right away).

Point two is mostly about making sure that you haven't clumped the food inefficiently.


The exercise I recommend first is to try wiggling Gemville: what happens if you move Gemville directly north of the corn? What happens if you move it onto the elephants? How many cities need to move, does it make things better, worse, or just different?
 
If you plan the GP farm route perhaps aesthetics and lit would be better now? Aesth is 8 turns. poly 3. lit 5-6? Your economy is quite safe without currency for now. The extra scientists would do wonders.
 
2. The capital - It is really being limited by all the forest. It covers so much river grassland. You are restricting growth by working so much mountain tiles. It needs a granary and library in that order.
I'm going to have to disagree.

The forests aren't limiting anything. The only thing their presence represents, at the moment, is an unspent one-time :hammers: boost.

What is the purpose of the granary? To get a big population? Unhappy citizens aren't productive. To whip? Grassland hills are better. The granary needs to be finished just before the happiness cap gets lifted -- there is simply no purpose in having it sooner. And if the happiness cap is only going up by one, it's a tradeoff between having 30 :hammers: now versus 15 :food: that won't be useful until the next time the cap is lifted.

What is the purpose of the library? To get your first GP? He has other cities that can do that -- uMgungundlovu is a perfect candidate for running two scientists permanently once Nobamba takes the pigs.


I suspect what you are really thinking is "I think you shouldn't be using Ulundi as a :hammers: capital -- I think you should use it as a :commerce: capital!" If so, then say that.

As slow as he's expanding, you might be right on that. But if I was rexing, I would probably prefer to take advantage of the high yield of the capital to power the expansion for the time being and cottage up other cities.
 
It can certainly whip the granary next turn. It needs a library or COL tech for caste. In terms of irrigating for GP farm you don't have the workers for this. I would be working the cow not roading to the capital.

I think you could get a library here (whipped) and then run 2 scientists while you prepare your GP farm. Personally I would use the city as a commerce centre and cottage it. For me it seems a shame to waste those flood plains.

A thought on the war. You spent nearly 300-400 hammers to capture a size 3 city. Pillaging all the land may not have paid off as you are having to rework all the land again.

I don't think Amsterdam is a great GP farm, at least in the long run. I mean - the place you had it is a fine place - you just can't build the GLib there.

Maybe build Glib in amsterdam and run two farms - one in amsterdam, one longer term one in the other place that gets NE. I dunno.

Thinking about it more, though:

green Cow and 6 Floodplain is 14 extra food. 2 cow and irrigated corn is 13 (I think), so long term, Amsterdam is a better site, plus with bio, more farms = even more food, plus either other farms or (if you keep the forests) National Park - the problem being, of course, that it needs more population.

I think setting up your 2 fish & corn to be a fast GP farm (yoiu should be able to whip a lib without even a granary there, or just grow into caste specialists) while you build granary/Glib/NE whatever else in amsterdam probably works.
 
Love the writeup thus far, very entertaining.
One question though: Why settle Bulawayo 1NE of horse (where you settled it) as opposed to 1 N of the horse? 1N of the horse would've picked up two grassland hills in the BFC at the expense of 1 flood plain and junk ocean tiles in the BFC. It does prevent you from working the fish until you get a border pop, but would 1N have been stronger long term due to the hills?
 
Dotmap:
I'd rather use the deer to work the spices. Maybe there is something else up in that fog, too?
Filler Mountaintown can go one NE, which gains a riverside grassland, tile-swapping potential and a (desert?) hill in exchange for a grassland and a whole lot of desert and mountains.
Btw, what's up with stupid low food town (SLFT)? Just give it the corn, as the gems in Gemville are food neutral and that city has no hills to work. SLFT becomes a decent production city.
Just for fun, you might want to eventually construct a canal at barbtown (with forts between the lakes). Will lose a grassland for barbtown, but drastically cut naval travel times.

On a general note: Either choke and pillage your opponent while settling the land, or rush him. You should commit to one strategy and one strategy only, although it sometimes makes sense to choke with one or two warriors while preparing an axerush (e.g., if you can worker steal and there is a forested hill near the enemy capital.

Btw, 15 tiles is usually fine, at least on emperor.
 
Good work so far. :)

A couple of points:

(i) As you’ve seen, one of the most important pre-requisites for success is simply setting a (realistic) goal and committing to it. Well done on taking WvO out...although the point made by @K.Murx is worth bearing in mind in your future conquests.

(ii) I’m going to respectfully disagree with the earlier advice re: settling uMgun as city #2. I understand that it enables a subsequently placed gold city to access the pigs and pop its borders a little earlier, but monuments can just as easily be chopped to accelerate them. Instead, IMHO, you’d have been far better off settling where you placed Bulawayo as city #2. That city has horses (which opens up a faster chariot rush), plains cow, fish and floodplains. What’s more, none of the resources require a monument to access.

(iii) The floodplains in Bulawayo deserve further mention in view of the map. As has been noted, your start is hammer rich but commerce poor. This is important because one of the keys to moving up the levels IMHO is to play the map. As such, it’s worth spending a little time to consider the map’s strengths (here hammers) and weaknesses (here early commerce), and then to devise a plan to leverage the former and compensate for the latter. With that in mind, is it currently worth thinking about whether your happy cap is going to be high enough for you to grow your cities vertically to help support your REx? If you think the happy cap may need boosting from current levels, does this have any implications for your tech path, the order in which you settle your cities to claim happy resources and perhaps even wonders?

(iv) Remember that Shaka is expansive – so granaries (such as that being built in Amsterdam) are one pop whips.

(v) @Gumbolt is right...getting enough workers to avoid working unimproved tiles is going to be the key to settling all that land ASAP. Chopping more forests might help too.

(vi) EDIT: IMHO, @AutomatedTeller may well be right about the need to consider building The GL in Amsterdam, depending on how long you think it will take “GP Farm” to access its resources and get in place some infra like a monument, granary and a library. Given that this is noble, you’ll probably still have time to build The GL in GP Farm if you want, but you may be able to complete it earlier in Amsterdam. Depending on your thirst for further conquest, there is of course another use for all that food in GP Farm...as a draft city.

Some good skills and great narrative evident to date. :goodjob: Look forward to seeing how you go.

@MyOtherName: Re: chopping forests. FWIW, I’m going to agree overwhelmingly with Gumbolt on this one. The point about the one time bonus is that it can create a snowball effect - earlier access to cities, wonders etc. brings forward the date at which you get their subsequent benefits. To help illustrate the point, perhaps take a look at the shadow to 675BC I’ve attached - and see how few forests now stand around the capital.

Results of chopping attached in spoiler. Avert your gaze @The Oz-Man until you’ve (i) fully revealed your own landmass and (ii) your WB has sailed around the other landmass.

Spoiler :
WvO consigned to history at 1240 BC, compared to 675 BC in The Oz-Man’s save (and I would’ve defeated WvO much earlier had I not rather overbuilt chariots and delayed my DoW, d’oh!) The main difference was that I used two dedicated workers to chop forests so that chariots were being produced at almost 1 per turn and a third to road to Amsterdam. In addition, a few more forests have since been chopped to allow me to nab The Great Wall to end barb problems on this landmass - and get within two turns of The Pyramids as at the save to allow early access to representation for a happy cap boost and extra beakers from specialists.
 

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Regarding filler towns: I suspect the one in the mountains may not be settled at all. It basically exists to attempt to work as much of the land on the continent as possible. Those interior mountains are tricky to dotmap, and I suspect I'll end up just leaving them be since there are obviously far superior sites to be had.

Regarding happy caps: That's something I'm definitely going to have to tangle with in the upcoming round. Dipping into Meditation to spread the faith around might not be a bad idea; it's a quick tech, it unlocks another cheap tech in Priesthood to further raise happy, and I'll need it eventually for a Philosophy bulb anyway. I'm hoping to acquire IW (to get to the Jungle Gems [BOOOOOOOO]) and, later, Monarchy through trade, but I'll probably have to hit Calendar on my own. The easiest happiness resource right now, of course, is the elephants. Basically, the hard part about the tech strategy right now is that a lot of it is contingent on Izzy or Justin getting Alphabet soon so I can nab the early religious techs that I'm sure they have. All of this might mean giving Currency a miss for now; happiness is going to be a problem sooner rather than later, and we're teching at a decent clip at this point and can improve that by running some rocket surgeons.

Regarding placement of Bulawayo: I wanted one city to work all of the floodplains, and all of its best resources are in the first ring. Those ocean tiles are indeed going to suck, but that just means the city will slow down a bit late-game; short-term, I'll just work scientists or other cottage tiles to keep it viable. 1W is probably better long-term, but I don't think it's a total disaster. :p

Regarding 15 miles on the Barbtown Canal: I love that idea, and it compensates for a big problem I see with naval travel on this map--mainly, the fact that some our ports are very poorly connected (compare uMtown to the wine site on the dot map--both are coastal, but building a Galley in either one will put me on the opposite side of the Hindu holy land).

Implications of all of this are that I'm going to give Currency a miss for the time being and see what happens. Tech path will be Masonry -> Polytheism -> Monotheism (to get OR going, both for infrastructure and easy Missionaries/Culture/Happy), then over to Aesthetics and Lit. Hopefully in that time, Izzy and Justin get Alphabet online and we can start tech-trading--which is how I'm hoping to get Monarchy, IW, and Priesthood. I like Alpha, but it's a bear of a tech, and if we're going to nab what we want Wonder-wise quickly, we're going to have to get rolling.

I'll definitely work on re-dotmapping the south and the mountain land in particular, but I don't think any of those cities are going to get up and running this round anyway, so I don't think it's a desperate hurry. If someone settles the south, we'll just murder them off. I think Justin and Izzy's AI are going to be too befuddled to get there anyway.

So I'ma give this the ol' college try. Let's subjugate this beast.
 
I would advise for settling as much land as possible as soon as possible. IMO you should get currency, get as many cities as possible without going broke, possibly building wealth in some cities, and tech with specialists (helped if you can get the mids, which you should).

At the very least, keep enough settlers at hand so you can preempt any AI Settlers which might show up. And naturally, enough scouts must be around at all times in the land you want to claim.

But it is very important on higher levels to get a feeling for how much you can expand without irrevocably crashing your economy, so I would suggest you go and try it.
 
why shun alphabet and then tech masonry, poly, and monothesism when issabella and justinian almost certainly will trade those techs?
 
why shun alphabet and then tech masonry, poly, and monothesism when issabella and justinian almost certainly will trade those techs?

Agreed. I can see that happiness will likely become an issue during this turn set, but I’m not certain that the way to deal with it is to tech the path outlined. Instead, I wonder if there might be another way of looking at the issue. Assuming you want to trade for alphabet Oz, might it be worthwhile asking what you can offer in exchange for it? At this stage, you can offer maths...but that requires fewer beakers than alphabet to tech. Perhaps therefore it might be worthwhile investing a few beakers into alphabet to lower the cost (to a similar number of beakers as maths) – and trade maths for it. That might allow you to then tech aesthetics and make a further round of trades to acquire the other techs outlined above – whilst keeping a monopoly on aesthetics. As it stands, the only reasons I can see that you want masonry next would be because you’re going for either The Pyramids (meaning you’re going to settle the stone ASAP), The Oracle (which means settling the marble ASAP and teching to priesthood as proposed – so maybe this is the plan) or The GLH....but I don’t see a mention of wonders in the plan. :confused:
 
Chapter 4
Taming the Savage Lands

(In this round, I'm positive I made a few mistakes. I took some short-term risks in getting Zululand settled and running for, I hope, long-term gain. I have a feeling a lot of you guys are going to be tearing your hair out about certain decisions, and of course I'm eager to see what you think I could've done better. But we came out strong and, I think, in a position to take the game in whatever direction we want.

Some adjusted micro and builds to start:)




(uMtown started working that cottage near the pigs, and I made Bulawayo a worker pump for much of the round. I left the Lighthouse in the queue, figuring I'd get to it much later in the game and not wanting to waste any hammers. However, I took my eye off the ball and built it accidentally late in the round. Sort of an unfortunate loss of hammers, but eh, it is what it is.)

Shaka's lands were mighty, spanning from sea to shining sea, west to east. However, they were not enough. The Hindu holy lands to the east boasted opulence and piety, and the empires of Justinian and Isabella were impressive indeed. If Shaka was to gain their trust and gain allies as he cemented his hold on Zululand, his empire would have to match theirs... and even exceed it. Atop his Throne of Skulls, the war-chief vowed that the Barbarian lands would fall to him--peacefully or by the axe.

Shaka first sought to better understand the roots of the Hindu faith. Justinian--master of the written world--offered to help, as well as to grant Zululand access to the secrets of the Dutch spear-casters, which Shaka learned were called "archers."



(Archery was a throw-in; obviously I did this for the religious tech. I'm not too fussed about giving Justin access to long division, especially with after shaving a few turns after Poly--turns that, as I think you'll see, we'd really want later on when things started going south. And, of course, this got Justin up to Pleased quickly.)

In 475 BC (Why do we count backward on this foolish Hindu calendar? Shaka wondered.), the warrior-settlers (really a press gang of burly nobles with clubs) traveled to the west coast. The villagers of the tribe kwaDukuza--who thrived on fishes and cows--were the first to fall into line.



As Zululand continued to codify a priest caste (an easy way to up our happy cap), the intrepid diplomatic fishing boat discovered an errant scout in Spain. The scout traveled to the Holy Mountain with his master, a bloodthirsty tyrant in a fashionable headdress. Shaka recognized him as a warrior-chief like himself, and the two took to each other like a Bulawayo resident to the whip. Shaka knew his Zulu people could gain much by befriending these bizarre people: the Aztecs.



The warriors who had taken Amsterdam continued to the north, finding nothing of note:



They were set as sentries at the borders of Amsterdam, guarding the city against Barbarian incursion.

Not much later, the Zulu alliance with the Aztecs was sanctified, and Montezuma himself joined the enlightened fold:



(YAAAAAAAAAAAAY! Having Monty with us means we don't have Monty against us, which will make diplomacy more of a breeze... as you will see.)

South of Spain, the diplomats' boat encountered a strange sight along the ocean: a high wall that stretched across the length of the southern border of Spain. The people on the other side of the wall were no Hindus; rather than taking to the idea of karmic justice, they walked a path of peace and meditation towards enlightenment. Their leader met the diplomats once, and the reports were sent back: this man was mad. Wearing an elaborate crown despite his people's ignorance of Monarchy, this chief was different from the late Willem. Willem was merely a poet/scholar; this man was a lunatic.



The diplomats, ignorant of Holy Roman pronunciation, instead took to calling this chief "Chuck." He did not take to it well.

(...well. I think we've found our future military conquest. And yes, ol' Chuck indeed built the Great Wall for us!)

Years later, the Hindu scholar Herodotus released his study of the nations of the world.



"Puny?" Shaka scoffed. "We will show this fool who is puny!"

Infuriated not by the substance of the report but by its undiplomatic use of adjectives, Shaka himself vented his rage by personally joining the incursion to the Barbarian lands:



This tribe, called the Jute, fought well, but their pathetic clubs were no match for Zulu metallurgy. Unlike the previous tribes of this land, however, Shaka allowed this settlement to stand.



(No infrastructure inside, but it saved us a settler. As you'll see, though, I think keeping this site was a mistake; it ended up being a huge drag on the economy, which was already starting to tank.)

In just a few years' time, warrior-settlers from Ulundi had "settled" the cities of Ondini and Nongama (Yeah, I forgot to take screenshots, but they weren't long after Jute was taken.). The people of Nongama were particularly important to Shaka's plans: the village promised access to beautiful Marble in its hills, a building material that Shaka's warrior-scholars insisted could be used to beautify his empire.

Shaka's main concern, however, was not his nobles' quest for beauty; rather, it was his own empire's hemorrhaging funds. The lands in the south had tremendous promise, but for now, they were a tremendous drag on Zulu finances. Shaka's warrior-accountants came to their chief with a proposal for action: a unified Currency, the first of its kind in this part of the world.



Shaka consented to this; he only hoped it was not too late to save his kingdom. He had been busy trying to make Zululand great not just in land, but in architecture. His warrior-artisans in Ulundi, enlightened by the knowledge of Aesthetics gained to satisfy the grumbling Dutch of the west, sought to build a massive statue of their chief that would intimidate all who would attack Zululand. However, in their ignorance, they accidentally gave their lord a beard and a toga:



They were summarily executed. The statue, nevertheless, inspired awe from as far away as Holy Rome, where "Chuck" was said to be mortified at the implications of its presence.

(Hey, we had Ivory, and it was a pretty cheap build. We're basically denying it to the AI--I don't anticipate anyone being able to reach us to field a credible military threat, but it would su-hu-huck for Chuck to build it when he's clearly our next target.)

With the secrets of Aesthetics having served its primary purpose, Shaka traded its secrets to Spain for access to advanced metal-working and a more codified practice of the faith.



(We didn't adopt OR just yet; the trade was to get IW PDQ [OMG BBQ]. We didn't need a high upkeep civic like that when we were already bleeding funds, but the backfill was nice.)

Shaka, knowing how his people had been fortunate to acquire Copper so close to home, doubted that this new metal--"Iron"--would be found within his own lands. However, the gods had blessed the war-chief once again:





(...well. :eek: This certainly makes the filler plains town more of a monster.)

With the economy in tatters thanks to Shaka's attempts to settle as much as possible, the war-chief sought what technologies he could find anywhere. The Spanish and Byzantines, however, proved to be no friends when Shaka was down.



(OH COME ON JUSTIN GIVE A GUY A BREAK. GAH. They parted with NO free techs or monetary gifts this round, either!)

Grumbling at Justinian's arrogance, Shaka turned to the artist-scholars-but-not-really-warriors of Amsterdam. Though he hated to give authority to these milquetoasts, they had served Zululand well since Willem's death. It was agreed: Amsterdam would be the center of Zulu knowledge and scholarship. A Great Library was to be built with the strength of Nongama's marble.



(As you'll see, that took SIGNIFICANTLY less than 59 turns. Marble went online shortly after this, and Amsterdam had a couple of workers chopping overtime and building mines.)

To commemorate the occasion, Shaka approved the settlement of the village of Nodwengu, which would serve to connect the scholars of the west to the warriors of the east.



(...okay, that one was probably a mistake at this point. I thought recalling some of the fogbusters into the borders would help more than it did, so I set up Nodwengu to watch the pass. It's a better city now that it's starting to get going, but at the time, it was just another drag.)

While the west was civilized, in the east, the hinges threatened to come off of the Zulu Empire. Upkeep was spiraling out of control. Unable to pay for scholarship, Shaka found himself lowering science as a priority in favor of pittances of taxes. Shaka did what he could throughout the empire to increase fiscal output, sacrificing his people's legendary production for commerce and sending some of his city's warrior-miners to work in the empire's Libraries to keep research toward a unified Currency afloat.

Seeing weakness in his warrior brother, Montezuma made his move.



The move infuriated Shaka. He longed to send the fish to Aztec lands escorted by waves and waves of Axemen and Impis. However, war against Montezuma would be fruitless. The war-chief begrudgingly consented to share his surplus, which Pleased the Aztec chief.

(Yeah, whatever, Monty, it's yours. I still need to cancel that deal. Monty doesn't have anything worth trading just yet, though.)

By 275 AD (Now the calendar counts UPWARD? Shaka roared.), thanks to the efforts of Dutch loggers and marble from the east, the Zulu center of knowledge and learning was complete:



Amsterdam immediately began work on a National Epic to celebrate the occasion and draw more of Zululand's warrior-scientists to the city.

With his Great Library built, Shaka finally felt comfortable sharing the secrets of Literature with his allies in Byzantium (Isabella had completed the technology decades earlier):



(Highway robbery, but yeah, we're way late getting to Alpha.)

And 25 years later, the long trek was complete.



(The trade routes alone gave us about 15 gpt!)

The Zulu economy--previously in shambles--was now on the road to recovery. But at what cost? At... what... cost?

We'll find out shortly!
 
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