Round 0: The Bottom of the World (4000 B.C.)
Round 1: A Rocky Start (4000 B.C. - 2450 B.C.)
Round 2: The Brushfire Wars (2450 B.C. - 1125 B.C.)
Round 3: Earth 31 Civs (1125 B.C. - 440 B.C.)
Round 4: A Kinder, Gentler Shaka (440 B.C. - 160 A.D.)
Round 5: The Battle of Timbuktu (160 A.D. - 550 A.D.)
Round 6: The War for Happiness (550 A.D. - 835 A.D.)
Round 7: The Race for Liberalism (835 A.D. - 1200 A.D.)
Round 8: The Transition (1200 A.D. - 1365 A.D.)
Round 9: The Art of Ulundi (1365 A.D. - 1550 A.D.)
Round 10: Victory! (1550 A.D. - 1762 A.D.)
In the King of the World series, we strive to showcase the various Civilization leaders within their real-world geographical contexts. In this eighth game, we depart from the series' earlier iterations and move on to the Earth 34 Civs map (The Celtic Ireland version), and we take on the bloodthirsty Shaka of the Zulu:
For reference purposes, Shaka's Unique Unit is the Impi, a two-move Spearman that starts with Mobility (which reduces terrain costs by 1). This results in an early window of fast, mobile skirmishers which would be perfect for pillaging, if not taking cities. Mobility is rather limited once the Spearmen are upgraded, though, unless a Great General is attached or we are willing to wait for Mechanized Infantry.
Shaka's Unique Building is the Ikhanda, a slightly more expensive (60 rather than 50) Barracks which acts as a mini-courthouse, reducing Maintenance costs by 20%. This makes it worth eventually building even in peaceful cities, and provides a juicy bonus to our military ones (and, as Shaka, most of our cities should be military cities).
Shaka is Aggressive (Melee and Gunpowder troops start with Combat I, and Drydocks and the precious Ikhanda get production bonuses) and Expansive (+2 Health, with bonuses for the production of Granaries and Harbors and a minor boost in Worker production). These are a great pair of traits for early, slavery-fueled aggression. In addition, oddly enough, the traits seem to have some synergy for an aquatic empire, given the boosts to Drydocks and Harbors. I dunno. Something to think about.
Enough talk about Shaka. Let's take a look at Zululand proper:
Y'know what? It's not great (especially when compared to, say, Paris or Kyoto), but it's not terrible. Two happiness resources are always nice to have and, though they are on Plains, at least they're on flatland, able to be worked with the help of the Cows and Crabs. This seems like the classic strong early capital that's doomed to lag behind a bit in the late game. Well, that just gives us that much more incentive to go out there and claim a better capital. Like, say, Memphis.
All right, overall strategy time. I'm actually thinking about going a little unorthodox, here. We just did the whole "see our enemies driven before us and hear the lamentations of their women" bit with Saladin. I'm willing to be shouted down here, but, if memory serves, we share the continent of Africa with Egypt, Mali, Ethiopia, and Carthage. Why not crush them in some spectacular early wars, then turtle up for a cultural victory? We haven't gone that route yet, and this way, we don't completely waste Shaka's early military advantages by being a total peacenik.
As I'd said, my holidays are going to be a little nutty, so I'm not going to post the first round proper until, say, January 4th or so. Until then, though, there's certainly a lot to talk about regarding short-, middle-, and long-term strategies and such.
Here is a link to the mod, in case anyone wants to follow along.
Round 1: A Rocky Start (4000 B.C. - 2450 B.C.)
Round 2: The Brushfire Wars (2450 B.C. - 1125 B.C.)
Round 3: Earth 31 Civs (1125 B.C. - 440 B.C.)
Round 4: A Kinder, Gentler Shaka (440 B.C. - 160 A.D.)
Round 5: The Battle of Timbuktu (160 A.D. - 550 A.D.)
Round 6: The War for Happiness (550 A.D. - 835 A.D.)
Round 7: The Race for Liberalism (835 A.D. - 1200 A.D.)
Round 8: The Transition (1200 A.D. - 1365 A.D.)
Round 9: The Art of Ulundi (1365 A.D. - 1550 A.D.)
Round 10: Victory! (1550 A.D. - 1762 A.D.)
In the King of the World series, we strive to showcase the various Civilization leaders within their real-world geographical contexts. In this eighth game, we depart from the series' earlier iterations and move on to the Earth 34 Civs map (The Celtic Ireland version), and we take on the bloodthirsty Shaka of the Zulu:

For reference purposes, Shaka's Unique Unit is the Impi, a two-move Spearman that starts with Mobility (which reduces terrain costs by 1). This results in an early window of fast, mobile skirmishers which would be perfect for pillaging, if not taking cities. Mobility is rather limited once the Spearmen are upgraded, though, unless a Great General is attached or we are willing to wait for Mechanized Infantry.
Shaka's Unique Building is the Ikhanda, a slightly more expensive (60 rather than 50) Barracks which acts as a mini-courthouse, reducing Maintenance costs by 20%. This makes it worth eventually building even in peaceful cities, and provides a juicy bonus to our military ones (and, as Shaka, most of our cities should be military cities).
Shaka is Aggressive (Melee and Gunpowder troops start with Combat I, and Drydocks and the precious Ikhanda get production bonuses) and Expansive (+2 Health, with bonuses for the production of Granaries and Harbors and a minor boost in Worker production). These are a great pair of traits for early, slavery-fueled aggression. In addition, oddly enough, the traits seem to have some synergy for an aquatic empire, given the boosts to Drydocks and Harbors. I dunno. Something to think about.
Enough talk about Shaka. Let's take a look at Zululand proper:

Y'know what? It's not great (especially when compared to, say, Paris or Kyoto), but it's not terrible. Two happiness resources are always nice to have and, though they are on Plains, at least they're on flatland, able to be worked with the help of the Cows and Crabs. This seems like the classic strong early capital that's doomed to lag behind a bit in the late game. Well, that just gives us that much more incentive to go out there and claim a better capital. Like, say, Memphis.
All right, overall strategy time. I'm actually thinking about going a little unorthodox, here. We just did the whole "see our enemies driven before us and hear the lamentations of their women" bit with Saladin. I'm willing to be shouted down here, but, if memory serves, we share the continent of Africa with Egypt, Mali, Ethiopia, and Carthage. Why not crush them in some spectacular early wars, then turtle up for a cultural victory? We haven't gone that route yet, and this way, we don't completely waste Shaka's early military advantages by being a total peacenik.
As I'd said, my holidays are going to be a little nutty, so I'm not going to post the first round proper until, say, January 4th or so. Until then, though, there's certainly a lot to talk about regarding short-, middle-, and long-term strategies and such.
Here is a link to the mod, in case anyone wants to follow along.