Succession LK 9 - Zulu, NO great wonders.

LKendter

Exterminate, exterminate, exterminate!!!
Supporter
Joined
Aug 15, 2001
Messages
20,059
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.
 
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.
 
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
 
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.
 
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.
 
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
 
I wouldn't mind hopping in myself if there is room. Sounds interesting.
 
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
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
 
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.
 
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
 
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
 
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
 
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.
 
(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.
 
Back
Top Bottom