With our Golden Age underway, I begin considering what our priorities should be. One of the questions that comes up is what to do with the Incan core.
Technically, we remain at war with the Inca, although it has been a cold war for several decades now. Our troops are positioned to retake any rebelling cities, but that seems less likely over time. Meanwhile, most of them are corrupt, and stagnant in growth due to a need for entertainers to counteract the "war with our mother country" effect.
But there are signs it might not have to be this way. Vilcabamba is 3/8ths non-corrupt, and Atico, farther south but with the help of a Courthouse, is only half corrupt. Even Cuzco is only five-sixths corrupt, and it has Tourist Attractions that could contribute decent revenue.
Thus I decide to make peace, and try to take advantage of the Golden Age to make this area at least somewhat productive.
We secure 69 gold and a World Map in the peace deal, and are surprised to find that the Inca had far better knowledge of the world than we did - and already know both Persia and Zululand.
The Zulu have a fabulously wealthy part of the other continent, well-developed and with wine, horses, spices, and furs.
Their only weakness is that they appear to lack Iron, surprising for the size of their empire. We contact Shaka and learn that he is trading for it and is well on his way to naming a city "Zimbabwe 2".
We also make note of Sausa, the Incan city by Zulu lands. The Inca appear to be in better shape than we expected - they are recovering island cities from America as well.
Victory-wise, Zululand is the leader in every category.
Persia has less than 60 percent of their score, although their Hittite conquests should narrow that margin.
Finally, I establish an embassy in Zimbabwe, and find a well-developed capital.
Zululand is at peace, but their form of government suggests this was not always so. But as they are trading with Persia, my best guess is that the two of them were allied against the Hittites - not good news for Mongolia if true.
Whatever the case, however, it does not matter for long - war is soon underway.
Flush with victory, Persia apparently decides this is the time to act. I wonder what their military must look like, if even mighty Zululand appears conquerable.
Thus I establish an embassy in Persepolis.
Not quite as impressive as the Zulu capital! Still, a moderate victory is possible; Zululand has one poorly-defended city.
If somehow Persia gains the upper hand, there's also an interesting terrain situation in northern Zululand.
Persia's mounted units would be forced to fight through the pass at New Tugela. Thus Zululand would have a relatively easy defence, and a great place to counterattack with their Crusaders.
I plan to remain neutral, and closer to home, Suleiman the Magnificent has been undertaking a mapping tour of Iroquois lands, showing much improved development - and a lot of troops.
There are about twenty troops outside of cities just in Suleiman's immediate area!
By the mid-1560s, I'm well underway on an irrigation project near Istanbul, designed both to grow my cities, and to increase utilization of the nearby mountains.
South of Ankara, we won't be able to irrigate until Electricity, but Edirne, Istanbul, and Kirklareli all have growth opportunities - and thanks in part to the Sistine Chapel, we have the happiness to sustain that now.
I further increase that happiness by trading with Shaka.
I'm a little hesitant to help the leading nation, but we can't beat them, so we might as well share in the wealth. I start having second thoughts almost immediately, however.
Now there's a serious risk of Zululand running over their entire continent! Before, Mongolia's troops and cities would likely have slowed down both opposing armies; now, Zululand is likely to simply steamroll the Mongols. I pray that they have Keshiks soon, but their odds are quite long.
We invent Invention in 1570, and with a bit more concern about the future of the world, ask our sagacious calculator for advice.
It decides that Gunpowder is the most appropriate next technology, a decision we are most thankful for. Bumping science back up, we'll be able to four-turn it easily.
Looking at the map, we realize that Persia is already losing to Zululand.
This is without the Zulu Knights taking part - the jungle and New Swazi block the progression of mounted troops. Perhaps this explains Shaka's new war - once New Swazi is taken, all the mounted Zulu troops will be able to join the war in the north.
Our options to influence the situation are somewhat limited, however. With the return of our over-exported Gems in 1570, our approval skyrockets to 77%, and we are able to prop up one of the two Zulu foes with a luxury, and decide Persia is the better bet.
I also consider shipping over a dozen or so Knights, but at this point it seems like a better option to keep them here, in case a war breaks out closer to home, than to use them to try to balance the forces on the other continent.
Zululand begins making quick work of the Mongols the very next turn, taking two cities, the first of what we fear will be many more. The Inca, meanwhile, have reclaimed their entire island, including the city of Denver.
The Inca are also back to being their same old selves as before the war.
No one else is building it yet, so they still have at least somewhat of a technology lead. And we're amused to see the next turn, as Tiwanaku completes a Library, that it already has a Bank - despite having been conquered a hundred years before.
In 1587, the Aztecs begin moving a large number of troops east, in what seems like almost surely bad news.
But we'll be able to fire a warning shot if need be, for in 1590 we complete Gunpowder.
Once again turning to the Calculator of Wisdom, we seek guidance, and are instructed to research Music Theory. I'm surprised to see that Bach's is neither built nor under construction - not even by the Inca - so I set Edirne to a Palace Prebuild for it, after calculating that it can finish the Cathedral quicker than any other city thanks to its existing progress on the Heroic Epic.
The Aztecs turn back towards their homeland in 1592. I don't know why they were sallying forth, but perhaps the Inca had landed some troops, and America finished them off the next turn. I'm glad the Aztecs didn't decide to betray me, regardless. The Aztecs peace out the Inca on their next turn, so I'll know to really be worried next time.
As 1600 rolls around, I check the other continent, and am pleased to see that the Zulu have not taken any more cities. Perhaps it took several turns for the main Persian army to arrive from Hittite territory, and for Mongolia to mobilize. My curiosity piqued, I send a couple boats to observe the action from offshore.
Domestically, our irrigation progress is going quite well.
The northern cities will soon be able to grow and make use of their surrounding mountains. I hadn't initially planned to develop them this much, but with a surplus of workers, the project is well within our ability.
Music Theory finishes up in 1610, leaving only three research options.
Our Number-Cruncher of Knowledge tells us that the way of the future is that of The Republic! Its ways are mysterious to us, as it deemed The Republic of little consequence for so long, but we will not argue, and are pleased with the 300+ GPT surplus while four-turning it.
Our first Musketmen are trained in 1610. By this point our army has 139 units, including 46 Pikemen, 10 Spearmen, and 40 Knights. Our Military Advisor still tells us that we are weak compared to the Iroquois, but I feel a lot more confident with 40 Knights than I did with 20.
By this time the first boat has approached the other continent to observe, and we witness the vaunted Persian Immortals approaching a Zulu city.
The following turn, we manouver our Galley more, and find that there are quite a few Persian troops nearby, and only redlined Impis.
I'm struck by how ancient the troops involved are. The Immortals are one of the greatest values in the whole game, being an early Medieval Infantry in the Ancient Times, and a cheap one in the Middle Ages. They are indeed one of the most immortal of the units. And although I would have expected Musketmen on the Zulu side, it is Impi who are fighting after all.
The theory that it simply took several turns for the Persians to arrive also makes more sense. Perhaps they thought they had time given the Mongol lands being between them and their foe. But given what I see by Jinjan, it seems plausible that perhaps Persia really will make it out of this war. They've already taken the formerly-Zulu city of Adana, evening out their own losses, if not the Mongol ones.
The next turn, I witness the capture of Jinjan, and a sizeable Persian army advancing towards the Zulu heartland.
So far, I haven't seen any Zulu counter-movements. The Power chart is unhelpful, although it does reflect both the Mongol losses and the overall losses in strength of the entire other continent.
The Mongols, perhaps sensibly, admit those losses in 1622.
Zululand has the cities they wanted to allow them to advance against Persia, and as my foreign advisor told me in 1620, Persia in fact broke a deal with Zululand, ensuring they are Zululand's public enemy #1. Mongolia's land was only a means to an end.
Istanbul builds the Heroic Epic in 1625.
After that, it switches back to troops, which many of my cities are building for lack of alternatives. Edirne, to its north, is also formally switched to Bach's, which I am informed America has also started. We are due in 12 turns, although due to the end of the Golden Age after five more, it will wind up being slightly more than that.
I spent 1627 watching large numbers of Zulu troops advance towards the front.
It seems neither side has committed all their troops yet. The Zulu certainly have a scarily high number of troops, but I cannot see the Persians as well, and they may have similar numbers.
And they must, I soon learn. Nearly all the Zulu troops stop in New Swazi, with only one Longbow attacking to the north, but the Persians soon attack the Zulu in New Swazi - and quite effectively. Two or three Persian attackers fall, but roughly three Musketmen, three Impi, and eight Knights fall defending New Swazi. It's a battle of staggering scale, and I suspect that is not yet the half of it.