[R&F] Zulu First Look

I'm late to the party again...

The unique abilities and improvement are interesting, and they will help me when I'm going for a domination victory. The music's great, as I was expecting "uShaka" chants, which can get tiresome and annoying, but it's a good thing there's variety in the chanting.

It's an interestingly-designed civ, but then again, it's the Zulu. :dunno:
 
As soon as I saw his headband, I immediately thought of the Xcom logo. Who ever Firaxis worker typed in the livestreams said that one of the designers who worked on Xcom 2 Wotc came in for R&F, I wonder if it was Shaka... If anyone here plays Xcom?
 
Anyway , sexsism is strong in CIV 6 with buffed ,barely clothed men. I wonder if they released the same type-style of females, what articles we see..

Clearly, the next expansion needs to include Anacaona of the Taino, a Minoan civ led by a priestess, and Godiva as an alternate leader for England. :mischief:
 
Shaka is back:spear:

Ok, the third guy without shirt in this expansion, but Shaka is allowed to do so. I like his implementation.
This old Congo guy was a holiday flirt. I always return to Shaka.

The strategy for Shaka should be to rush the tech tree to the Impi. The medieval age will be bloody:devil:
Also the artist and musician did good work:goodjob:

Shaka is a good choice to show him at the end.
 
Even though the Zulu were a bad choice for this expansion for reasons long discussed (and I'm not sure a good argument exists for why they should have been in this expansion and not a later one or as DLC), I'm glad they did something interesting with them, as we had reason to hope they would. It seems like their abilities more closely resemble their real-life strategies, and the loyalty boost will be interesting to see how much more of a threat it makes the Zulu vs. the other warmongering civs. As with the Mapuche, I wouldn't mind playing a deity game with a come-from-behind victory.

And this is truly the Civ DLC of male sex appeal. I had "the expansion" there in place of "the Civ DLC" but I had to delete it.
 
Verdict: strong, but not overpowered.

None of their uniques are available turn 1, and their only unique that doesn't come online in the Medieval Era is the Ikanda.

Some have said Knight Corps are the way to go, but the Impi is the rare anti cav unit worth using. Impi Corps with Oligarchy sit at a ridiculous 60 Strength, more than enough to eliminate the Melee combat bonus.

Best way to counter these guys is to pounce on them early.
 
My main problem is that Knights are so overpowered already and they get all the wonderful Zulu corps bonuses that there really isn't any reason to bother with Impi. Supercharged Knight rush is the only thing that makes sense.

They really should have had all the various bonuses only apply to melee/anti-cav units and exclude horse units from the bonuses.

Still I plan to play them first so I can just have a simple game while I learn all the new R&F rules.
 
I’m super excited about Shaka.

I’ve followed civ for a long time, but (oddly) Civ VI is the first Civ game I’ve owned and really played. So, this is my first chance to play against the legendary Shaka (you know, as Civ imagines him).

I’m sure one reason Firaxis recycle certain troupes (eg nuke crazy ghandi; gengis) is to appeal to veteran players who have liked (or at least recognise) these troupes before. But I think it’s also for newer players who know about these troupes (from the internets and the googles [sic]) but haven’t got to experience them firsthand before.

I also think that, although all Civs are playable, Firaxis probably appreciates that some Civs appeal to some players more as AI opponents than playable Civs. I’m sure lots of people will want to play Shaka; but with those bonuses, he should pose a real threat when the AI plays him (especially given how much the AI loves encampments and corps / armies). He’s basically the return of stacks of doom from Civ 5.

[Also: sorry for the long post; but two quick question. Is Shaka’s Encampment a half price district? Unique districts usually are as a rule. If so, does Shaka’s encampment get further discounted by the half-price encampment card?]

[Also, Also: I guess Shaka will have a use case for Encampment specialists, so he can get more culture to get to Mercenaries sooner??]
 
In all those arguments about impi vs knight as best medieval unit for Zulu, we tend to use vanilla measures. In fact, in R&F anti-cavalry got some love and knight rush was a bit restricted with pike&shoot obsoleting knights effectively if opponent builds them.
 
Yeah, anti cav now benefits from Oligarchy and unit production cards.

Also, a hypothetical: Zulu Pike and Shot corps with Oligarchy sit at a ridiculous 74 combat strength. Even Musketmen and Field Cannon will find it hard to beat.
 
It seems that R & F is introducing 2 cavalry-based civs.

Mongol and Zulu.

Maybe Zulu is stronger?

It will be interesting to see. On first sight, one would assume that Impi as an anti-cav unit would beat the keshik, but we also mustn't forget that the Mongols have UAs that benefit from new R&F mechs, like attack buffs from diplomatic visibility. Also, would we line up a keshik against an impi corps or army, or just a single unit? How would the AI devise the attack? Lots of questions!
 
So, just to clarify a few things:

1) armies are usually formed at Mobilization, which is a Modern Era tech. Shaka gets them at Nationalism, one era earlier. Corps are formed at nationalism but Shaka gets them at mercenaries, two eras earlier?

2) the unique encampment district (sorry forgot name) can build corps and armies, but only once you’ve researched the required civic??

3) likewise with other parts of the ability: corps and armies on once researching required civics???

Edit: when Sarah said ‘can build corps and armies outright’ it’s that you don’t need the military academy. Got it!
 
I like the design, but to be honest, I'm dreading him a fair amount.

Part of what made Shaka so difficult in Civ V was that the Impi were 3 move, so he would naturally get his Impi on your doorstep with Range support behind, rather than mixed in. Tough. Spawning next to him on higher levels meant you had to take him out early (before Impi) - so much for peaceful building... But if he spawned far away, he snowballed. The best scenario was him spawning at mid-distance, because you could go about your business, but bribe him into wars in which you could also take cities nearer to you, etc. You could keep him occupied all game.

Since we can no longer bribe the AI into war, I imagine you will need to Joint War with him. He's going to be tough,
 
As I expected, it's the Zulu. Also as I expected, it is not for me. This seems to be a purely militaristic civ.
 
Those impi with no inherent combat bonus at all (and I do not read that they get special buffalo promotions as in BNW) will die to Xbows with +12 promotions quite easily... I expect he wont be as nearly as easy to wipe the map with as Alex. (spear line sucks in general)... Conquest in this game has always been about horses due to the mechanics of ZoC and deity AI often having encampments everywhere. UD is underwhelming... Only bonus housing? Bring back the special promotions!
 
It seems that R & F is introducing 2 cavalry-based civs.

Mongol and Zulu.
Maybe Zulu is stronger?

Yep both are going to be cavalry based - although if the Zulu don't have Iron they can fall back on Impi.

I still like Mongol over Zulu. The Mongols get early combat bonuses due to trading posts and any use of horses. The Zulu don't get any bonuses until they get corps - which are still going to come after the initial Knight rush - unless they really pump culture. Better shot at great generals if they build encampments so perhaps that balances it out? Nope - going Mongol all the way! :)

pike&shoot obsoleting knights

I don't see pike & shot being that big a deal - they are a whole era later and cost a bunch. A knight rush will have taken over most of the map by the time any significant number of pike & shot show up, and they aren't that much stronger (knights will likely have upgrades by then).
 
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