SJ Frank
Spamalot Co-court
Turn 0 1625 AD
MM cities:
- sell the barracks in the Byzantine tundra towns.
- change temple build in some Byzantine towns to libraries, takes longer, but more useful.
- our core cities are fine.
IBT: Korea use our gift money to sign Byzantines against china.
Inca and Aztecs sign a MPP.
A Zulu cav and a Zulu inf show up.
Turn 1 1630 AD
- Cats starts wall street.
- Flight in 2, lux to 10%.
- Using cav armies to take Ngome, but due to Zulu culture borders, the town is still cut off from our road net.
- Bombard New Simbabwe with destroyers, going 1 for 4. We actually lost a tank attacking that city. A cav deals the final blow and we clean off Zulu presence on our continent.
I'm going to do something that I hope you guys don't mind. I'm signing a RoP with Spain, and I'm bundling it with an alliance against Zulu. This way, when the Zulus are eliminated, the RoP is canceled, and we can attack Spain.
- RoP + alliance for 3 lux's and 320 cash. Tur rep is already trashed, they won't take our gpt in the deal.
"We accept your fair offer", says Izzy, and she is a polite lady again.
Of course I find some units to block off all RR access to the Spaniards. Crusaders seem to be the right fit for the job
Blitz time!
Ibadanago is the tough nut, a size 15 city guarded by inf.
- cav army redlines and wins against vet inf.
- cav army wins against vet inf.
- the same cav army retreats against reg inf, you don't see an army retreat often.
- cav army redlines but wins against reg inf, a 2hp reg inf is now on top.
- cav army takes city, this time loses only 7 out of 18 hp's.
Umfolozi is the gem city, and it's only size 7.
- two tank armies get first crack at it, killing 2 vet inf's without much hassle.
- a cav army kills one more vet inf, and we take the city, and gems
Actually, that's it for the Blitz -- we're out of army. I'm not senting cavs into that mess.
Mpondo would be the next target, but it's another metro. I bring up the arty stack, all 53 of them.
Cavs go into Ibabango both as suppression force and attackers of Mpondo next turn.
Tanks advance next to Mpondo for a front row seat. Let's go Spain.
Armies go heal.
IBT: Korea signs Iroquois against China. All 1CC's in the world unit against China.
Korea signs Arabs against China, Zulus and Spain, at least Abbu has 4 cities.
Arabs then sign Iroquois against Zulus. I'm not going to list all the alliancese that followed, but I think Korea has started a coalition of all the really weak civs against the Zulus.
Spain sends troops into Zulu territory, I don't think they attacked anything this turn (took a few workers with conquistadors). They are smart, they are going after Intombe, which is only size 10.
Zulu counter attack kills all the conquistadors.
Turn 2 1635 AD
Good news, Spain is now Fascist!
Let's start things off by bombarding Mpondo. After redlining all 4 defenders, the tanks change in. They all win with at least 2hps to spare. This is much better than watching cav armies lose 13 hps in a row.
Zulus have just 18 infantries left.
And there is at least one Spanish Conquistador left. He is elite.
Bring rest of the arty stack on Swazi: just yellow-line them is enough, we have a full health tank army here. The army take the 2 healthier infantries. An elite cav finishes off the last redlined infantry and takes the city.
Bring rest of the arty stack to Zimbabwe. There are still 19 arties left. They handily redline all defenders. I decide to use cavs for this one. Losing 4 cavs, and having to use a cav army for a inf that promoted, we take the city.
The other Zulu cities require 4 movements to attack, and we still have 6 healthy cav armies left, let's see what else we can take this turn. Hlobane is a good target. It has wine. At only size 10, its infantry defenders can not stand up to our armies. 4 cav armies take the city.
I use another army to block the way of the Spanish cavs. They were heading towards Intombe. Intombe has only Rifle defenders, it would otherwise fall to the Spanish stack of... about 30 vet cavs.
Time for consolidation, and more railroad blocking.
Back home, the newly produced army is waiting for more Marines.
IBT: Inca and Korea sign peace, good.
Turn 3 1640 AD
We learn Flight, and become modern. Research is set to Computer, due in 6 at 100%.
I start some bombers for the next player to play with.
We can finish the Zulus off this turn.
Cav army attack Intombe. 3 attacks, 3 dead riflemen, we take the city.
Next up, Ulundi. I use the Tank armies first, they do their job killing 2 infantries. A cav army kills an infantry and a drafted rifle, leaving a cav guarding the city. What should I use? An elite cav takes the city.
The last Zulu city, this is also going to cancel the RoP and alliance with Spain. I withdraw all my troops in Spanish territory first. Humm, probably should reinforce those two former Zulu towns at the tip of the Spanish pennisula too.
I can bombard this city with artillery, I do so. I now have 6 fully healed cav armies to choose from. The 2nd one finishes the Zulus.
... no wait, the Zulus are not dead yet, they have another city... I use the find-city function for the first time... on the island off our west coast. Time to bring out the Marine Army.
Smoke switches to a transport.
I do put the next phase of the plan in motion, I want to trap Spain's troops here in Zululand. So I form a wall with spare troops, leaving just a little opening through a roadless mountain region... the trap is set.
The carrack fleet that was wondering the north seas finally docks. They army it carries immediately forms a tank army.
Turn 4 1645 AD
Quite turn, try to separate the Spanish infantry and cav stacks.
Create the marine army and load it into transport.
IBT: Spain captures the Arab city of Aydab on our continent.
Turn 5 1650 AD
Cats finishes the Wall Street.
Well, I can only find time to play 5 turns this round.
In former Zululand, if you leave the wall where it is, by next turn, the Spanish cavs will be on the mountain tile where their one cav is right now, and their foot units will be on flat ground right next to the mountain. I think we can simply trap them here by fortifying infantries around them. I don't think they will attack us. I could be wrong though.
There is a marine army in the transport next to Zulu's last city. After Zulus are gone, you should be freed to attack Spain.
Cats is on palace pre-build for the Internet.
I have left the military units active, so that you know where they are.
It may be time for another round of spy planting. I didn't do any during my turn, so the flag hopfully is erased already.
The Incan lux deal is due soon. I don't see any MPP's in the F4 screen, so I think you're safe to renew the deal. The Incans are also the only one with real money now.
The 1650 AD Zip File
MM cities:
- sell the barracks in the Byzantine tundra towns.
- change temple build in some Byzantine towns to libraries, takes longer, but more useful.
- our core cities are fine.
IBT: Korea use our gift money to sign Byzantines against china.
Inca and Aztecs sign a MPP.
A Zulu cav and a Zulu inf show up.
Turn 1 1630 AD
- Cats starts wall street.
- Flight in 2, lux to 10%.
- Using cav armies to take Ngome, but due to Zulu culture borders, the town is still cut off from our road net.
- Bombard New Simbabwe with destroyers, going 1 for 4. We actually lost a tank attacking that city. A cav deals the final blow and we clean off Zulu presence on our continent.
I'm going to do something that I hope you guys don't mind. I'm signing a RoP with Spain, and I'm bundling it with an alliance against Zulu. This way, when the Zulus are eliminated, the RoP is canceled, and we can attack Spain.
- RoP + alliance for 3 lux's and 320 cash. Tur rep is already trashed, they won't take our gpt in the deal.
"We accept your fair offer", says Izzy, and she is a polite lady again.
Of course I find some units to block off all RR access to the Spaniards. Crusaders seem to be the right fit for the job

Blitz time!
Ibadanago is the tough nut, a size 15 city guarded by inf.
- cav army redlines and wins against vet inf.
- cav army wins against vet inf.
- the same cav army retreats against reg inf, you don't see an army retreat often.
- cav army redlines but wins against reg inf, a 2hp reg inf is now on top.
- cav army takes city, this time loses only 7 out of 18 hp's.
Umfolozi is the gem city, and it's only size 7.
- two tank armies get first crack at it, killing 2 vet inf's without much hassle.
- a cav army kills one more vet inf, and we take the city, and gems

Actually, that's it for the Blitz -- we're out of army. I'm not senting cavs into that mess.
Mpondo would be the next target, but it's another metro. I bring up the arty stack, all 53 of them.
Cavs go into Ibabango both as suppression force and attackers of Mpondo next turn.
Tanks advance next to Mpondo for a front row seat. Let's go Spain.
Armies go heal.
IBT: Korea signs Iroquois against China. All 1CC's in the world unit against China.
Korea signs Arabs against China, Zulus and Spain, at least Abbu has 4 cities.
Arabs then sign Iroquois against Zulus. I'm not going to list all the alliancese that followed, but I think Korea has started a coalition of all the really weak civs against the Zulus.
Spain sends troops into Zulu territory, I don't think they attacked anything this turn (took a few workers with conquistadors). They are smart, they are going after Intombe, which is only size 10.
Zulu counter attack kills all the conquistadors.
Turn 2 1635 AD
Good news, Spain is now Fascist!
Let's start things off by bombarding Mpondo. After redlining all 4 defenders, the tanks change in. They all win with at least 2hps to spare. This is much better than watching cav armies lose 13 hps in a row.
Zulus have just 18 infantries left.
And there is at least one Spanish Conquistador left. He is elite.
Bring rest of the arty stack on Swazi: just yellow-line them is enough, we have a full health tank army here. The army take the 2 healthier infantries. An elite cav finishes off the last redlined infantry and takes the city.
Bring rest of the arty stack to Zimbabwe. There are still 19 arties left. They handily redline all defenders. I decide to use cavs for this one. Losing 4 cavs, and having to use a cav army for a inf that promoted, we take the city.
The other Zulu cities require 4 movements to attack, and we still have 6 healthy cav armies left, let's see what else we can take this turn. Hlobane is a good target. It has wine. At only size 10, its infantry defenders can not stand up to our armies. 4 cav armies take the city.
I use another army to block the way of the Spanish cavs. They were heading towards Intombe. Intombe has only Rifle defenders, it would otherwise fall to the Spanish stack of... about 30 vet cavs.
Time for consolidation, and more railroad blocking.
Back home, the newly produced army is waiting for more Marines.
IBT: Inca and Korea sign peace, good.
Turn 3 1640 AD
We learn Flight, and become modern. Research is set to Computer, due in 6 at 100%.
I start some bombers for the next player to play with.
We can finish the Zulus off this turn.
Cav army attack Intombe. 3 attacks, 3 dead riflemen, we take the city.
Next up, Ulundi. I use the Tank armies first, they do their job killing 2 infantries. A cav army kills an infantry and a drafted rifle, leaving a cav guarding the city. What should I use? An elite cav takes the city.
The last Zulu city, this is also going to cancel the RoP and alliance with Spain. I withdraw all my troops in Spanish territory first. Humm, probably should reinforce those two former Zulu towns at the tip of the Spanish pennisula too.
I can bombard this city with artillery, I do so. I now have 6 fully healed cav armies to choose from. The 2nd one finishes the Zulus.
... no wait, the Zulus are not dead yet, they have another city... I use the find-city function for the first time... on the island off our west coast. Time to bring out the Marine Army.
Smoke switches to a transport.
I do put the next phase of the plan in motion, I want to trap Spain's troops here in Zululand. So I form a wall with spare troops, leaving just a little opening through a roadless mountain region... the trap is set.
The carrack fleet that was wondering the north seas finally docks. They army it carries immediately forms a tank army.
Turn 4 1645 AD
Quite turn, try to separate the Spanish infantry and cav stacks.
Create the marine army and load it into transport.
IBT: Spain captures the Arab city of Aydab on our continent.
Turn 5 1650 AD
Cats finishes the Wall Street.
Well, I can only find time to play 5 turns this round.
In former Zululand, if you leave the wall where it is, by next turn, the Spanish cavs will be on the mountain tile where their one cav is right now, and their foot units will be on flat ground right next to the mountain. I think we can simply trap them here by fortifying infantries around them. I don't think they will attack us. I could be wrong though.
There is a marine army in the transport next to Zulu's last city. After Zulus are gone, you should be freed to attack Spain.
Cats is on palace pre-build for the Internet.
I have left the military units active, so that you know where they are.
It may be time for another round of spy planting. I didn't do any during my turn, so the flag hopfully is erased already.
The Incan lux deal is due soon. I don't see any MPP's in the F4 screen, so I think you're safe to renew the deal. The Incans are also the only one with real money now.
The 1650 AD Zip File