[PTW] GOTM 177 Zululand, Regent -- Spoilers

Più Freddo

From space, earth is blue
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GOTM 177 Zululand, Regent
huts.jpg
 
In this game, you will rule over the Zulu, who are Military and Expansionist and start the game with the knowledge of Pottery and Warrior Code. This is a Regent-level game. The Zulu Unique Unit is the Impi, a Spearman with a second movement point.

For this game, Chief Shaka has come out of retirement to lead his people. He is not a king unit. If he dies the civilization continues. It's just for a bit of fun.

This is your starting position:

gotm_177-jpg.541316


For discussion and planning ahead, you again get a greater picture of the surroundings of your start position. Please note, that in the game those tiles will not be uncovered.

Scope of the Game

Map size: Normal
Map topology: Pangaea
Rivals: Many
Barbarians: Roaming

The game is released on January 1, 2020.
Submissions are due by March 31, 2020.

PLEASE NOTE THE DATE!

Game Release Page

Game release page

Spoiler Limit

Industrial Times or Game Submitted
Spoilers are allowed covering the game up until reaching Industrial Time or having submitted the game. The results of getting and trading bonus technologies at this stage are a permissible topic as well.
No spoiler information from after fulfilling the spoiler requirement is allowed!

(This limit will be changed as the game progesses.)
 
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I waited for Regent level to try 20K, but not sure now. Moving East leads to good 20K starts, but pangaea and Barbs and many rivals... Will I get breathing space for 1-city development? Will I manage a Leader factory with AIs not building enough units?
Hmm, will see.
 
OCN or Size 12

Spoilers are allowed covering the game up until reaching the optimal city number, i.e. being allowed to build the Forbidden Palace, or reaching the size 12, in one of your cities, whichever comes earlier.

No spoiler information from after fulfilling the spoiler requirement is allowed!
 
As I mentioned above, I saw a six-turn Combo factory 1SE, and opening the game didn't change my mind. I think a 6x10 Factory would have been possible, but what I wanted to have were Impis at 20 shields, and no Warriors. So I planned for a 27 + 30 shields factory at size 4.6 to 6.6.

I finished a Granary in 2950 BC followed by a Worker two turns later upon growth to 5. This was followed by two MP Warriors, a four-turn Settler, at which time the Factory was operational and went on to produce Barracks -- Settler -- Impi -- Settler -- Impi and so on.

I employed the Shaka unit as a Scout and sent out him and the Scout proper in different directions. I set Research to The Wheel. The first three Pops were Technologies: Ceremonial Burial, Masonry and Mysticism. I met India and learned Alphabet. I met Rome and the Mongols and learned Bronze Working.

I went on to meet all other tribes, many through trade. My Research went Writing -- Philosophy -- Code of Laws -- The Republic. I was able to trade for Iron Working, Horseback Riding and Map Making along the way.

The next phase of the game started as I attacked Rome with Archers in 1175 BC. This was just before going into Anarchy. In the next few turns, I got a full World Map and all the cash in the world, established Republic and connected Horses. In this circular setup of the world, Rome was clearly the neuralgic point that had to be enganged properly first in order to get traction and ensure the fluidity of the rest of the invasion. I was now going for a combined Conquest and Domination victory.
 
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Middle Ages

Spoilers are allowed covering the game up until reaching the Middle Ages. The results of getting and trading bonus technologies at this stage are a permissible topic as well.

No spoiler information from after fulfilling the spoiler requirement is allowed!
 
Industrial Times or Game Submitted

Spoilers are allowed covering the game up until reaching Industrial Time or having submitted the game. The results of getting and trading bonus technologies at this stage are a permissible topic as well.

No spoiler information from after fulfilling the spoiler requirement is allowed!
 
Well, I made it in time. 20k in 1772.
Zimbabwe topped out over a hundred shields with industrialization, so that was nice. Pollution wasn't really a problem there, either. I think I got hit twice in Zimbabwe. I had some early warring, but got no GL until fairly late. Overall I had around half a dozen, but they clumped at the end, with railroads and tanks, as usual.

I was surprised when I didn't take a town with only a worker showing. I hadn't realized that the king units hid under them. Having Shaka to scout with was pretty nice.

Overall a fun game. If I'd had more time I might have warred more, for earlier great leaders, but I enjoyed speeding through it, probably more than if I'd spent more of the game at war.

I sent Shaka 2E and the scout 2S. When I saw that the coast was salty, I sent the settler toward the grass by the coast for 20k. The worker went to the wheat to irrigate and mine.
3850 I built Zimbabwe, starting a warrior and researching BW at max so I could build the Colossus.
3700 Learned CB from a hut, met Japan.
3650 Learned myst. from a hut
3600 Built the warrior, started a temple
3150 Learned BW, started Alph. I'm pretty sure I swapped my build to the Colossus here.
2850 Met Rome, traded myst for alph + 10 g
2590 Hut gave maps
2470 Hut gave a town pretty far to the west.
2390 Meet India
2350 Trade for the wheel
2150 Meet Mongols, buy Masonry, see first barbs
2170 Colossus > Impi, worker > warrior
1990 Impi > settler, buy IW
1870 settler > temple
1830 build on dyes, Meet Spain
Lots of contacts and trades I didn't record, notes start to give out
1400 hut gives math
1100 CoL
~800 build Pyramids
Become a republic
510 Golden age starts, so I must have been at war
330 Miss GL by a couple of turns, build GLH instead
960 AD Finally get a great leader. Make an army for HE
Next GL builds Bach's Cathedral
1110 Learn steam and build railroads
 
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