TABLE OF CONTENTS: Chapter 1: The Seeds of Conquest (29 turns - 4000 BC to 2840 BC) Chapter 2: Into the Wastelands (32 turns - 2840 BC to 1560 BC) Chapter 3: The Dutchman Flies (30 turns - 1560 BC to 600 BC) Chapter 4: Taming the Savage Lands (36 turns - 600 BC to 300 AD) Chapter 5: Shaka Enlightened (33 turns - 300 AD to 1000 AD) Chapter 6: The Drums (35 turns - 1000 AD to 1350 AD) Chapter 7: The Call to Order (40 turns - 1350 AD to 1625 AD and Endgame) Hi-diddly-ho, Civ-a-rinos! Inspired by (emboldened by?) Rckbrahman's Zara game, I'm going to post a playthrough of my latest game. I'm a Noble player currently, but I'm looking to improve, win more consistently, and beat the unholy bajeezus out of people more thoroughly. Eventually, I want to not be a Noble player anymore. My goal is threefold: 1. to improve my own game 2. to help other players who are stuck at Noble and below 3. to just have some fun with some creative writing intact and hopefully have a good time with you lot. We're running a Fractal map with huts and events turned off, since I'm led to believe that's a good way to learn how to improve. Fractal could give us a wild start, but I'm rather used to it. I let the vile Spirits of RNG choose our leader, and they've stuck us with... SHAAAAAKAAAAAAAAA ZUUUUUUUULUUUUUUUUUUUUUUUUU All right! So! Let's consider our humble leader. Shaka is Aggressive and Expansive, which means he's good at taking things and then making those things he takes better immediately via cheap workers and granaries. The UU, the Impi, is Spearman who allows for quick movement through terrain and--assuming we can find Copper--should be available quickly. The UB, the Ikhanda, is a barracks that will take a bite out of our maintenance costs. Everything about Shaka seems to call for early warfare, putting us on better footing to make up for his lack of a strong economic or cultural trait. Bronze Working is obviously a priority for Shaka, but our real early techs will be determined by our start... This is after an initial Scout move--he was west of the Settler and wouldn't reveal much of the BFC. Lotsa trees for choppin', two good food resources, and river-adjacent for additional health and an easy trade route. I'm thinking Agriculture -> Animal Husbandry -> Bronze Working for an initial tech path, and we'll see where we stand from there in turns of strategic resources. SIP seems like the best option given that the best spots will require two turns to reach. Save is attached. If you play along, keep map spoilers hidden. Thanks!