Turn 1: 4000BC
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The soon to be great civilisation of the zulu's is born and the first great descision of their existence is raised... to move the settler or not to move the settler.. is that coast??
Move the scout to have a closer look!!
It has one food and is massive, I guess thats the sea... That position next to the sea and a river and wine with possibly a forest on the borders is too good.. I move the settler
Worker actions?? This is not going to be a 4TSF, we are surrounded by hills.. will go and mine the wines first for 2 sheilds and 2 food.
Turns out that there is no forest on our borders, just hills as far as the eyes can see..
Turn 2: 3950BC
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The great capital of Zululand is built Zimbabwe...
production is set to a scout in 5 turns, growth in 10 turns.
A look at the map shows that we are in the centre(ish) of the map, so I will send our scout south to find better lands for our future cities and hopefully a 4TSF.
Set research to 0%
Turn 3: 3900BC
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Set research to The Wheel as we can not pop what we are researching..
Turn 4: 3850BC
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Turn 5: 3800BC
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Sure enough our scout discovers more fertile ground just south of Zimbabwe with a great river running through it
Turn 6: 3750BC
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Turn 7: 3700BC
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Zimbabwe Scout -> Scout
This scout will go west to look for more fertile land
Turn 8: 3650BC
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Turn 9: 3600BC
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Discover spices and a flood plain south near the great river
Turn 10: 3550BC
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Turn 11: 3500BC
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Turn 12: 3450BC
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Zimbabwe's culture grows and size grows
It will grow again in 20, we can build a settler in 10.. so in 10 turns it will be time to start a settler for a 4TSF near the great river south of Zimbabwe.
Our third scout is built so I go for a warrior in 4 now for MP and then another warrior in 5 for a guard for the settler due in 20.
Although this is all wrong because the mine on the grapes will be done in 2.. i will review it all then.
Scout 3 will head north into the mountians.
Scout 2 finds silks in the jungle to the west.
Scout 1 pops a goodie hut and gets Ceremonial Burial
No MP so lux to 30%
Turn 13: 3400BC
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Turn 14: 3350BC
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Scout 1 meets the romans, they know Alphabet but not pottery, however they do not wish to swap knowledge with us at this stage.
Worker completes mine and starts road, their is not a lot of point in mining another square yet as I plan to have a settler out next time zimbabwe grows.
Warrior now complete in 1 and a settler can be complete in 8
Turn 15: 3300BC
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Warrior is built..
17 turns until Zimbabwe grows..
Scout in 3
Warrior in 3
Settler in 8
so want to start a settler in 9 turns.. build another 2 scouts and then a warrior
Now have MP in Zimbabwe and so drop Lux to 0%
Scout 1 finds Romes border near several Gems in the mountains
Scout 3 finds the northern coast
Scout 2 finds more Jungle
IBT
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First settler warrior pair released from Rome
Bet their going towards those spices...
Turn 16: 3250BC
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Turn 17: 3200BC
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Turn 18: 3150BC
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Scout -> Scout
This scout will explore the region near us a bit better
Turn 19: 3100BC
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Scout 1 meets the Aztecs and trades Pottery + 60gld for Bronze working
Turn 20: 3050BC
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Scout 3 sees a goodie hut to the north
Wow thats what I call a tough start.. I hope those decisions were okay with everyone..
Plans for Zimbabwe is to get a settler out of there ASAP to get a decent location for a 4TSF near the great river just south of Zimbabwe.
My defense for moving the settler is for food, we would not of been able to have a harbour were it was.. now however it can grow big and have amazing production from those hills.
Heres the great river and were I think our 4 turn settler factory should go, or at least near here.
Heres were the spices are, however we may lose those to the romans
Towards the north west there is a lot of jungle and some silks
And heres the save
http://www.civfanatics.net/uploads5/HMM2-3050BC.SAV