K 7 - The Zany 'Zerkers' (thanx to meldor)

meldor, you are one lucky warmonger! you should see what i set up for you :D

I expect to have trouble uploading/mailing the game as my network is extremely slow :(
 
preturn: planning: I would like to send say 6 Galleys with zerkers after Shaka, just get him into a long war that slows him down, raze a town or two (or three).... Not really an invasion, rather harrassment while he cannot reach us. That means researching to Invention, then shutting research off. Upgrade 12 Archers right away, others as we earn money.

Then, invade China and Celts. Both have only two land-locked cities :D

(1) As Greece kicks us out, I for fun ask Alex what he needs for ROP. Horses, iron, contact with Zulu, Wm :lol: We will need to relieve him of a swollen head soon
Wunderstatt goes Palace as it would complete Archer right when we find Feudalism. Some exploring. set rally-points to Fahrbootstadt and sea square north of whale near MyVeii for archers / galley respectively

(2) Find Feudalism. Wunderstatt starts SunTzus, will take only 23 turns so i set research to slight negatice income to get leos available just then. Rome starts Palace, can then take over SunTzus.

(3) seems we (I?) ROP-raped Rome :confused: At least, that's what Alex says. Liz and Shaka make up - I don't wanna meet the kids :lol: Order some Pikes to cover zerkers on shore. No luck finding land to the north of cowland, will now run down east coast and try the south.

(4) as Rome is over-producing food some plain will be mined.

(5) MyVeii is rally point for Pikemen. Found Vadso.

(6) Stockholm starts some Catapults for shore-defence. Rally next to MYVeii, should then spread to cover southern coast to be used for bombarding approaching galleys.

(7) miss-move a Galley, suicide one south of Canton. First Settler reaches cowland. hem in a Celts Galley next to myVeii - we can now provoke them anytime we want to.

(8) Farsund founded. Suicide galley has survived, goes furhter and again finds water only. :( Risor founded.

(9) Zulu start Art of War. :mad: Dang! Well, we're so far ahead we'll get it. Our suicide Galley is STILL ALIVE! And it is in safe waters now - an uninhabitated island :D No way to get a settler there atm, but we can explore this area a bit. We also find the Iroquese south of cowland, they have contact with the Aztecs only. Still deep in ancient times, lacking all third level techs.Trade Philo to them for WM and contact - ****ty island, hills and jungle, which is mostly in the Aztecs hands, too.

Iroqus are stronger but have less growth potential - there's gonna be trouble on that island. The Aztecs are on same tach as Iroqs, sell them Philo, too for WM - nothing new.

(10) Hia gets unfriendly - I start to make special plans for him. After all, there's ivory on his island.....
trade two techs each to Greece and America for incense (renewed) and Dyes (new trade).

(11) and another contact - France. They have the missing contacts (5) and Republic. Do not trade, explore first around their island as another border is already in sight.
we are at war with the Zulu :lol: :lol: :lol: they wanted contact with Greece from us!!!!!!!!
Palace in 14, invention in 14 @ -14 Gold. Need to speed that by one turn somewhen or make sure to remember to go 'big picture' when finding Invention.
Found Fauske (tight, i know, but we will never have a Palace closeby so ICS looks good)
 
(12) halt Pikemen production, after all we won't loose that many. Selct archers instead :D Galley towns all get Collosseums now.
Meet Arabs. only 3 cities.

(13)

(14) Karistadt founded. aargh, lost count of turns here.... will go to what i think is 20....

(15) loose a suicide Galley. see light blue borders but can't contact. Up science to get Invention in time - 10% gives 3 turns (7 left instead of 10).

(16) we get republic. Light-blue is Spain. Russia met - might have all contacts now (?) Trade Poly around with Russia for WM. France has suddenyl caught up in tech - I think PTW is NOT working as it is supposed to here. Meeting us cannot have sped up science so much. sciecne down 10% gives invention at same turn as Palace.

(17) mis-move another Galley :mad: We have 118 archers atm, order three settlers.

(18) Jeez, I have it with galleys! Another one sinks....

(19) Sun Tzus completed :D our Golden Age is triggered. Wonderfull, money streaming in, Invention in 2 at +124 Gold. Then, we can shut off and earn over 500 Gold per turn. next ti the ininhabited island is more empty lands.

(20) Spain has killed the Arabs.

will play one more turn, then meldor can crush our neighbours.

(21) Invention found, Leos completed, mass-upgrade for all our Gold (all Archers would be 5650 Gold), 33 zerkers waiting for a job. I'd suggest going for Zulu right away with maybe 20 of them or so


there are three Galleys with settlers on goto towards cowland. Caution - they will stop before the 4-tile-passage and have 1 or 2 movement points left - do not accidently put them at risk!


HAVE FUN!

screenies and sav in next post.
 
zerkmini.jpg
 
Well done to all on the timing of Leo's and the GA. Let's do the funky 'zerker dance ...
[dance] :viking: [dance]
 
Sorry for my sudden and unexpected absence. My computer had a full meltdown yesterday, and as a result, I had to delete everything on my hard drive and reinstall ME. I just got the internet up and running a few minutes ago. Without all my games, all my programs, and all my projects/homework, I'm going to have alot to do in the next few weeks, and very little time to play SGs, let alone Civ. So consider me dropped out. :( Hope to be back when the computer stabilizes...if ever...;)

CG
 
cg: poor you! We will go on without you, but keep your spot available for whenever you can come back. You could also play fewer turns, no sweat. I hope you get your system running again soon! Best of luck!
 
Computer meltdown: :wallbash:
Just when our 'Zerkers were coming online and you were next up! Good luck with your schoolwork, show 'em what a civ fanatic can do.
 
Yo meldor (insert street voice), where are you (insert singsong voice). It has been 48 hours since your 'I got it', I know I am being a bit pushy here but I would like to get your post before I go home where my dialup connection sucks.
 
Sorry, I was out of town all day yesterday on business. I will finish it up jtonight and get it posted. I will put in this little teaser.....the "zerkers are rampaging, you just have to guess who they are fighting against!
 
730 AD (Pre-turn)
Start adjusting the mined/irrigated squares aroung the size 12 cities.

740 AD (1)
Upgrade 10 more archers. Load up 16 galleys with Zerkers. Six head for the Zulu and 10 head for China.
(I) For some reason the Celts want us out of their waters, move them, but then they refuse to give us a city in return for our kindness. War is declared. The captive ship sinks one of our gallyes and tries to escape.

750 AD (2)
Our first Zerker attacks Richborough and wins. The second attacks and we capture the city. Two attacks, two elite 'Zerkers. Offload four more Zerkers for ground based ops and the rest of the fleet sails on to the next Celt city. I call up King Breanus just to ask how impressed he was with the 'Zerkers, but he refuses to talk. Talk to Shaka, but word of the glory of the 'zerker has yet to reach him so he refuses to give up any cities.
(I) Three Celts archers and two spears come into view.

760 AD (3)
Kill two archers and one spear. Attack the town of Verulamium. It had 7 spears in it for defense. We did lose one 'Zerker. We also captured one worker.
(I) Two Celtic archers attack two Zerkers on mountains both lose, one more elite 'Zerker. Two Gallic swords attaack a third Zerker across the river, he wins one but loses the second battle.

770 AD (4)
The Gallic sword is no more as well as two celt spears and three archers. I have been using all of our money each turn to upgrade our archers. We have 84 Zerkers nows.
(I) The Greeks demand we move our vessels out of their waters, We refuse.

780 AD (5)
Our 'Zerkers get their fist taste of Hopi's as Knossos falls to them. Argos falls next. Kill four or five stray units. The Greeks have the toughest with hopies protecting swords.
(I) Lose one to a sword, archer fails to get a second.

790 AD (6)
Mycenae falls. Kill a few stray units.

800 AD (7)
Corinth falls. Kill two Hopi, 4 sword and a spear.
(I) Lose one to two swords.

810 AD (8)
Movement and resting.
(I) Ouch, 4 Hopis and 9 sword show up outside Veruiamium, The pike and 3 Hopi defenders prepare for the worst.

820 AD (9)
Thermopylae falls.
(I) Veruiamium is re-taken by the Greeks.

830 AD (10)
Veruimium falls to us again. It has three pikes in it now.

840 AD (11)
Gergovia falls.
(I) The crazy Chinese get wild and try to make us leave their water....no can do.

850 AD (12)
Begin the assualt on Athens, kill 4 Hops and ose 1 Zerker. Discover the isolated Germans.

860 AD (13)
Athens falls. Hangchow goes next.

870 AD (14)
Pharsalos falls. Entremont is now ours.

880 AD (15)
Alesia is liberated.

890 AD (16)
Tientsin is captured.

900 AD (17)
Movement and resting.

910 AD (18)
Chengdu falls.

920 AD (19)
Xinjian is ours. Lugdunum is taken and the Celts are gone.

930 AD (20)
Nanking is captured.


Bezerk 930 AD Saved Game
 
Wow, nice work meldor!I was a bit afraid of the Hoplites, and also wonderd if it wouldn't be smarter to do a spoiling run (razing along the coast) first, but it seems you have coordinated attack and re-supply with pikes down pat :goodjob:



Killer
meldor
cgannon (skipped until he posts 'I'm back')
gothmog (up now)
jollyroger (next)
 
Killer, you did a great job of setting me up. I really didn't need to resuppoly anything as we had tons of 'Zerkers. Celts are gone, the Greeks are down to 1 city, and the Chinese have about 10 Galleys of 'Zerkers sailing along their coasts. After we finish them, just head for America and take them next.

BTW, there are six Galleys of 'Zerkers headed for the Zulu. They will have to sail done the islands to the bottom and get to the Zulu by wrapping around the bootom.
 
I am typing up my report now. I just wanted to put in a question to Killer here. I was reading the corruption thread last friday and it said that all modded games have the standard map optimal number of cities in their corruption calculation. That applies to this game, yes?
 
Well I didn't see this last post before playing. I think I used those Galleys to put a little hurt on the Iroquoi and give us a presence on that island. Read on and see.


preturn: Spend some time just looking. Our second island formerly being rented by the Greeks/Chinese/Celts is almost ours, I hope to get a leader to build a FP with while mopping up the remaining rabble. We are at war with the zulu but they just sit on their island and laugh at us. Call them up zulu, they wont give monotheism for peace so it is time for a major push that way. Arrogant bastards! Research turned off scientist hired, Gunpowder still in 14. Start production of more Galleys.

940 AD - Attack on Sparta, lose 1 zerk - 1 promoted - kill 3 hoplites - bye bye Greeks. On deck - China. I decide that we have plenty of 'zerks on the island to kill off china with maybe 1 or 2 of the southern Galleys just to speed things up. I start a mass movement of Galleys north to the Zulu passage. I also redo the ralley points for all cities on our main island to the very northern tip. Apparently Mao would rather eat dung before giving up his remaining cities, that can be arranged! Position for downfall of China in 4.

950 AD - Take Canton lose 1 zerk, promote 1. Attack Beijing - Kill 3 spear and 1 sword. The Iroquoi object to our Galleys in their water, demand we leave, war is declared. The Japs know better than to do the same.

960 AD - Beijing Falls. Attack Tonawanda (Iroquoi), wow 4 spears in there. Lose 1 zerk but take it (it doesn't autoraze and has a harbor).

970 AD - Buy embacy with India, they are not at war with the zulu (yet). The fall of Shanghai - kill 3 shield and 2 sword, 2 zerks die. RNG not being kind and not giving me any leaders. Attack Oil Springs (Iroquoi) kill 2 spear 2 MW's, no loses - I raze it.

980 AD - 1 Galley still on goto, where is it going? I am interested to find out. It stops in a position to try to get to uninhabited island west of German lands (a suicide run), it contains 2 settlers. Tsingtao falls and China is no more - No Leaders :mad: I had about 20 elite victories on that island with no leaders. A bakers dozen MW's die to fortified Pike on a mountain protecting Tonawanda before he falls. I abandon Tonawanda.

990 AD - Raze Allegheny - Iroquoi still wont talk. Raze Mauch Chunk, founded right where Oil Springs was. Fleet heads back home, with a couple Iroquoi slaves for our green island north of the Iroquoi. Interturn: Lincon wants Insence + 55 gpt for Dyes, I decline as we are running 0% lux at the moment. Iroquoi call us up, I give them peace for WM + Cattaraugus, this saves the two zerks who razed cities this turn from numerous MW's. The Germany suicide galley is lost.

1000 AD - Move towards zulu invasion.

1010 AD - Settle Svolvaer on Iroquoi land.

1020 AD - First Galley enters Zulu territory. The Zulu ring us up and ask for peace but will not even give us 1 city or tech as tribute. They must be taught respect!

1030 AD - Land a pike on a zulu mountain and take a slave. They have alot of troops moving towards coast. They kill our pike and he only defeats one sword (loses to MI). Some Aztecs move past Svvolvaer.

1040 AD - start blockade of Aztec spear/settlers with a few Iroquoi slaves.

1050 AD - 3 more Galleys enter Zulu land, 2 next turn, 7 the following turn. :mwaha:

1060 AD - Zulu form a pretty good island blockade along their coast and along nearby mountains. Not bad for an AI. I drop off a pike (using a zerk to clear the way) and use 2 empty galleys to attack 2 zulu galleys. Lose 1, finish off other with full Galley. Interturn: Gunpowder discovered Theology in 8 at +67 gpt.

1070 AD - Upgrade all pikes to Muskets (44 for 1320 gold). Attack New Isandawala - 5 zerks attack 5 kills - kill 1 pike, 2 impi, 2 sword - get 2 promotions. Interturn - lose 1 galley + troops to zulu galley, kill 1 zulu galley. The Aztec build a city pressuring Svolvaer.

1080 AD - Second round on New Isandawala - kill 2 impi + 1 archer no loses - Razed. :evil: Attack New Zimbabwe - 1st zerk dies on pike w/no damage. Next 4 kill pike, 2 impi, 1 archer - Razed. Spot Zulu galley and move out of range. Shuffle troops in Galleys to empty one for attack next turn. Interturn: our 2 zerk razers die to counterattacks (MI's). Zulu galley comes into view. Lots of riots, like everywhere, 24 cities decide to riot but nothing has changed AFAIK. No WW, could this be due to my Razes? Lux now at 10%. I have no idea about these riots, I kept the saves if anyone wants to check it out.

1090 AD - Galley - takes zulu galley down to 1 and dies, finish off zulu galley with full galley. Moving forces south down coast. Interturn: order is restored accross our lands.

1100 AD - Call up india and get an aliance vs. Zulu for 300 gold. The Zulu are massing troops along their mountain range near and on their coast. Like lots of troops, stacks of 5-7. This is pretty good work by the AI, but they are leaving their cities with the same number so our zerks can go to work. Hopefully India will draw off some of their troops. Attack Umfolozi, kill 1 pike, 1 sword, 4 impi, 1 archer, 1 horse lose 3 zerks and many others wounded. I decide to go with a 3/5 zerk against a 1/4 pike. Umfolozi razed. :hammer:
Interturn: lost a galley+troops to a slip of the finger.

1110 AD - Turn science down to increase income (Mono in 7 at +116 gpt). Attack Swazi kill 2 impi, lose 4 zerks (damn RNG). Drop a couple pikes near future site of zulu Spice/healing settlement. Interturn: Zulu rebuild Umfolozi and New Zimbabwe.

1120 AD - Raze New Umfolozi and New New Zimbabwe. Attack Swazi again kill pike + 1 impi but lose 2 full hp zerks, + 2 wounded zerks. The strongest defender left in Swazi is a 1 hp impi. Swazi must pay. Interturn: Pike + Settler defend against MI, Zulu forces move enmass towards settler. Another MI takes out defending Pike, leaving Settler + zerk. Zulu found Ngome right next to Settler.

1130 AD - Raze Ngome, found Weedharbor. Rush walls in Weedharbor drop off a bunch of Pikes and attack some MI nearby with zerks. Go at Swazi again with last two zerks in area - 1st dies to elite impi w/no damage done. 2nd kills impi razes Swazi and promotes. Interturn: the hero of Swazi kills a sword, an archer, retreats an impi then dies to a horse. Weedharbor untouched, 1st line of mountain defence killed. Walls complete.

1040 AD - A bunch of empty galleys moving back towards homeland. Some 1 hp zerks put in weedharbor to heal.

Thoughts: We are kicking some AI butt. Only problem, no leader to rush Palace on our reclaimed island. I must have had 50 elite battles with no leaders produced. If we get one in Zululand ship him home. Troops gallore are on their way towards Zululand. I guess we should kill off the english and Indians as well.

Here is the save: http://www.civfanatics.net/uploads3/berserk-1140ad.zip

and here are the crazy unhappiness turns (pre and post): http://www.civfanatics.net/uploads3/unhappy.zip
 
and some screenies.

The razed zulu cities.
zululand.jpg


The troops ready to go.
troops_enroute.jpg


The former Greek/Celt/Chinese lands.
reclaimedisland.jpg


The Iroquoi/Aztec island.
iroquoi.jpg


JR is up, should be some good fun!
 
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