LotR 2 - Zealous Zulus (Monarch variant)

My bad Arathorn - :smoke:

Iester :hammer: posted wanting to play - if he wants in I'll sit out or play in the sixth spot if that's OK.
 
I think I can...I think I can...

5 players: (order in FIRST post is correct turn order, this is just a list!!)

1. Arathorn
2. Iester
3. cpp1
4. Sirian
5. Toecheese3

Am I missing someone who said they wanted to play?

Charis said he was having too many feast days and was a reserve if I needed him.
smegged claimed to be too peaceful for this game setup.
Zed-F has mapsize issues (which, to be perfectly honest, I somewhat share, but large seemed appropriate to fit the them).

No one else has posted -- unless I'm blind or stupid, both of which are distinctly possible (especially today).

By my count, that gives 5 players, with Charis maybe taking over a dropped role, if need be.

Arathorn
 
Dropped role? Bah! As if any Zulu warlords would shy from a fight!

The Real World is just lucky we started on the arse end of a huge continent, and were isolated until nearly the modern era, leaving us behind everybody else in tech, having to research everything at first-civ prices without enough libraries around. IF we had started in, say, the location of Athens, this might be a different world indeed!

:shottie: :eek:

:lol: :lol: :lol:

"WE COME."


- Sirilu Zulu
 
Arathorn the Slightly Sane stepped up to lead the Zulu people through the least turbulent time in their history -- the very infancy of their culture.

In 4000 BC, the Zulu nation consisted of one settler, one worker, and one brave scout. The scout was sent to investigate initially, and despite a wheat flood plain in the north, the settler formed Zimbabwe where he was (three less moves and better shield production there -- still a river start).

The people began investigating the use of metal weapons, as the stone axes wielded by most warriors at the same were deemed insufficient for professional use.

In 3950, the kindly Hittite tribe, sensing the backwards nature of our people, taught us Ceremonial Burial. Most people found this preferable to the old practice of simply eating the dead, but there were resistors, as any change brings.

In 3800, a second scout was created. As we proud Zulus, we will never need another's map. Still, we crave knowledge of our surroundings and scouts are quick at seeing the world. The world we are seeing is hot, wet, and flat [it appears -- all settings were random]. We Zulus begin our climb to prominence deep in the jungle, with many rivers and only occasional, widely-spread hills/mountains. What little land isn't covered by lush LUSH vegetation is usually rather arid -- either plains or desert.

In 3650, a brave group of settlers from some inconsequential tribe offers to join our proud people. In 3600, they form the town of Ulundi, strategically situated on a gold hill near a river [for early trade and also defense!].

In 3300 BC, another minor tribe chooses the wise path of joining rather than fighting the mighty Zulu nation. After 300 years of plodding through the jungle, they form the city of Bapedi.

Some time during this, one of Arathorn's scouts sees borders of a new nation in the Northeast. The color is dirty, reminiscent of Russia. The scout, knowing of the Zulu prediliction for war, wisely avoids making any contact, thereby sparing his people some few years of war -- with that nation at least.

Arathorn's dominant half demands he stay in office until at least some contact is made, so 30 turns will be played to start! And there was much rejoicing. (Or not.)

In 2900, a foolish Chinese warrior wanders near Bapedi. We contact this band's leader, a silly man named Mao. Arathorn chuckles, "We'll mow on him all right." The Chinese people are advanced, knowing the Alphabet, which still mystifies the war-like Zulus.

Despite an army numbering one warrior, we declare WAR on the insolent Chinese, simply for daring to live on OUR planet. Our warrior races theirs towards Bapedi. This could be a very short-lived nation.

In 2850, the warriors finally meet, just inside Bapedi. Our warrior won the race but had no time to fortify before being attacked. Both war-like groups scream and attack. When the dust clears, the Zulu warrior, now a veteran of battle, is the only one standing.

In celebration, Hlobane is founded on a flood plain near some wheat. The food overflows. The joyous people admire the Slightly Sane one's policies so much, they carve out steps leading to the cave where he insists on living.

In 2710, yet another group of settlers choose to join rather than the fight the mighty Zulus. This group, however, is far from the comfort of home. They move across the river by which they were found, to be on the coast. Nearby cows attest to the wisdom [Read: LUCK] of this move.

In 2670, Isandhlwana is founded, by peope who obviously had no idea how to order consonants and vowels. Unfortunately, near the city borders are seen two Iroquois -- a spearmen and a settler.

Arathorn froths. The new city is certain to be destroyed. He contacts Hiawatha, so-called leader of the Iroquois, and purchases knowledge of the Masonry from him for 64 chests of gold. When the SS's demand for Alphabet isn't heeded, war is declared. In celebration, the first Impi is produced in Zimbabwe -- a veteran trained in shiny barracks.

With characteristic cowardness, the Iroquois force near Isand... retreats to the east and southeast, fearing the wrath of an empty city and a watching scout. "RUN AWAY!" Sir Robin would be proud.

In 2550, the Harappans choose not to join our people, fearing that the luck of Isand... would not follow them. They do, however, teach us letters, forming a rudimentary alphabet of sorts.

Arathorn only likes three letters, A, R, W -- but can't order them correctly. He eats RAW chicken and dies of food poisoning.

A clown (Jester) appears next to rule the Zulu people. Will he rule for 20 cycles or merely 10? The choice is his.

Save game is

http://www.civfanatics.net/uploads/lotr2-zulu-2550bc.zip

Arathorn
 
I'm horrible at dot-maps, so I didn't make one. Feel free to do or to just settle on your own.

Hlobane up north has AWESOME food and should probably become a worker/settler factory.

We are SURROUNDED by MILES of jungle. This is semi-nice as it will probably slow any enemy advance against us, but a lot of it needs cleaning.

The gems to the west? Should be settled.

Zimbabwe should probably become an Impi factory, as we need a good dozen or so ASAP. It's our only city with barracks so far.

The Wheel is due soon. I strongly suggest Horseback Riding next, as horsemen/impis make a great combination stack. Iron Working is probably next, but I would suggest the speed of horses first -- provided we have any near any of our cities. With all the jungle around, we might not.

Holy cow! Settler city. I've popped at least 150 goodie huts before this game and gotten a grand total of ONE settler before this (I've twice received every ancient age tech from goodie huts -- and up to four warriors a couple times). Now, three of 'em.

It's no use hooking up more than one copy of any luxury. We can never trade 'em, after all. Of course, if they're good producers, road 'em, but it's not worth making it a priority. [I know, this is kind of a "Well, duh!" but I wanted to do some weed-preemption.]

We still have three scouts out exploring. I have NO idea where the Chinese are, as they found us. The Iroquois know about Isand but no more. They have to be SE of Isand somewhere, but I have no idea where. I've been trying to keep our scouts alive to find out -- and to get more goodie huts.

That's about it.

Jester is on now.
Sirian is on deck.

Arathorn
 
Wow! Did I read that right, three settlers from goody huts is amazing. This is a wonderful start with 5 cities already, and gems and spice close at hand.

I think Isandhlwana is going to be hard to hold, since it's so far away and will probably be at 1/1 production forever. The Iroquois don't seem much of a threat since they're so far away (except to Isandhlwana) but the Chinese and Russians (if that's what they are) could be a big threat.

Balancing culture/gold infrastructure with military infrastructure is going to be very interesting. I totally agree with horseback riding next since, as you say, they work well with Impis. I just pray we have some horses in range.

Last thing is that exploring carries pluses and minuses. The more people we meet, the more enemies we have, and right now we don't have enough gold to buy anything before declaring war. It might be better to "pace" ourselves so that we can finish off an enemy before discovering another one.
 
Luxuries do provide additional commerce, and sometimes food/shields as well. Moreover, and perhaps more importantly, grabbing as many as conveniently possible denies them to your opponents. For the latter, however, it's just necessary to get them in your culture radius, so if it's on a desert/jungle don't bother working the land unless there's nothing better.
 
I'll play this at my next free moment. Hence, at the last hour before my time elapses. :rolleyes:

Jester
 
Here's the world after Arathorn's turn. Isand didn't make it into the screenshot since its so far away, the white dot to the SE in the world display.

Hmmm, that didn't work very well. What is the secret of attaching a jpg image file to a post?
 
cpp1: When you post, choose the new Upload File option, and upload the pix to the forum file server, then use the IMG button in the vB Code bar to create a link to the picture. This is the new method (the old method was easier, but is KILLING the forum, so it had to be changed, and I predict it will soon vanish entirely).

You can do the same with zip files for save games, except use the "http://" button rather than the IMG button, to create a hyperlink instead of an image link.

It's not the most convenient, but once you get the hang of it, you'll be fine. And this method allows you to put as many pix into one post as you like, where you like, instead of at post end.

- Sirian
 
Here's the world after Arathorn's turn. Isand didn't make it into the screenshot since its so far away, the white dot to the SE in the world display (wish I could delete my earlier 2 posts to save embarrasment).


zulu2550bc.jpg
 
I was semi-intentionally trying to be far away from home if/when contact was made. War with an opponent 30 turns away is a pretty easy "psuedo-war" to not lose. Who cares about winning? I want to not lose a war.

Contacts are nice in one regard in that simply having it reduces research costs (provided they have the tech). If we get the GL (probably from a GL :)), contact might mean more techs, too. Of course, war isn't great, but....

I reported Isand was out in BFE. I meant it. A FP over in that area might be a nice long-term goal, but... What else can one do with a settler that far from home? I had no military in the area to escort it back home. If it can get a few warriors (or even Impis?) in place to fight (and die) against our foes, it was worth founding, IMO. I was gonna meet those Iros pretty soon anyway, probably.

As far as finishing off an enemy goes, I would prefer to fight defensive wars on most fronts and only really go offensive against one. Impis should make great eco-terrorists to pillage and hamstring development. But the one we have and the one on the way will NOT be enough.... At least we have a bit of a peninsula (I'm pretty sure) to defend and aren't right in the middle.

Zed-F's comments about luxuries is what I tried to say, but worded intelligibly. Thanks.

Iester. Taking the full 72 hours? :cry: I do that, too. That's why they're there. By my count, that gives you until Friday morning. Or you could pretend it's 48 hours.

Arathorn
 
We're on our way to success. There's plenty of fertile land around, and good access to both horses and iron (well, not too bad).

I built us up a couple barrackses, and started on a pyramids. One can never be too paranoid about getting a few wonders. We've got more impis, and could support some more. We can crank them pretty fast, everything's good.

I traded the russkies horseback riding for iron working and money, figuring we're better off with the military force AND the research, since we can't play the bargaining game anymore.

We've got a settler out. I'm not quite sure exactly where to found the city, but somewhere in that cattleish-floodplainey area should do fine. Follow your whims.

We've found the greeks, but they haven't found us, and, since they talked to us, we're at war with the russians.

The iroquois just showed up at our little colony in the middle of nowhere... I have little hope indeed for that.

We're researching writing, which we'll need if we have a hope at the GL.

Otherwise, good luck!

Jester
 
Sirian: Thanks for the helpful tips on posting images and a save file. Thanks to your msg, I finally got the image posted.

Arathorn: I totally agree with your comments on keeping war far away and only going on the offensive against one civ at a time. Thanks to you and Jester, I think we have a development lead on the rest of the civs (at least the ones we know about).

Here's a rules question for someone. Can Isand (size 3 now) whip a settler (going to size 2) and then create a settler (city goes away)? If so, what happens to the whipping penalty? Does it go to our nearest city (not good)?
 
Sirian -- you're on now!! We haven't had a turn order list for a bit, but you're up (knowing you, you've already downloaded and are playing as I post).
cpp1 is on deck.

If Isand whips a city and has negative food flow, it will create the settler and disband. If is has positive/zero food flow, it will wait until it has grown to size 3 before creating the settler. I have no idea where the whipping penalty goes -- probably to our nearest city.

I think, however, that this is a bad plan. The settler won't make it back to our lands unless accompanied by an impi or two. Why not just let it continue to build (possibly whipping out some defense (barracks/walls/impi) on the way). Sure, we'll probably lose it, but it will take some of "them" with it when it goes. It's a colony (for now) so I wouldn't spend a red cent (or unit) on it from the "home world" cities (for defense or otherwise) but I don't see the sense in not letting it do as much as it can while it survives. All my opinion, of course....

As for the Greeks, if have had any chance to contact them, we MUST and declare war. At least, that was my intention when I wrote the rules. We don't have to go out of our way to meet them (see a border and flee is OK, for instance) but if we've had the chance to talk, we must do so immediately and war with them -- or at least psuedo-war with them.

Iron and horses! Excellent. :dance: I was worried we'd be doing without. Getting time for an offensive? I think we're close....

But who? Who is target #1? My thoughts... (without having seen the game since Jester played)...

- Iroquois -- fighting Mounted Warriors? Would rather not if we can avoid.
- Greeks -- Hoplites can be a big PITA. Wait for a bit (unless they're closest by far)
- Chinese -- Would be my first choice, if we know where they are. They found us first, so they might be closest.
- Russia -- Not a bad choice either.
- Nobody -- For a while yet, sure. But sooner or later, we're gonna need to take the fight to somebody's/everybody's soil -- even if it's just terrorist activities.
 
IT 1750BC: Whipped Isandlwana. :whipped:

1725BC: Isand Impi's fight off Iro warriors, promote to veteran.

1700BC: Whipped Isand again. :whipped:

1650BC: Isandlwana attacked by a major combined force of Chinese and Iro, including elite Chinese unit, new impis promote from regular all the way to elite. Walls started.

1625BC: Our units at Isand go on the OFFENSIVE, slaying some Iro warriors and capturing a Russian scout party. (Scouts later lost again, but they peeked into Greek lands a bit). We declared war on the Greeks upon sighting a Greek city.

lotr2-isand.jpg


1425BC: Walls constructed, more impis being trained.

1600-1250BC: Enemy forces stay far FAR away from anything to do with another @$$whipping at Isandlwana. :lol:


- Chief Siri-Zulu
 
As a result of our Impi victories at Isand, the Zulu Empire entered a grand golden age!

Early:

* Settled right where Jester left the settler above Z-town.

* Built a settler out of Bapedi and sent it due south.

* Woke an impi out of Hlobane and sent it scouting north, ran into Roman borders almost immediately, right on top of us! :eek: Pulled back and avoided contact throughout my turn.

* Sent a settler to the mouth of the river west of Z-town, in the jungles, one day to be a grand city site with gems and gold.

* Action at Isand as previously detailed.

* Declared war on Greece. (Not a peep out of them all game, as yet, so I don't think it mattered not having declared on them right away).

* Discovered writing.


Middle:

* No more action at Isand. :lol:

* Finished temples (unwhipped) at Hlobane and Z-town.

* Started Oracle at Z-town as placeholder.

* Whipped temples at Bapedi and new cattle town.

* Founded Ngome in highly defensive position to establish new border in direction of China. ANY units coming from the south or east to attack will have to attack across the river.

* Fended off barbarians every other turn from three directions. One impi sent to dispatch camp south of Ngome promoted to elite.

* Connected our horses at Ulundi, but none trained yet.


Late:

* More barbarians. These pretty much consumed all of our spare attentions, so my plans to send an impi or two out to harass people never materialized. Found another of the camps on my last turn in 1250BC.

* Discovered Lit, swapped Z-town to Great Library. It will be occupied for a long long time, as the current "rate" is about to drop with the end of the GA. Over 100 shields invested already, though.

* Russian warriors started arriving in our lands. Not sure how many are coming, or if there will be stronger units. They COULD have swords even, by now. We lost a vet warrior attacking a Russian in position to pillage, on my last turn. We could use some horsemen soon, as these turkeys refused to attack the impis I put in front of them. :(

* We need more units, and currently all the heartland cities are on units once again (after most of them did temples and settlers and barracks during my turn), except the two wonders we are building. We are not exactly thin but need to shift focus back to units, units, units, units for the next bunch of centuries.

* Still no contact with Rome, but they are RIGHT THERE and could be major trouble, as they lack the logistics woes of anybody else. If they send a stack of two or more, they COULD take out our northern city with just one impi in it at the moment, so I am glad I didn't catch sight of their units. Russia is second-closest and they are giving us actual grief now, the only enemy who defeated any of our forces on my turn.

* Isand is doing fine. Should we build a barracks next? Or more troops. I was divided on that one, someone else can decide. For the moment at least, it remains highly secured. Walls, a river on one side, an elite and a vet impi and a warrior, the AI's would have to send swords or mojo stacks to take it down, I think. And it's great as a magnet for attention AWAY FROM our core, for everyone to the south of us. It can't handle any more whippings, though, unless the AI's move a genuinely dangerous force into attack position and actually threaten to take it. Grand River is to the Iros what Isand is to us: a distant colony from a hut. The only civ close to there is Greece, actually, and they did not attack at all.

* The golden age is about to END. After the next turn, lux should be pumped up to 20% to ensure that we don't get riots on the turn in which the GA ends, as a few gold is FAR AND AWAY worth spending to ensure we don't lose a whole round of production on our wonders. I urge in the strongest terms that as much lux be run as necessary to avoid ANY need for entertainers/taxmen in the two cities building wonders. Also need to rearrange for max shield output once the GA concludes.


Was preserving Isand worth kicking off our early GA? Well, we certainly did lose much of the benefit to despotic penalties, but I have not once played the Zulu and been able to postpone the golden age, so I considered it par for the course, and likely the answer is YES, it was worth it. Especially if the city holds on while we continue to expand in that direction, with even the possibility of hooking up to it someday. And if not then, we'd still have kicked in the GA late in my turn with the Russians arriving, so it was inevitable and might as well just embrace it.


- Siri-Zulu
 
lotr2-dot-1250bc.jpg


Green Dot and Circle are half-cities squeezed up against the coast, but entirely secure sites until the Romans start wandering around with ships. Both are early priorities since once has open lands (rare in our swampy jungle region) and the other is on top of a gem. Both have lots of overlap, but are right next to the capital and would be able to crank out lots of support units and commerce.

Purple Dot, like Mpondo, is in the jungle, but it's a secure source of spices and a TOP priority, since we are already at a point where we are needing to bring luxuries online.

Orange Dot is a curious location. It's probably a high priority but I would NOT settle it with less than two impi for escort.

Yellow dots are future strong cities to the SW, and secure locations.

Light Blue dots are jungle, and definitely NOT secure. Russian warriors are all over that area, at the moment. The south light blue dot is the one we need to get iron online, but that is going to take a while. Another iron to the south, but so distant from our core that logistics are not favorable there, IMO.

Red dots are low priority future city sites.

This dotmap is high on overlap and very low on waste. Only the two jungle tiles marked in gray represent wasted tiles anywhere in the core area. I figure we need lots of cities for unit production, though, and being a large map, we are less concerned with making every city All It Can Be, so I did some things to keep cities on the rivers that I wouldn't do on a smaller map.

LOTR2 Zulu, 1250BC Save File


- Sirian


EDIT: Looking back, I see spices at Bapedi. Duh. :crazyeye: Well, that would lower the priority on purple dot a little bit, but we still need to push some in that direction to keep huts from popping up (or even exploding) down there. Although whether to settle purple or one of the yellows first could now be debatable.
 
Back
Top Bottom