Yahya
Warlord
IBT
Zulu north of Anyang attacks Barb and wins. Destroys camp.
Construction -> Polytheism in 12 at 22 gpt. We have 228 gold. We will be founding two cities in the next two turns, so gpt outlay will decrease.
Beijing Settler -> vSwordsman in 5.
Nanking Settler -> vSwordsman in 8.
Turn 1 130 BC
SUSB eArcher* garrisoned in Tsingtao.
vArcher garrisoned in Tsingtao.
eArcher 1 north of Tsingtao toward Old India to act as a fog buffer until I get settlers down that way.
vArcher 1 SE of Anyang to Tatung as protection.
Two workers SW of Anyang build mine.
Found Mountain View on Pink Dot. Temple in 60.
Worker west of Hangchow moves one NE to build mine.
Worker 2 NE of Nanking moves one SW and builds mine.
Settler in Nanking toward Light Blue dot.
Settler in Beijing toward Light Blue target.
Workers SW of Tsingtao to SW to make road.
Workers east of GrapeVille to south to connect future cities in Old India.
Garrison units in Macao.
IBT
Zulu warrior moves north into fog.
Shanghai Swordsman -> settler in 10.
Turn 2 110 BC
Tsingtao eArcher toward Delhi.
vArcher near Delhi to protect three workers moving toward fog.
Two workers build and complete road to Mountain View. No unconnected cities.
Found Forestville on red dot. Barracks in 20. 12 gpt, 211 gold, Polytheism in 10.
Change Mountain View production to Walls complete in 9.
Move vSwordsman from Macao to Irony to join army.
IBT
Zulu warrior moves to northeast.
Turn 3 90 BC
Worker north of Bangalore builds mine (we need more spt there for settlers until we fill out the land down there).
Workers SW of Delhi irrigate to develop land around future city.
Worker NE of Grapeville builds road.
Workers SW of Anyang build (and complete) road.
vSwordsman in Macao joins army (I was thinking we could put in 4, but we need the Pentagon for that).
Army moves to Mountain View, and pushes back fog. We see Ngome and an Impi.
Workers SE of Moutain View irrigate.
IBT
Zulu warrior moves north into fog.
Tsingtao vHorseman -> Settler in 8.
Turn 4 70 BC
Worker SW of Canton builds mine -> complete in 8.
Tsingtao horseman toward Mountain View.
IBT
Zulu warrior moves north.
Zulu Impi and settler move north from Ngome. Leave (at least) 1 Impi behind.
Irony Horseman -> Horseman in 5.
Turn 5 50 BC
Workers south of Mountain view move south one tile and irrigate.
Shadowing Zulu warrior with vArcher.
IBT
Zulu warrior moves east.
Beijing vSwordsman -> settler in 5.
Canton vSwordsman -> settler in 6.
Zulu complete The Oracle in Zimbabwe.
Turn 6 30 BC
Delhi will riot next IBT. Settler in 3. Hurry settler for 28 gold.
Worker NW of Hangchow builds road.
We are at 17 gpt, Polytheism in 6.
IBT
Zulu warrior moves east.
Barb warrior moves east.
Barb horseman moves south toward vArcher.
Delhi settler (though gone to riots) -> Horseman in ?. (Lesson learned here. Need to make change one turn before that)
Turn 7 10 BC
Adjust Tsingtao citizens to optimize growth:settler production. Growing in 4, settler in 4.
Adjust Canton citizens to optimize growth:settler production. Growing in 6, settler in 5.
Keep working toward Light Blue Target.
Rename one scout in Mountain View. Name is SuperScout. Move 2 NW.
Move vSwordsman from Canton to protect worker from Barb.
IBT
Zulu warrior moves NE.
Barb warrior (near Canton) moves SE.
Barb horseman moves west toward Forestville, which is unprotected.
Nanking vSwordsman -> vHorseman in 6.
Turn 8 10 AD
Miskeyed vArcher near Tatung; moved one North. SettlertoLightBlueDot and two workers now unprotected.
Workers and SettlertoLightBlueDot wait. Need Archer to come back; too much fog to the SE.
Move vArcher from Tsingtao to Forestville. Now protected from Barb horseman (I hope).
Worker near Nanking to east of city to mine. Need more shields there for troop production, in my opinion.
Worker NW of Hangchow completes mine. Move to iron square to build mine.
Settler to LightBlueTarget in position to found Spacious Meadows on next turn.
IBT
Zulu declare war (BIG mistake, Indy! BIG MISTAKE!).
Zulu warrior moves toward Canton.
SuperScout is killed by Zulu vArcher. 0-1
Attacked by Barb warrior at Forestville. Our archer wins, reaches 2 HP.
Attacked by Barb horseman near Shanghai. We lose that one.
Shanghai settler -> settler in 10.
Macao walls -> barracks in 10.
Turn 9 30 AD (this one is rather busy)
Put next two levels on the Palace.
Wove worker and vSwordsman back to Canton to protect from Zulu rWarrior.
Shanghai settler becomes SettlertoGreenDot. Move in that direction; move vSwordsman to protect him.
I stupidly have two workers building a road to the SE on the mountain SE of Shanghai. My bad. Stop them and move them one east, to build road to complete network to GreenDot.
Bangalore has corruption problems. Producing settler in 19, no matter what I do. Growth in 7.
Move worker NE of Bangalore toward Delhi. Work on shield production there.
Found Spacious Meadows on Light Blue Target. See Barb warrior to the west. No fort though. Spacious Meadows -> Walls in 10.
Polytheism in 2 at 15 gpt. 74 gold in coffers.
Move archer SE of Spacious Meadows into city for protection.
Move vArcher and SettlertoCoastline (near Spacious Meadows) one SW.
Worker NE of Hangchow builds mine. Complete in 12. Seems like a foolish move, but not sure what to do with him.
Worker east of Nanking builds mine. Complete in 4.
Move archer NE of Tatung back to workers and Settler, to get that show back on the road.
Worker south of Macao irrigates complete in 3. (Just learned that you can irrigate opposite an irrigated city good lesson).
Move worker NW of Macao to south to assist.
Wake Kuang-yin I and move to east. Zulu will be VERY sorry they declared on us.
Wake and move horseman one east with army.
Hurry walls in Mountain View for 8 gold. Seems like a great trade-off at this point.
IBT
Zulu warrior attacks Barb near Canton and wins.
Zulu horseman and Impi moving east Macao toward the south.
Beijing settler -> swordsman in 6.
Irony horseman -> swordsman in 5.
Mountain View walls barracks in 20.
Turn 10 50 AD
Garrison archer in Spacious Meadows.
Archer and SettlertoCoastline move one SW. Spy Barb camp to the south.
SettlertoGreenDot and swordsman move one south. Workers build road, complete in 2.
Worker skips turn in Canton.
Move swordsman at Canton one SW to take advantage of Zulu warriors 2 HP. We need to get him out of there on our next turn.
Great Zulu War Begins
Army vs. Impi at Ngome. Two Impi defenders. We take some hits, but Ngome is razed. 2-1.
Both vHorseman south of Ngome ruins wait with swordsman there.
Move workers, archer and SettlertoLightBlueDot one SE. Settler needs one more move to be in position 2 turns.
vArcher at Hangchow moves north and kills Zulu scout.
Wrap-up and Handoff Notes
Zulu north of Anyang attacks Barb and wins. Destroys camp.
Construction -> Polytheism in 12 at 22 gpt. We have 228 gold. We will be founding two cities in the next two turns, so gpt outlay will decrease.
Beijing Settler -> vSwordsman in 5.
Nanking Settler -> vSwordsman in 8.
Turn 1 130 BC
SUSB eArcher* garrisoned in Tsingtao.
vArcher garrisoned in Tsingtao.
eArcher 1 north of Tsingtao toward Old India to act as a fog buffer until I get settlers down that way.
vArcher 1 SE of Anyang to Tatung as protection.
Two workers SW of Anyang build mine.
Found Mountain View on Pink Dot. Temple in 60.
Worker west of Hangchow moves one NE to build mine.
Worker 2 NE of Nanking moves one SW and builds mine.
Settler in Nanking toward Light Blue dot.
Settler in Beijing toward Light Blue target.
Workers SW of Tsingtao to SW to make road.
Workers east of GrapeVille to south to connect future cities in Old India.
Garrison units in Macao.
IBT
Zulu warrior moves north into fog.
Shanghai Swordsman -> settler in 10.
Turn 2 110 BC
Tsingtao eArcher toward Delhi.
vArcher near Delhi to protect three workers moving toward fog.
Two workers build and complete road to Mountain View. No unconnected cities.
Found Forestville on red dot. Barracks in 20. 12 gpt, 211 gold, Polytheism in 10.
Change Mountain View production to Walls complete in 9.
Move vSwordsman from Macao to Irony to join army.
IBT
Zulu warrior moves to northeast.
Turn 3 90 BC
Worker north of Bangalore builds mine (we need more spt there for settlers until we fill out the land down there).
Workers SW of Delhi irrigate to develop land around future city.
Worker NE of Grapeville builds road.
Workers SW of Anyang build (and complete) road.
vSwordsman in Macao joins army (I was thinking we could put in 4, but we need the Pentagon for that).
Army moves to Mountain View, and pushes back fog. We see Ngome and an Impi.
Workers SE of Moutain View irrigate.
IBT
Zulu warrior moves north into fog.
Tsingtao vHorseman -> Settler in 8.
Turn 4 70 BC
Worker SW of Canton builds mine -> complete in 8.
Tsingtao horseman toward Mountain View.
IBT
Zulu warrior moves north.
Zulu Impi and settler move north from Ngome. Leave (at least) 1 Impi behind.
Irony Horseman -> Horseman in 5.
Turn 5 50 BC
Workers south of Mountain view move south one tile and irrigate.
Shadowing Zulu warrior with vArcher.
IBT
Zulu warrior moves east.
Beijing vSwordsman -> settler in 5.
Canton vSwordsman -> settler in 6.
Zulu complete The Oracle in Zimbabwe.
Turn 6 30 BC
Delhi will riot next IBT. Settler in 3. Hurry settler for 28 gold.
Worker NW of Hangchow builds road.
We are at 17 gpt, Polytheism in 6.
IBT
Zulu warrior moves east.
Barb warrior moves east.
Barb horseman moves south toward vArcher.
Delhi settler (though gone to riots) -> Horseman in ?. (Lesson learned here. Need to make change one turn before that)
Turn 7 10 BC
Adjust Tsingtao citizens to optimize growth:settler production. Growing in 4, settler in 4.
Adjust Canton citizens to optimize growth:settler production. Growing in 6, settler in 5.
Keep working toward Light Blue Target.
Rename one scout in Mountain View. Name is SuperScout. Move 2 NW.
Move vSwordsman from Canton to protect worker from Barb.
IBT
Zulu warrior moves NE.
Barb warrior (near Canton) moves SE.
Barb horseman moves west toward Forestville, which is unprotected.

Nanking vSwordsman -> vHorseman in 6.
Turn 8 10 AD
Miskeyed vArcher near Tatung; moved one North. SettlertoLightBlueDot and two workers now unprotected.
Workers and SettlertoLightBlueDot wait. Need Archer to come back; too much fog to the SE.
Move vArcher from Tsingtao to Forestville. Now protected from Barb horseman (I hope).
Worker near Nanking to east of city to mine. Need more shields there for troop production, in my opinion.
Worker NW of Hangchow completes mine. Move to iron square to build mine.
Settler to LightBlueTarget in position to found Spacious Meadows on next turn.
IBT
Zulu declare war (BIG mistake, Indy! BIG MISTAKE!).
Zulu warrior moves toward Canton.
SuperScout is killed by Zulu vArcher. 0-1
Attacked by Barb warrior at Forestville. Our archer wins, reaches 2 HP.
Attacked by Barb horseman near Shanghai. We lose that one.
Shanghai settler -> settler in 10.
Macao walls -> barracks in 10.
Turn 9 30 AD (this one is rather busy)
Put next two levels on the Palace.
Wove worker and vSwordsman back to Canton to protect from Zulu rWarrior.
Shanghai settler becomes SettlertoGreenDot. Move in that direction; move vSwordsman to protect him.
I stupidly have two workers building a road to the SE on the mountain SE of Shanghai. My bad. Stop them and move them one east, to build road to complete network to GreenDot.
Bangalore has corruption problems. Producing settler in 19, no matter what I do. Growth in 7.
Move worker NE of Bangalore toward Delhi. Work on shield production there.
Found Spacious Meadows on Light Blue Target. See Barb warrior to the west. No fort though. Spacious Meadows -> Walls in 10.
Polytheism in 2 at 15 gpt. 74 gold in coffers.
Move archer SE of Spacious Meadows into city for protection.
Move vArcher and SettlertoCoastline (near Spacious Meadows) one SW.
Worker NE of Hangchow builds mine. Complete in 12. Seems like a foolish move, but not sure what to do with him.
Worker east of Nanking builds mine. Complete in 4.
Move archer NE of Tatung back to workers and Settler, to get that show back on the road.
Worker south of Macao irrigates complete in 3. (Just learned that you can irrigate opposite an irrigated city good lesson).
Move worker NW of Macao to south to assist.
Wake Kuang-yin I and move to east. Zulu will be VERY sorry they declared on us.
Wake and move horseman one east with army.
Hurry walls in Mountain View for 8 gold. Seems like a great trade-off at this point.
IBT
Zulu warrior attacks Barb near Canton and wins.
Zulu horseman and Impi moving east Macao toward the south.
Beijing settler -> swordsman in 6.
Irony horseman -> swordsman in 5.
Mountain View walls barracks in 20.
Turn 10 50 AD
Garrison archer in Spacious Meadows.
Archer and SettlertoCoastline move one SW. Spy Barb camp to the south.
SettlertoGreenDot and swordsman move one south. Workers build road, complete in 2.
Worker skips turn in Canton.
Move swordsman at Canton one SW to take advantage of Zulu warriors 2 HP. We need to get him out of there on our next turn.
Great Zulu War Begins
Army vs. Impi at Ngome. Two Impi defenders. We take some hits, but Ngome is razed. 2-1.
Both vHorseman south of Ngome ruins wait with swordsman there.
Move workers, archer and SettlertoLightBlueDot one SE. Settler needs one more move to be in position 2 turns.
vArcher at Hangchow moves north and kills Zulu scout.
Wrap-up and Handoff Notes
- The army is two E-NE of Mountain View, with 4/12 HP. Within two turns of them on the south side of the river are one rImpi, one rHorseman, and one rArcher. On the north side of the river are an rArcher (2/3), two rArchers, one rImpi, and one eHorseman. It seems Shaka has little faith in the barracks.
- That vWarrior (2/4) outside Canton needs to be dealt with, and I think we will be clean, though there might be one guy to the north in the fog.
- The men were never moved around Irony, so that chokepoint and border are still strong. A good fallback position if necessary.
- Destroying Ngome expanded Mountain View, of course, and with the army up there, we see there is quite a bit of space around that area. Enough for two cities eventually.
- I also see Shakas Dyes, which I believe he has only one of. A good tactic would be to sabotage that square, if we end up over there.
- According to CivAssist, Shaka has only 7 cities. I can see six of them on the map. Only one missing is his capital.
- The Zulu are in pretty bad shape, though they do have our Army surrounded, with a few fast units around. That army could be in trouble. If so, it is entirely my fault.
- Polytheism comes in 1 turn. We cant turn down science; that puts us at 2 turns. We are at 19 gpt, with 63 in coffers.
- Didnt have the chance to trade Republic to Shaka for his gold. I wish I had. It would have been very helpful, because our finances are about to cause a problem.