CommandoBob
AbstractArt
Zulus are down to two cities and should be destroyed in the next 10 turns.
Zulu North
These forces are more than adaquate to handle Mpondo. S-SW of Mpondo are 8 units: 1 vSpear, 1 vMace and the rest are Swords, Veteran and Elite. Good hunting!
Zulu West
These forces are too weak to take on Hlobane and reasonably hope to succeed. On the mountian North of Plainsville are three units; 1 vHorse and 2 vMaces. Let the eArcher and 2 vMaces on the road join up before beginning the final Zulu assault.
There are also some Barbarians SW of Plainsville, keep that in mind if you send a vSpear to Hlobane.
The Army is almost fully healed and should be at full health next turn. With it 2 Moves it could join in on the fun at Hlobane.
Other Items
We have 3 galleys at sea. Two have settlers aboard and are sailing northwards to unload their cargo. The third is busy exploring the coasts of Egypt.
We have three native luxuries; Silks, Wines and Dyes (near Bapedi). There might be Gems in the mountains north of Hlobane. That would be nice.
I have stopped military production in the core and begun to focus on things like libraries and markets. I think our forces in the field should be able to deal with the remaining Zulu cities. Once the Zulu are gone we can reduce the happy slider down to 10% or maybe even 0% and increase our science learning. When our current military builds complete just switch over to libraries and markets, for we need to be smart and happy. Depending on the city, we may need an aqueduct or two, also.
To get our UU we need Chivalry. To get overseas we need to know first, Astronomy and then either Navigation or Magnetism. At Soduku City, sailing due East, we have six water tiles between us and the New World.
We do need to discuss our tech research path.
In Old India we are busy irrigating and chopping forests. The good producing cities are north to the Riverside-Xinjian-Anyang-Desert River line. Cities to the south of that line are generally too corrupt for anything except workers, settlers, trebuchets and geeks.
In Old Zulu we don't know where the line of corruption is. We don't have enough cities to really tell.
We have not built our Forbidden Palace. If we get an MGL, that would be a good thing to use it on. Nanking or Irony would be places to build the FP, but it would take about 23 turns or so.
Zulu North
Spoiler :

These forces are more than adaquate to handle Mpondo. S-SW of Mpondo are 8 units: 1 vSpear, 1 vMace and the rest are Swords, Veteran and Elite. Good hunting!
Zulu West
Spoiler :

These forces are too weak to take on Hlobane and reasonably hope to succeed. On the mountian North of Plainsville are three units; 1 vHorse and 2 vMaces. Let the eArcher and 2 vMaces on the road join up before beginning the final Zulu assault.
There are also some Barbarians SW of Plainsville, keep that in mind if you send a vSpear to Hlobane.
The Army is almost fully healed and should be at full health next turn. With it 2 Moves it could join in on the fun at Hlobane.
Other Items
We have 3 galleys at sea. Two have settlers aboard and are sailing northwards to unload their cargo. The third is busy exploring the coasts of Egypt.
We have three native luxuries; Silks, Wines and Dyes (near Bapedi). There might be Gems in the mountains north of Hlobane. That would be nice.
I have stopped military production in the core and begun to focus on things like libraries and markets. I think our forces in the field should be able to deal with the remaining Zulu cities. Once the Zulu are gone we can reduce the happy slider down to 10% or maybe even 0% and increase our science learning. When our current military builds complete just switch over to libraries and markets, for we need to be smart and happy. Depending on the city, we may need an aqueduct or two, also.
To get our UU we need Chivalry. To get overseas we need to know first, Astronomy and then either Navigation or Magnetism. At Soduku City, sailing due East, we have six water tiles between us and the New World.
We do need to discuss our tech research path.
In Old India we are busy irrigating and chopping forests. The good producing cities are north to the Riverside-Xinjian-Anyang-Desert River line. Cities to the south of that line are generally too corrupt for anything except workers, settlers, trebuchets and geeks.
In Old Zulu we don't know where the line of corruption is. We don't have enough cities to really tell.
We have not built our Forbidden Palace. If we get an MGL, that would be a good thing to use it on. Nanking or Irony would be places to build the FP, but it would take about 23 turns or so.