[BTS] NZ's Shadow Game - Immortal Zulu

This also means if you're going AH you don't benefit from waiting five turns and can start it straight away.
You can benefit from roundings and, thus, should still keep the tech unselected until T5. It won't amount to more than 1 or 2 beakers but it doesn't cost anything :)
Instead of rounding down 11x1,4 5 times, you round down the whole batch one time (2 pre-reqs for 1,4 bonus towards AH). I tested this on some Iso map some years ago.
 
Last edited:
With that out of the way maybe its time to play a few turns.
Met scouts from Saladin and Sitting Bull and found Khmer borders, bit annoying to have a Creative Civ so close! The case for an early Settler to claim the rice spot seems strong, but perhaps an Ikhanda first to allow the capital to grow?? Alternatively a warrior perhaps in case of barbs.
Civ4ScreenShot0098.JPG
 
Good chance Sury settles that rice with his first city, but at minimum his borders will over take it soon. You could still fight for it cultural but that would bring up border conflict too. If you have copper you might consider axe rushin' him.

I think enough FPs here to consider cottaging them.
 
Good going ! Yes, Sury's borders will pop again on T25, so there's no chance to work the rice.
I think the city 2 you're looking at, at the moment, is by the SW corn. Either 1E or 1N.

Build order : I think you very much want a warrior, next. There is still some scouting to do and it is important to be able to protect your settler from a random barbarian.

Scouting : now entering the danger zone (which is where scouting south-east first kinda hurts). I think it's important enough to committ and keep scouting what's along the river to the NE and then the jungle directly north of your capital. There could be a city spot 1W of the dyes, for example, that you would need to know about.
If you have the option : stay close to AIs borders, follow AI units, use 1-move only or even 0 move. Scout loss is a big deal :cry:
 
Good news: there is no stellar spot to fight for :smug:

Although it's kinda ugly I could see a city 2S of dye. There will be 2 (farmed) floodplains to share and no road needed. Blocks Sury too :)
 
Seems likely that SB will be just north of Sury (given early WE and scout) so maybe better scouting northern jungle first. Presumably no seafood south, rice appears to have jungle so looking short of half decent sites to settle
 
So your scout was 1 step short of finding corn on T0..outrageous :lol:
Which means this would have been seen before settling since y'all moved to the hill t0. Not sure I would have burnt another 2 turns to trade cottages for dry corn though. Either way I think settling gold works out now, because if we go with the natural expansion soundjata recommended 2S of dye, we can completely justify farming both of those fps.
Maybe being used to deity/fractal makes me more worried than I should be, but I'd still immediately pull that scout back and start fogbusting the south and west which look to be our responsibility. Several deserts down there and a barb city cropping up by the corn would be unfortunate.
 
Damn, about as bad as possible. Good in a way, now the game is not a cakewalk. I wouldn't start a cultural fight with a CRE AI capital over a rice.

I'd go 2nd along the river even if it claims nothing immediately (the mentioned 2S of dye). +2:commerce: for immediate trade routes and +1:hammers:cc, work (farmed) floodplains. The dry corn off the river is not very appealing to me. Worth a city of course but nothing great.

I'd go settler immediately if you settle by the river. If not, go warriors. Losing the settler race would be a huge blow though, as no other safe 2nd spot available. It's T25 settler, right? Could be close.

Either way I think settling gold works out now, because if we go with the natural expansion soundjata recommended 2S of dye, we can completely justify farming both of those fps.
I think it works kind of poorly now. :lol: What good is a faster start if you have no good spots to claim.
 
Last edited:
So, there could be a city that has corn + fish + crabs. Something like 'great people factory'.
 
So, there could be a city that has corn + fish + crabs. Something like 'great people factory'.
Yes, but it will take very long to develop, because all of those tiles require a border pop to work.
It would be much more efficient to share the food between 2 cities : 1N of the corn (or NW) and NW of the crabs, so that both cities could develop quickly with fast improved food.

For that matter, we can note that Ulundi's border pop on T51 will claim forests in the second ring of crab city, so that a workboat can be quickly chopped.

So, at least we have a decent backyard, there :)
 
I think it works kind of poorly now. :lol: What good is a faster start if you have no good spots to claim.
I never found the extra base hammer very compelling, because we have so many forests to chop. Mostly you were arguing that we needed to save all the food we can, which looks a lot wiser seeing that our second city brings literally 0 natural food. It also means those opening worker turns farming floodplains are absolutely necessary instead of busywork that would soon be paved over with cottages. Granted we could be getting ahead of ourselves and still lose that spot, and then you go back to looking silly again :p
 
I will try to make the argument on why it's wrong to rush a settler from size 1. It is surprisingly difficult to put into words because there are a lot of different moving parts, so, please, bear with me.

To start with, I will recap some of the reasons that have been raised for such a build.

Soundjata says that it takes a long time to grow Ulundi, and this is right. In fact, it takes 7 turns to grow to 2 and then 5 turns to grow to 3.
However, it would also take a long time to grow a different capital and this is because the food specials take time to improve. Growing to 2 on wet corn or even pigs would still take 6 turns, then most capitals would grow to 3 in 4 turns. Some of the very best cities would grow to 3 in a mere 3 turns.
So, Ulundi : not the best growth but we're only looking at a 1 turn delay towards each size compared with very standard capitals.

I think it's important to consider what size 3 Ulundi looks like :
6 happy cap, +7F, +5H per turn. This is a very capable city, an efficient pump that still has a lot of potential for growth.


Now, Sampsa says that rushing a new city is good because it immediately contributes yields. Here we're looking at +3F+2H at size 1, very nice.
First, I'll point out that the commerce comparison can be skewed (it sure is nice to have trade routes, though), because Ulundi can also grow on commerce tiles and those do not require 100H to work, nor do they incur maintenance hits. This is not the main point, though.
I believe it isn't appropriate to look at the new city yield from the Demographics point of view. How have I improved my demographics ? +3F+2H.
To me, the question is rather : when will this new city have contributed a relevant item ? And by that I mean a worker or a settler.
It's all good to have +2H but it doesn't mean a damn thing until the item in production has been completed. I think this is very important.

And that brings us back to the Soundjata point where : city 2 will also need time to develop (6 turns to grow in the case of a corn ; 8, here, since we're looking at an already farmed floodplains) before it is capable of contributing an actual, factual item.

So, wer'e looking at a time frame whereboth of those cities are size 1, we have 1 worker, 1 improved pasture, a farm and we are closing in on Bronze Working (due circaT30).
The risk, here, very real, is that we are not ready to take advantage of Bronze because we have not set up a proper pump city yet. Alternatively, we could still try to push production from size 1 cities (chopping more workers and settlers) and never actually set up our commerce base.


Now, let's look a little more closely at how Settler at size 1 works, because it will help make the comparison with size 3 Ulundi.
The worker improves the cows (5T) and then the eastern floodplains (9T). The settler takes 14T to complete and we can plant city 2 after 2 travel turns.
So : city 2 is settled on T27 (remember, Bronze due circa T30). On that same T27 : settler is out T25, so Ulundi has 2 more turns of doing stuff. Worker also has 3 more turns of doing stuff after completing the farm.
This is our situation and we are not close to completing another item.

If we go back to Ulundi size 3 : Ulundi hits size 3 after 12 turns of growth. That would be T23.
And it takes it 8 turns to build a settler. Put otherwise, this is a 6 turns delay towards city 2compared with settler at size 1. Settler out on T31.
At this point, Bronze is done or looming and we can use the very capable size 3 Ulundi that I describedat the beginning of this post. +7F, +5H.
Ulundi can build a worker in 5T, evenwithout a chop. With double chops, it can build a settler in 5T. We have a lot of forests and want to clear riverside to cottage. A very capable city.

Now, remember our 2 miserable cities from T27 ? What are they set up to do 4 turns later ?
None of them has reached size 2, they're kind of halfway there. Maybe one has started on a second worker ?
Let's say we task Ulundi to go settler, worker to make use of the cows and prepare for Bronze. After having stagnated for 14 turns on a settler, it can now keep stagnating foranother 7 turns to provide another worker. It will now have stagnated a grand total of 21 turns to produce a whopping 2 items !
So, this is the miserable timeframe where none of our cities are properly equipped to do anything, or complete any item, or keep up with the requisites of our tech discoveries.


If we have Bronze, we want to be able to chop.

Establishing a capable city, that is in measure to complete items in a good timeframe is and should be the first priority.
Population growth is the ultimate goal and that can only be achieved by reducing stagnation times.

I hope this wasn't too much of a bother to read and addressed relevant points in a relatively convincing and organized manner. Again, this is not an easy task to make this argument.

:egypt:

For reference, because the timings on Bronze and city 2 are so close, I do believe there's a good chance size 3 Ulundi wants to chop its second worker before one is sent over to improve the food in city 2.

Also for reference, I can see the strategic use of an Eastern city. There are ways where Sury's culture becomes oppressive and it could be a good idea to use the 3 tiles buffer between cities to limit his options.
I wouldn't rush over there, however, and claiming 0 resources with city 2 is a big no-no for me. If it's only to work shared tiles with the capital, Ulundi can grow. I'd rather concede the whole area to Sury and settle a perfectly fine 5 yield tile outside of the capital's BFC.

Finally, for reference, I am perfectly fine with a couple of farmed floodplains. With 6 happy cap to start with, I welcome the +7 food surplus (or even +8 with the other floodplains). There are plenty of other tiles that can be cottaged and grown upon. I will concede that farming floodplains is not the ideal investment for early worker turns but it isn't like we have better food at our disposal and it is very important to secure the food surplus.
 
I never found the extra base hammer very compelling, because we have so many forests to chop. Mostly you were arguing that we needed to save all the food we can, which looks a lot wiser seeing that our second city brings literally 0 natural food.
Maybe there was a miscommunication then. For me the main point of extra base:hammers: has always been the speed of development and I'm sometimes ready to even sacrifice a gold tile to get it. True, low :food: makes sacrificing a -2:food:-tile even more enticing. Lots of chops is great yes, but comes later.

It's not deity, it's immortal. You can just spread your empire relatively safely, it's so much better now than later.
 
Top Bottom