In the year 1500 BC it came to pass that Mzellekazi ascended to the throne of the Zulus, the encouraging words of his abdicating father, Mzilikazi, ringing in his ears. You get out there and take the throne right now, he had said, Or else you are going to get banished!

After taking the throne, Mzellekazi silently thanked general Charis for covering for him so well up to now.
1500 (0) Mzellekazi looked over the situation he had been handed. He saw that the English tribe had a multitude of cities compared to him, and set out to do something about it. He also saw that the trusty scouts already had explored more land than he could hope to settle in several lifetimes. The only problem was, most of that land was desert. He could either settle along the edges of the desert or go somewhere else. Further inspection showed plentiful deposits of pungent weed far to the east. Since he knew the dangers of smoking the pungent weed, and more importantly since he had already secured a private supply

, he decided to forego grabbing up the extra weed.
Then his somewhat smoke-shrouded brain noticed rivers running through the desert not far away at all, transforming them into food pains, eh, flood plains. He also considered the founding of a coastal city to the west, but was unable to figure out the proper placement. Finally he decided to leave such tasks to Ziriankazi the dot-mapper, a savior destined to appear in just a few short generations.

Mzellekazi decided to change the production in Zimbabwe to a settler to grab the food pains. He didnt touch anything else, though.
1475 (1) Scouts scouted. One met a barb camp and rapidly changed direction.
1450 (2) A scout met an Iroquois warrior. Hiawatha was polite and in possession of The Weel, Writing and Polytheism. He also had contact with the Americans and the Aztecs. However, the royal treasury was too small to be located, and no trades were made.
1425 (3) Our cultural border expanded, for all the good it does us. A scout found more iron west of the Germans.
1400 (4) Nothing much
1375 (5) The English established an embassy with us on their turn. Zimbabwe grows, one entertainer needed. Two barbarians show up near Zimbabwe, one mounted, one not: Trouble. Settler changed to Impi. If we dont get moving we are going to be terrorized into submission by the barbs. Warrior reaches Rio Ferro (Arrgh, if I had only kept him near...)
1350 (6) The Wheel is discovered! The nearest horses are slightly west of the Germans. I opt for horseback riding as next tech, due in ten. Please splatter me with weed icons as needed. Impi produced. Entertainer no longer needed. Barbs draw near. Worker quietly retreats from scene of conflict.
1325 (7) The horsie attacks!

He loses a point!

The Impi loses a point!

The Impi loses another point!

The horsie is killed!
![Party [party] [party]](/images/smilies/partytime.gif)
Whew! The other barb approaches. Worker produced Rio Ferro. That town wont produce anything more on my turn, so I leave it on worker as a placeholder.
1300 (8) The worker commences the arduous task of connecting the iron. The English starts building the Great Library in Warwick. The pyramids are under construction in London. The running-home warrior encounters a barb, and is prohibited from attacking. But he will be attacked next turn. A scout finds an Iroquois border to the south.
1275 (9) The Impi readily handles the second barb at home. The warrior wins against his barb and is promoted to elite!

He is no longer in running home-mode. But what am I going to do with him? Well, thats for the next player to decide. Ill make him stay put (and incidentally heal) the last turns.
1250 (10) a scout scouts, but runs into another barb camp on his second step. Bummer. Say bye-bye to the scout. :arrow:
Feel free to criticize anything; this is my first attempt at an SG, and I could use the advice