Save the Mongols

be careful with sea trades, as it seems the trade route will always go through Zulu waters. when you declare, the trade route will be broken.

t_x
 
@Raliuven: nope - but the Nerds will finance their upgrade into Legionaries instead, still better than nothing

I love it! Here is your 50lbs of armor. Now get on the Rotten Tub. Oh, and if you happen to fall overboard (or the ship should sink :mischief:) make sure to drown in the sea lane so we can drag the channel and retreive your weapons. Those things are expensive!
 
@templar: thanks for the remainder, i won't put myself into risky trades by now. Besides that, Spain is getting dogpiled and trade routes can break abruptly at any moment.

@CELTIC: patience, bud :crazyeye:

@Raliuven: as you will see, the heroic Tub is quite resilient to sinking :D

---

Iron is finally connected, and warriors are upgraded en-masse:

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We sell Greece into the Middle Ages and they draw Feudalism too! Bad pick, but at least it get discounted so we can buy it from Babylon without forking out hard cash. Now, spears get upgraded and some legions can be turned into maces.

Meanwhile, the Rotten Tub has to face once again perilious waters, as it proceeds with its mission:

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In the rest of the world, war erupts everywhere. The Zulu have performed a sneak-attack on the Ottomans and captured one of their cities. Moreover, the spaniards are getting on the losing end of a dogpile. After Persia and Ottomans, Celts and then Arabia are joining the feast:

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The valiant Rotten Tub has once again survived a dangerous sail:

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In our homeland, it's finally time to abandon despotism:

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And it's also time to lay waste on Zululand. The first-line stack is loaded into galleys:

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Shaka is gifted Republic, to avoid poprush. Then war is declared and our troops are landed outside our first target:

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Sorry to disappoint some warmongerers out here, but you will have to wait for the next installment to see true bloodshed. Moreover, i'm pausing the story for a little while. In the next days i'll be visiting parents and then, probably, the next GotM will keep me busy for a little while.

In the meantime, enjoy this big update :cool:

~~~~~ to be continued ~~~~~
 

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Well, it's a good place to stop! Looking forward to more.
 
I'm back and GotM 117 is not out yet, so here's another installment. Finally, the much awaited bloodshed :nuke:

Ishandlwana falls in 590 BC. It's another flawless victory with the added bonus of an important slave capture. Moreover, both the barracks and the harbor are intact! It's a great strategic advantage, both for the homeland and the captured cities.

However, in the long run things tend to even out. When there's a favourable outcome, i can't help worrying about an impending SOUR or a culture flip in the wrong moment. Let's just hope i'm wrong this time...

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Thanks to the galley fleet, an important number of reinforcements is immediately available and, next turn, a second stack is on the outskirts of the Zulu capital:

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This time, the victory is far from being clean. A mini-SOUR occurs and three legionaries fall before the Zulu defenses are overwhelmed. At last, the Zulu get their golden age. However, the capital is captured and a third luxury, wines, is secured.

Meanwhile, the final batch of troops is shipped in Ishandlwana; next turn they're outside Bapedi...

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...which falls, although two more units are lost, one of which is a mace:

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More carnage is about to come, so stay tuned!

~~~~~ to be continued ~~~~~
 

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In 530 BC there are two more events worth mentioning. First, we finally entered in Republic, wasting only one GA turn in Anarchy. Second, we were able to secure two more luxuries from Arabia, giving Feudalism in return.

In the successive interturn, the breeding program may begin. Mpondo completes its Zulu settler and is auto-abandoned:

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In 510 BC a settler, ready to enter into action, founds the breeder city, where Temujin is promplty joined to produce a Mongol settler (with some side effects):

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In the Zulu front, our forces keep advancing in enemy territory:

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It is another victory, but costly this time. We sent archer first (they're the most expendable forces ATM) but all four of them were killed and it took the brute force of maces and legions to overcome the defenders.

Meanwhile, in the northern region, we use our navy to drop a force outside Intombe and leave Bapedi open, to lure enemy units into open land:

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The trick works, as in the successive interturn an enemy units comes out of Intombe and recapture it:

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But at the same time, a nasty surprise comes...

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...followed by a good one:

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With that surprise attack against Arabia, the Zulu take over a key city, thus cutting off the trade route we had with the Arabs. No more spices and silks for us :( The capital falls into disorder, other cities are saved from it by navigating through the city screen and putting on clowns.

On the other hand, the Rotten Tub surviving in perilious waters three times in a row is indeed a lucky event. Dea Fortuna must be having a thing for that boat :crazyeye:

In 470 BC, we manage to buy a luxury from the Celts, in return for Republic, and turn off the clowns but the luxury slider must be kept at 10%.

On the war front, we recapture Bapedi as expected and take over Intombe:

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The Zulu are down to 3 cities: Hlobane, Baghdad (just captured from Arabia) and Uskudar (in Ottoman territory). That last one is quite far away and if it doesn't change hands, it will be problematic to send a force to take it over. I expected the Ottomans to recapture it quickly but apparently they have other concerns -.-

With this update, the story takes once again a break of about a month. GotM 117 is out and i'm going to compete in it. Thanks for following and see you soon!
 

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Good luck in GOTM 117! Eagerly awaiting the return!
 
Hello lurkers, and thank you for your never ending support! :goodjob: I'm back from GotM, finally. Sorry for the slow update, but i've been quite busy with work recently. I don't know if i'll be able to keep updating regularly from now on, but i'll do my best.

After making contact, exploring distant lands and surviving three times in perilious waters, the heroic Rotten Tub faces a long voyage home. But while cruising the Ottoman coastline, it can still provide some useful intelligence:

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Meanwhile, on the Zulu landmass, we move to take over their new capital on the southern tip:

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A trade with Persia is now possible, and we do not miss the chance to buy some happiness and keep them away for taking on us:

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But alas, this does not deter Jerksees to demand tribute:

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Back in our homeland, as the dreaded Zulu disembark an invasion force of no less than one regular swordsman :lol:

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Even more terrific is the stack they drop on the northern tip of the conquered part of Zululand. An impi and a warrior, both regulars. How can we resist such a might?

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~~~~~ to be continued ~~~~~
 

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I'm honoured to see so much support! Here's another update:

It's 390 bc and the first breeding of mongol people finally takes place. The breeder city has completed its settler that, as expected, is of mongol nationality:

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Meanwhile, another galley is produced in a freshly conquered city. Its purpose is to help ship units to the distant city of Uskudar. The usage of giving "encouraging" names to the Nerdish naval units still stands: :crazyeye:

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At the same time, our troops reach the outskirts of the last native Zulu city:

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One of the Zulu galleys is caught between our catapults and our fleet. First, catapults dutifully shell the unfortunate boat, causing substantial damage...

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...and then, surprise! Going against a bad name, the Floating Coffin moves boldly toward the enemy and finishes it off, getting also a veteran promotion! A sweet revenge for the beleaguered puny boat :lol:

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More fun coming soon, so stay tuned!

~~~~~ to be continued ~~~~~
 

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