SQ2: Schizophrenic Shaka

Okay, now for the set. Note: I will NOT be posting an endturn screenie- the only things that were changed in the world between it and the previous screenie were 1. 2 cities founded, 2. A city gained (schizofolozi) and a remote city lost (schizoremote) via culture flipping and 3. Pollution.

Pre-Turn (1600 AD):
-Wow, things look different!
-Turn lux down to 0. Although this would cause Pedi, Wana, Front, Kulu, and Babwe to riot, I fix those cities:
-Babwe: Change it's two taxmen to clowns, and take away a couple of guys to be Mr.Taxman and Mr.Clown. Although we lose some shields, we don't lose any turns on the Army.
-Front: Create Taxman and Clown. Market still in 1.
-Kulu: Same as Front, Market slowed a turn.
-Pedi: Hire Geek. Uni still in 18.
-Wana: Hire Geek. Settler still in 12.
-Turn Sci down to 70%. SF (I mean Space Flight) in 11, +64 gpt instead of -35.
-Check diplo. LB is annoyed, DB is polite, everyone else is furious.
-Use ROP with DBZ to enter the borders of their last city, Zimbabwe (which I am surprised is still under their control) to check for threat of Pink Zulu. There doesn't appear to be any, but there is an OZ Infantry next to the city- and they don't have a ROP. I send a few troops there to discourage attack- Just in case.
-Notice Whomp hasn't been renaming ex-Pink Zulu cities, so...
-Rename:
New Intombe to Schizotombe
Bapedi 3 to Schizodi
New Umfolozi 3 to Schizomfolozi
New Zunguin to Schizonguin
New Zimbabwe 3 to Schizobwe
Amatikulu 3 to New Schizokulu (ran out of names for Amatikulu)
New Intombe 2 to Schizobe.
- (finally) Hit enter.

IBT:
-Zulu's fight each other, Orange captures a Pink city.
-The OZ Infantry leaves Zimbabwe :)
-lieya: Hospital->Tank
-front: Hospital->Tank
-jungle: Hospital->Tank
-Schizoironworks completes Battlefield Medicine.
-ironworks: Battlefield Medicine->Cruise Missile
-Global Warming turns Grass to Plains.

Turn 1 (1605 AD):
-Whomp, why are all our Tanks and Bombers in our core?
-Check Trade deals on Rocketry.
-OZ offer: 1037 gold, 117 gpt
-YZ offer: 162 gold, 35 gpt, WM
-GZ offer: 69 gold, WM
-Obviously, I take OZ's deal.
-Knowing they'll sell it to the Yellow and Green Zulus, I sell it first.
-With Extra Cash, set sci to 100%. SF in 7, -73 gpt (which I can afford now)
-War:
-Attack on New Swazi 2:
-Bomb city with Fighters/Arty. All (3) Infantry are redlined, Pop is at 10.
-3 Cavs kill the 3 redlined Infantry and the city is ours. (3-0) Rename to "Schizozi".
-Attack on Umfolozi 2:
-Arty does squat.
-Foour Cavs lose to Infantry, and one retreats. (3-4)
-*switches to Mr. Burns voice* Release the Tanks!
-*normal voice* 3 Tanks kill 3 Infantry and the city is ours. (6-4) *Mr. Burns voice* Excellent.*normal voice*
-Attack on Tugela 2:
-3 Cavs lose to Infantry, but severely damage the Infantry. (6-7)
-Cav Kills Infantry. (7-7)
-3 Cavs retreat, one loses. (7-8)
-Tank retreats. Stupid RNG...
-Two Tanks kills two Infantry and captures the city ans an Artillery. (9-8) Rename to "Schizogela".

IBT:
-Pink Zulu come begging for Peace. Sorry, no dice.
-Babwe: Army->Army
-Unguin: Police Station->Cruise Missile
-Ironworks: Cruise Missile->Cruise Missile
-Ovry: Harbor->Tank

Turn 2 (1610 AD):
-WOW! WW Increased a LOT!!!! I am forced to increase lux to 20% (and decrease Sci to 80% at the same time). SF in 8.
-Fill Army with Tanks.
-Use Cav to kill PZ Marine. (10-8)
-Upgrade a few Muskets to Infantry.
-Notice the Ironworks anti-flip garrison no longer exists. I move tropos there to recreate it.
-Weird. The Yellow and Green Zulus are both capable of building Manhattan (Orange could, but they don't have Uranium [party]) Project, yet neither are doing so.
-Safely Steal the Pink Zulu's Military Plans. :mischief:
Current PZ Mil Counts:
-Mpondo (the capital): 7 Infantry, 3 Arty, 3 workers
-Schizolundi, Umtata: 4 Infantry, 1 Marine
-New Mpondo: 3 Infantry. The Yellow Zulu will soon capture this city, as they have many units surrounding it.
-Schizolighthouse: 3 Infantry, 1 Marine.
-New Swazi: 4 Infantry
-New Bapedi 2: 2 Infantry, 1 Bomber
-Additonally, there is a transport off the coast of the Orange Zulu's Southern territory carrying an Infantry and a Marine.

IBT:
-Sure enough, the Yellow Zulu capture New Mpondo.
-The Green Zulu weaken the defenses of Umtata for us. :evil: Thanks!
-The 3 Pink Zulu Marines on the Mainland fight other Zulus.
-Schizobane completes The Heroic Epic.
-Bane: HE->Settler
-Lieya: Tank->Tank
-Whaleport: Tank->Tank
-Diamond: Tank->Tank
-Unguin: CM->CM
-Bahading: Harbor->Coastal Fortress
-Ironworks: CM->CM
-I am asked to hold elections. Forgetting opponent is Orange Zulu, I hit yes, and there is once again 2 votes for Shaka and 5 abstains.

Turn 3 (1615 AD):
-Attack on Umtata:
-Tank Army kills Infantry, then (Stupid RNG...) retreats to another. (11-8)
-Two Cavs kill two Marines outside Umtata. (13-8)
-Do some bombarding.
-Cavalry loses to Infantry. (13-9)
-Cavalry kills Infantry. (14-9)
-Two Tanks kill two infantry, capture the city- we now own Shakespeare's Theater! (16-9) Rename to "Schizotheater".
-Bombers in Schizozi are just out of range of Mpondo.
-Arty bombarding Schizolundi don't do anything, and the city is size 16, so I hold off on attacking it.
-Rebase bombers to Schizotheater. Strangely, one rebases one tile north- on top of an LBZ redlined Cavalry!- and now I can walk right through the square as if the Cavalry didn't exist. Weird bug!!

IBT:
-Green signs a Peace Treaty with Pink.
-Orange Zulu Captures New Bapedi 2.
-Yellow Zulu surround Mpondo. Darn, I want that city!
-Bane: Settler->Arty
-Deathpit: Temple->CM
-Jungle: Tank->Settler
-Unguin: CM->CM
-Ironworks: CM->CM
-Spices: Market->Arty
-Kulu: Market->Arty
-Banago: Market->Arty
-The GZ are building Manhattan.

Turn 4 (1620 AD):
-Attack on Schizolighthouse:
-Bombard Crap out of city
-Can't reach city, due to damn AI Units...
-Attack on Schizolundi:
-Arty Sux!
-2 Tanks retreat and 3 lose. (16-12)
-Tank kills Infantry, then retreats to another. (17-12)
-Two redlined Tanks suicide- Bad idea. (17-14)
-4 Cavs retreat to Infantry. (17-14)
-Tank Army Kills a pair of Infantry. (19-14)
-Found "Schizoincense"
-Realize I forgot to rename Umfolozi 2, so rename it "New Schizolozi".
-Stop Pedi from rioting.

IBT:
-Wow! The AI did something smart! Instead of attacking Mpondo, the Yellow Zulu attacked the Bombed-out Schizolighthouse and captured the city with ease!
-Lieya: Tank->Tank
-Mania!: Hospital->Settler
-Jungle: Settler->Arty
-Unguin: CM->CM
-Ironworks (pollution strikes!): CM->CM (Note: That was not the only Pollution strike, but I'm too lazy to note them.)

Turn 5 (1625 AD):
-Attack on Schizolundi:
-Arty does very little.
-Tank retreats.
-Suicide 4 redlined units against defenders to reduce the defenders Hit Points. It worked. (19-18)
-Cavalry loses to Rifle. (19-19)
-Tank Army kills a pair of Rifles. (21-19)
-Relined cav fails to kill Redlined Infantry. (21-20)
-Attack on Mpondo:
-Bomb crap out of city. Didn't work as well as I had hoped. Well, here goes nothing!
-Tank retreats, the kills LBM outside city. (22-20)
-Cav loses to Infantry. (22-21)
-Tank loses to Infantry. (22-22)
-Tank kills Infantry, then loses to another. (23-23)
-Cav retreats.
-Cav loses to Infantry. (23-24)

IBT:
-A redlined Infantry in the Pink Zulu city of Schizolundi miraculously holds off two Yellow Zulu Tanks- then loses to a third, yielding the city to the Yellow Zulu.
-Bane: Arty->Arty
-Whaleport: Tank->Tank
-Front: Tank->Tank
-Diamond: Tank->Settler
-unguin: CM->CM
-ironworks: CM->CM
-ovry: Tank->Tank

Turn 6 (1630 AD):
-Attack on Mpondo:
-Crap came back into the city, so I bombard it back out.
-Tank kills a pair of Infantry. (25-24)
-2 Infantry lose to Infantry, 3 Infantry kill 3 Infantry. (28-26)
-I am out of troops. Luckily, I have a Settler two tiles from Mpondo and Schizotheater, so I use it to found "Schizostealer" To enable my Tanks to reach Mpondo. Will abandon later.
-Tank kills Cav, captures city and Copernicus' Observatory, The Oracle, The Great Library, and The Hanging Gardens! (29-26) A few workers and Arty were there, too! Rename the city to "Schizowonder".
-Set sci down to 70%, SF still in 4.
-Attack on New Swazi, the Pink Zulu's last city:
-Bommbardment...
-Suicide redlined Tank. (29-27)
-Three Tanks lose to Infantry, Two Tanks win. (31-30)
-6/11 Tank Army Loses to Infantry. :cry: (31-34)(I count the Army as well as the Three tanks in it, which equals 4)
-5/12 Tank Army Avenges the other Army. (32-34)
-Tank kills Infantry, captures city and destroys the Pink Zulu!!!!! (33-34) Rename to "New Schizowazi".
-Set Lux to 0.
-Update Specialists now that war is over. Using scientists, I can set sci down to 60%, SF still in 4.
-The Temporary effects of AI Attitude boosts for being at war with the Pink Zulu are over, and now DBZ is annoyed, and the rest are Furious. :(
-I'll wait until after IBT to start revolution.

IBT:
-The Green Zulu offer to trade 12 gpt for wines. I up it to 22 gpt and 7 gold.
-The Yellow Zulu offer 6 gpt for Spices. Damn it, I try to renegotiate and they don't have any gpt and can't accept the original deal! I leave the trading screen.
-Babwe: Army->Army
-Lieya: Tank->Tank
-Mania!: Settler->Arty
-Diamond: Settler->Settler
-Unguin: CM->CM
-Ironworks: CM->CM
-Um-3: Cathedral->Tank
-The People Really Love me. They celebrate WLTCD (We Love The Cheif Day) all over the country, and build the Palace a 4th Floor.
-Schizofolozi Culture flips to us!
-The Yellow Zulu Start Manhattan.

Turn 7 (1635 AD):
-Clean some Pollution before starting the Revolution. Hey! That rhymes!
-Start Revolution, Draw 6 turn Anarchy (Reason for bad RNG luck: My Civ disk signed a MA with the RNG against me the day I got it, and it's given me gigatons of bad luck!). :mad:
-Fill Army with Tanks.
-The DBZ are Polite again! [party]

IBT:
The MPPs with the Dark Blue, Light Blue, Yellow, and Green Zulus end. I renew the ones with the Dark and Light Blue because they have the best relations with us (they are also the weakest civs in the game), however, to make them comply, I have to give DB Atomic Theory and LB Rocketry.

Turn 8 (1640 AD):
-Found Schizofiller and Schizodyes in neutral territory.
-Clear some Pollution.
-I am in a nice mood, so I gift 50 gold to the LBZ. Sadly, they are not yet annoyed, still Furious. Damn!

IBT:
-Schizoremote Culture flips to the Orange Zulu!

Turn 9 (1645 AD):
-My curiousity wants me to investigate Mpondo 3 and New Bapedi to check on the Manhattan Project, but Diplomatic missions are currently unavailable. :confused:

IBT:
-Disease strikes Schizobwe.

Turn 10 (1650 AD):
zzz

And I leave you with the Save.
 
A few quick comments Chox. I had the units in the core since I didn't want to eliminate Orange which I obviously over did. I also was running a gpt deficit and 10% lux for max research so we didn't have to hire specialists in the core but no harm done. The reason you had such significant WW is because of those lost units. You should stack the odds in your favor before attacking. That means have bombardment from arty and bombers.

Nice trades and you're doing a good job.
 
I try to stack the odds, but as I explained, the RNG hates me.
 
Well running cavs into anything less than redlined infantry on flat land is not good. In fact with a 2/4 infantry your chances of losing runs around 42% and winning is about 34% (on flat land fortified behind a city).
 
Well, I just have a weakness for not knowing when to attack and when not to attack with the cavs. :(
 
It's ok you're still learning to become a warmonger and I want you to improve your skills. :D

Typically, I try to bombard a city with arty first till it's units are all redlined usually. Sometimes I'll continue with aerial bombardment to knock the pop down to size 5 for even better odds. If I can't redline everything then the army or a tank will be a better option for the first attacks against yellowed defenders. Cavs should be used against the weakest units which are generally still around underneath the pile. Cavs are most effective by joining a fight late which they can do due to their movement points and skirmishing where needed behind the lines.
 
Yes, but Tanks don't work if the Infantry is fortified in a metropolis and thus has at least 23.5 Defense! But doing a bit of suiciding sometimes works to reduce that infantry's hit points a little.
PS:
Can you do Espionage in Anarchy? I couldn't do espionage and am wondering why.
 
Yes, but Tanks don't work if the Infantry is fortified in a metropolis and thus has at least 23.5 Defense! But doing a bit of suiciding sometimes works to reduce that infantry's hit points a little.
PS:
Can you do Espionage in Anarchy? I couldn't do espionage and am wondering why.
That's why bombardment is so critical. All you're going to doing by suiciding on a healthy fortified infantry in a metro is giving them promotions and us WW. Be patient till your arty stacks can get there. If it means bring some combat workers to rail or settlers to expand borders then it's a much better option than destroying units.

I'm not aware of using espionage in anarchy. It's very rare where I'd be in anarchy at this point. :lol:
 
I don't have very much patience, unfortunately. :p
 
Yes, Master Obi-Wan. :lol:
 
I don't really have time to play this game AGAIN, so can anyone else take it?
 
OK, OK you're funny Chox.
I'll try to get to this over the next couple of days. I'm afraid the chances of UN victory are remote but I'll see what I can do.
 
I know. I also know we need at least 5 civs left. Reason:
If 2 civs are left, we Abstain and they vote for themselves.
If 3 civs left, we abstain, get one vote, someone else votes for themselves.
If 4 civs left, we abstain, get two votes, someone else votes for themselves.
However, if 5 civs are left, we get 3 votes, which is enough to win.
Of course, we do need to get people happy. The question is, how? :(
 
wow. I didn't have time to read through the thread.

Three questions: Is this in vanilla? Can this be won? Do you want me to take a set?
It is vanilla. Can it be won by other means other than UN, yes. But UN is more complex because we have to abstain from voting for ourselves because we don't know which Shaka to vote for.

Improving opinions doesn't seem to be working either since it's near impossible to get any of the Shaka's to be polite or content. They tend to be annoyed or furious most of the time even though you're giving luxs, gpt, MA's etc.

The only thing I can think of is to reduce the size of each of the Shakas to a handful of cities (without going over the dom limit) where they are in fear of us and need resources/luxs/MAs/gpt from us, the biggest Shaka.
My only recollection is the only polite Shaka was the smallest Shaka.

Please take a set! C3C has vanilla available but you place the save in the vanilla file instead of the C3C file.
 
Am happy to.

In fact, I'll grab the save tonight, or after someone answers a few questions:

Our opponent is orange shaka, right?

Have we razed any cities?
Disbanded or sold any workers?
Have we ever declared war?
Planted a spy and been caught? Planted a spy and failed at a mission?
Broken an alliance?

One problem is that on emperor, Shaka's default attitude is annoyed

Being in democracy will help if they are all in it, too.

One of the things from Bamspeedy's attitude writeup (that's for PTW, but I can't imagine it's that different) is that being the biggest may be one of the problems - being in the power lead cuts all the good things in 1/2, so maybe if we gift a bunch of crap cities away, we can get people happier with us.
 
Am happy to.

In fact, I'll grab the save tonight, or after someone answers a few questions:

Our opponent is orange shaka, right?
Cool. I think we've got a MPP coming due with Orange.
Have we razed any cities?
Nope.
Disbanded or sold any workers?
Have not sold any workers but captured some that became native not slaves.
Have we ever declared war?
IIRC we pounded and eliminated the next biggest civ (pink?) when they declared on us.
Planted a spy and been caught? Planted a spy and failed at a mission?
Not on my turns since we have such a tech lead. Chox? I noticed he's been stealing plans and such.
Broken an alliance?
Nope.

Being in democracy will help if they are all in it, too.
I think Chox just changed government to communism
One of the things from Bamspeedy's attitude writeup (that's for PTW, but I can't imagine it's that different) is that being the biggest may be one of the problems - being in the power lead cuts all the good things in 1/2, so maybe if we gift a bunch of crap cities away, we can get people happier with us.
:hmm: You could gift some of the far away cities easily but this comment makes me wonder. One of the blues was polite during my last turnset.
Choxorn said:
The MPPs with the Dark Blue, Light Blue, Yellow, and Green Zulus end. I renew the ones with the Dark and Light Blue because they have the best relations with us (they are also the weakest civs in the game), however, to make them comply, I have to give DB Atomic Theory and LB Rocketry.
This seems to contradict that but....
 
Will the AI vote for you if they are just annoyed? or do they have to be cautious or even polite?

I am thinking strategy may be:

Get to demo.
Declare on orange
Get MPP's
When orange walks in to our territory, everyone should declare on him.
Give away rubber/aluminum/uranium.
Wipe out as much of the orange forces as possible.

This should have the effect of giving us a ton of points...
 
One of the problems is that we have blown our trading rep somewhere. Not sure where, but we can't trade gpt for techs. Right now, we are in democracy, everyone has ROP and MPP, everyone is at war with orange, we are killing units and bombarding tiles...

Frankly, everything I can think of.

We have 1 polite, 1 annoyed and 2 furious.

I don't know what we did to piss them off so much. Maybe flips have something to do with it. Will finish set later, but I'm pretty sure there is no way to win this right now if we can't try to vote for ourselves and hope to get lucky.
 
Top Bottom