Pre-Flight
Hmmm our situation is worse than I thought, looking at our crap economy and lack of ability to pop rush I am instantly reminded why, AW aside, I always stay in despo 'till I get Republic rather than change to monarchy. We have just 7 workers for 10 cities, We have entertainers in cities that dont need any specialists, there has been very little MM of cities done. Once done we have Feudalism in 20 turns and are up to a positive cash flow again (from 22 turns at deficit) with no loss of production, just simple things like making sure that when its an option between an unroaded and a roaded tile that you are using the roaded ones, can make a huge difference.
Change 3 impi builds to settlers
1 Temple build to library
2 rax builds to workers (why are we building raxes in size 1 or 2 2nd ring cities?)
Shizolundi is building a rax? That city is hopelessly corrupt, if it ever produces any mil it will be cats and they dont need raxes, (there's no such thing as a vet cat

) so i switch it to a worker. Might as well get somethign useful out of that city.
We have only one embassies, i don't know why this is but I don't have the cash to establish them with everyone so I go for the cheapest ones now and will do more later.
Get embassies with
German Blue Zulu
Roman Red Zulu
and English Orange Zulu.
All are building the Great Library, with the quickest in 18 turns, all 3 capitals are protected by 3 impi.
Red and Chinese Blue Zulu are at war (could be others but don't have the embassies to find out)
Anyway, onwards ho... might I add that having not played an emperor game for some time I am absolutely amazed that by 350BC the Great Wall, Great Lighthouse, Great Library and Collosus are all still yet to be built. My most recent game (deity) had all AA wonders finished by 700BC.
IBT - Schizodeathpit gets culture expansion, Bapedi (AGZ) completes the Great Wall (spoke to soon for one of the wonders!) and 'The Zulu' start work on the Great Library.
Turn 1 - Only 3 workers and a settler available to move, decide to send the settler toward the red dot, though on reflection I opt to change the position of the red dot 1E, as that is the same RCP, and save a BG. The other position would have the wines but as we have wines up north anyway it seems much less important and I'd rather have the BG available to be worked, the first position won't deny the yellow Zulu wines as they already have 2 by their capital.
IBT - barbs show to our northeast. A host of different Zulus cascade from Great Wall to Great Library, Great Lighthouse and Collosus
Turn 2 - Schizoleiya (geez, these may be in theme but when it comes to write our say them these are worse than Aztec names!!!): settler --> Impi
With that cities pop having now dropped (we are still in expansion phase so cities really shouldn't be sitting there at size 6 building mil, they should be popping workers or settlers), we are now able to cut lux back 10% and put that into science, that gets us Feudalism in 15 at +4gpt, thats a 3 turn improvement. Send the settler to dark blue dot. (would send him to orange but it will take him 2 turns to reach Schizobabwe and it will build its own settler in 2 turns anyway)
IBT - A second barb horse arrives, the first moves to threaten the undefended Schizoleiya.
Turn 3 - Schizodeathpit: rax --> worker, Schizojungle: worker --> lib.
Move the impi out of Schizobabwe to defend Schizoleiya, no riots there tho. Settler for blue dot is in position.
IBT - Both barb horses die attacking impi
Turn 4 - Shizobabwe: Settler --> Impi.
Found Schizounguin: lib, until it gets some workers over there to irrigate the plains it will be useless, i'm dying to whip a few of the builds...
IBT - zzz
Turn 5 - Schizoleiya: impi --> settler
...meh nothing to report.
IBT - We get a demand for 12gp + TM from AGZ (I can see what Choxorn means about the text colour and he is right). I cycle through our advisors comments. They are impressed with our culture, have a larger military and (allegedly) fear our swordsmen...
They are very close to us... we can't risk losing the last of our gold in case there is any deficit from unit builds in the interturn... hmmmm... in the end I figure, 12 gold is 12 gold. They can have it.
Turn 6 - Schizodeathpit: worker --> sword
We don't go deficit though, we get no change. Found Schizoredot (worker) and we go positive (albeit only +1gpt).
IBT - there are a lot of orange troops going past schizolundi, they aren't at war with anyone so they must be prepping to declare war.
Turn 7 - Schizobabwe: impi --> settler, Schizowhaleport: lib --> harbor
MM our cities a little and we can have Feudalism in 6. thats 4 turns less than when I MM back in turn 2, no AI has it yet but they have to be researching it.
IBT - wines come online
Turn 8 - Schizograpes: Worker --> Worker (I'm hopping its distance from everyone else will give us some leeway with culture there). Cut lux back by to 0 now that we have wines (no riots) we are at +5gpt but cant increase science as that would take us to -2gpt (we only have 1gp).
IBT - What do you want first the good or the great news? Well the good is that Schizoleiya gets culture expansion.
The great is that Schizobane flips back to us! boo ya!
Turn 9 - Schizoleiya: settler --> impi, Schizomania!: Lib --> settler, Schizoponyland: Impi --> worker.
Not taking risks with Schizobane this time, set it to library have to hire a taxman to prevent riot. Send Schizoleiya's settler to green dot. Start working on plans for my own new dots. Spices settler can be there in 3. Getting Schizobane back was a big boost, we now have Feudalism in 3.
IBT - belay that last comment. We have a barb warrior at 3 'oclock from our settler.
Turn 10 - Schizoulundi: worker --> worker (would be temple if we could pop rush), Schizobane riots... ahem... that is odd seeing as I checked it last turn and it was fine... no growth or nethign, check the luxs... nope no change...aha... according to the faces its not actually unhappy (2 happy, 1 content, 2 unhappy, 1 taxman)... how peculiar....
Move the settler onto the mountain (away from barb warrior), impi can meet up with im in 2, can then proceed back to spices city site, that'll be 6-7 turns before we get that city now. Should've given him an escort. Thats my bad (see everybody makes mistakes

).
IBT - barb warrior near our settler kills a yellow zulu warrior fortified in jungle... ok, super barbs are about!
Turn 11 - Schizobabwe: settler --> impi, Schizobane resumes normality (that was weird last turn...).
Drop science 20% to +13gpt and still have Feudalism in 1. Impi n spice city settler (SCS) hook up. send Schizobabwe settler northwestish of Schizobane. Check F8 and guys, be pleased to note we are the culture leaders and more than double the next best. I told you Emperor culture was weak.
IBT - Feudalism comes in, turn off research (want max gpt in order to buy Republic),.
Turn 12 - Schizobabwe: settler --> impi
well about half the civs already have Feudalism, 2 don't have republic. We want Republic BAAADDDLY so I decide not to bankrupt us getting Monotheism (even tho only 2 civs no it so it could be useful for trades). AGZ offer the best deal for Republic.
AGZ - Feudalism + 10gp + World Map + 7gpt for Republic.
I choose not to revolt immediately as without taxmen we don't yet have the cash to handle the credit payments with no income (we have a grand total of 10gp in entire treasury!

) Reset research on engineering to 1 scientist research (that 1 scientist is in schizobane) at +36gpt. 2-3 turns and we should be right for a revolt (i like spare cash in case any demands come in while we are in revolt).
Decide to sell Rep and feudalism around and...
Ok that is freakish! At the start of the turn 2 civs had monotheism, 2 didn't have republic and 4 (inc. us) had Feudalism.
Now everyone has all 3...
What the hell!?!?! Sima you were dead right when you said you can probably leave everything you know abotu civ at the door! Thats just bizzare!
2 anomolies in 3 turns. So much for trading them around
IBT -
Turn 13 - ummmm the quietest turn of the set.
IBT - zzz
Turn 14 - Schizobabwe: Impi --> sword, Schizomania!: Settler --> worker.
Found Schizovry (green dot): library, Found Schizospices (orange dot): library, we just beat a GBZ settler pair to the spices. Its now that i realise I haven't been building any offensive mil. I switch all impi builds to swords.
IBT - uh huh... I had 2 city spots earmarked for northwestish of Schizobane. Both have been poached by galley-dropped settlers. Well to buggery with you!
Turn 15 - I have to bring those 2 settlers back now don't I? fooey!
IBT - Chinese Pink Zulu make demand 22gp, they are the biggest boys on the block and (i think) they are the leaders in the power graph. We are only 'weak to them' and we in fact are having no cats and a whopping 2 swords. I cave. We are still short of workers and I want to put a theory into practice so while he is there I purchase 2 workers for 51gp (hope no-one objects). Mpondo (Chinese Pink Zulu) completes the Great Library.
Turn 16 - Schizomania!: worker --> sword.
Aha! The workers we purchased DO count as native workers. Thats very interesting... very interesting indeed... pick 2 new spots for our settlers (1 2nd ring, 1 3rd ring).
IBT - We have a ZYZ impi marauding through our territory... probably headed to the city site they poached 2 interturns ago... decide not to risk a war with them atm.
Turn 17 - Schizodeathpit: sword --> sword... kill a barb horse with an impi (fat fingered it but its all good as we win flawlessly).
IBT - zzz
Turn 18 - Schizobabwe: Sword --> Sword, Schizoleiya: Settler --> Sword.
We have 3 settlers and I only have 3 more city sites planned before we go Republic... we've got 96gp so we should be able to take a demand or two while in anarchy without having to sell anything. I decide now is as good a time as any to revolt. I make sure I've done all worker moves first then revolt and we draw...
5 turns anarchy, thats about as good as we could have hoped for really. Disperse a barb camp with an impi (redlined). The only place needing a specialist is Schizobane so it gets a taxman (maybe shouldve waited for lib to finish before revolting? oh well too late now).
IBT - zzz
Turn 19 - just shuffling guys along, meh.
IBT - Ack, schizodiamond got growth last turn and I missed it in my happiness sweep so it riots, make a taxman there.
Turn 20 - Found Schizotugger and Schizodeer. Both set to workers, not that it matters that much as we are in anarchy. Ummm ya... thats bout it for this turn really.
So heres my analysis.
Well the situation wasnt nearly as bad as my initial impression had made out (and that wasn't that bad). A little MM and reshuffling units and sliders and we were doing fine. We got Republic for not that much though the tech business after that was... strange to say the least. We have 3 turns of anarchy left to run (would have been good to not have to leave the next player with any anarchy turns but the timing of the revolt wasn't right before that. I neglected our mil efforts too much I think as I was concentrating on expansion (and with no settler factory it was a tad annoying). Getting Schizobane back in the flip was great news but I started it on a lib so we didn't actually get anythign out of it.
The settler to the east is headed for any one of the 3 RCP 11 sites Sima showed on his dotmap, obviously the grassland one would be best in terms of tile usage but it leaves it a bit too much space for a 3rd ring city, not thats necessarily a bad thing, with a courthouse (and maybe police station??) and WLTKD it should be pretty decent. You might notice Schizobane is on starvation yet has 2 (non-entertainer) specialists hired when it could have 1 entertainer and have growth. The reason for that is that it won't completely starve before the anarchy finishes and the scientist is to make sure we keep our min run on engineering going. The taxman just lowers our deficit during anarchy.
I don't really have many suggestions for the next player, jsut consolidate. We will need a little lux slider once we hit republic as the MP's won't count anymore. We could prob move the core MP's (like in Schizobabwe for example) to the borders. We will want markets in core cities very soon as with 3 luxs they'll increase happiness and would prob make us able to run 0 lux while under size 6. I am building a harbor in whaleport to open up trading opportunities for luxs and resources (a few civs ahve no iron, we have 2 although only 1 is hooked up). We are well in the culture lead but the AI can build Caths n we can't. Keep an eye on culture and whenever the chance to build a few libs or temps (if nothing else is more urgent) don't hesitate. Keep building swords and well yeh...
Choxorn's the expert on turn numbers so he can tell me if I've played the right number
Good luck to whoever picks this up, go get 'em tiger!
'Zululand' :crazeye:
the save