Well, somebody (not me, probably my brother) posted a stupid message in this spot with my account, so I'll use it to post the rest of the set.
Turn 7 (1535 AD) con:
-Do some bombing.
@ New Swazi 3:
-Long siege, end result: 4 of my Tanks retreat, but none die, I kill 3 infantry and a Rifleman and capture the city and rename it to Schizowazi. (4-1)
@ Schizomania!:
-Long siege, end result: Some retreats happen, I lose 6 Tanks, OZ lose 5 Infantry and 2 Riflemen, I capture the city. (11-7)
-Plant a spy in Isandhlwana (OZ capital)
-Tank kills LBM outside of New Umfolozi 3. (12-7)
IBT:
-bane: Bomber->Bomber
-lieya: Tank->Tank
-diamond: Sub->Sub
-unguin: Bomber->Bomber
Turn 8 (1540 AD):
@New Amatikulu 3:
-Tank kills Infantry. (13-7)
-Tank kills Infantry, and we get a great leader, Dingane! And we capture the city, too! (14-7) Rename city to Schizolu.
-Create an Army with Dingane and put some Tanks into it.
@New Umfolozi 3:
-Tank loses to Imfantry. (14-8)
IBT:
-babwe riots. Well, time for some more entertaining specialists, is it?
-whaleport: Tank->WTH? Since when did we not have Oil? Well, Infantry then.
-front: Fighter->Oh. A city culture flipped from YZ to OZ a while ago, and it just flipped back, taking our Oil. Well, Infantry then.
-spices: Tank->Infantry
-deer riots. I fix it.
-Beatya: Arty->Arty
Turn 9 (1545 AD):
-damn it, every Zulu has only 1 (or no) oil source (except for the PZ), so I can't trade!
@New Umfolozi 3:
-Do some bombarding.
-Tank Army kills a pair of redlined Infantry. (16-8)
-Following my own advice, I use MapStat as a guide to help decide which city to give to the DBZ. I choose Schizodeer

cringe

because it has the second highest fliprisk and the highest garrison requirement. I might be biting myself in the butt, though. We'll just have to see. It doesn't change our relationship with the DBZ, though.
-I do some expirementation with massive gifts (I reload each time becuase it's an expirement, sorry) and quickly discover that NOTHING WORKS!!!!!!!!!!!!!!!!!!
-Oh well, taking Whomp's advice, I declare war on the PZ and leave a city they can easily get undefended (Schizotikulu).
IBT:
-DBZ deal (Saltpeter for 8 gpt) ends. Because they won't give more than 1 gpt, I let it end.
-Suckers. The PZ capture the undefended Schizotikulu, and I click OK on the "Zululand declared war on the Zulu" message 4 times.
-Our people want to build the Heroic Epic and the Military Academy.
-babwe: Bomber->Infantry
-bane: Bomber->Infantry
-deathpit: Tank->Infantry
-jungle: Bomber->Infantry
-unguin: Bomber->Infantry
-ovry: Tank->Infantry
-kulu: Tank->Infantry
Turn 10 (1550 AD):
-The War didn't do much with relation, just made DBZ annoyed.
-Plant a Spy in Mpondo (PZ capital)
-The Pink Zulu have 25 workers, 12 LBM, 2 Rifles, 19 Cavalry, 88 Infantry, 8 Tanks, 5 Artillery, 1 Transport, 1 Bomber, 1 Army

eek

, and 2 Impi.
-The Orange Zulu have similar units, but less of them, as well as a few obsolete units.
-Infantry kills PZ LBM that wandered into our territory.
@New Umfolozi 3:
-GL Rulez! (The Elite* Tank) loses to Tank. (17-9)
-2 more Tanks fail to kill the Tank. Okay WTH? (17-11)
-Fourth Tank wins, captures the city and a worker. (18-11)
-More massive gift experimentation reveals I cna make LBZ annoyed instead of furious. I don't think it's worth it.
IBT:
-$#!t! The PZ captured a worker stack.
-PZ Cav kills Tank. (18-12)
-Fission comes in, set research to zip.
-lieya: Tank->Infantry
-grapes: Tank->Infantry
-banago: Tank->Infantry
-Global Warming turn Grassland into Plains.
Turn 11 (1555 AD):
-Swap ironworks to UN, then have some fun on the last turn:
-Tank kills a pair of Pink Zulu Cavalry and recaptures our worker stack. (20-12)
-Tank loses to Pink Zulu Tank. (20-13)
-A second Tank avenges his friend. (21-13)
@Umtata 3:
-Long siege, end result: Well, this is where the PZ Army is. I killed 3 Infantry and a Cavalry, and lost 4 tanks, and didn't manage to kill the Army.
-Hey! The OZ will Talk! I accept Peace for their WM and 212 gold, then sign an MPP.
-I leave several workers in Pink Zulu territory with the hopes of triggering the MPP, forgetting that it won't be triggered because it's their territory.
-I forgot to close MapStat when I opened it earlier, and I opened it again for some reason, which revealed WW would cause many cities to riot, including Schizoironworks! Because I don't want the UN delayed, of course, I set lux to 10%.
IBT:
-Of course, the Pink Zulu captured the workers I left in their territory, but they also captured workers in my territory, triggering the MPP!
-The Zulu are building the UN.
-flipper riots. I don't care!
-builds complete, most of which infantry builds. But one stands out:
-Hit Yes to hold elections for Secretary-General, Hit Abstain. Voting results:
-Election Inconclusive.
Turn 12 (1560 AD):
-And now I upload the save.
-Endturn notes:
-We need to get Oil. Now.
-We also need to get at least 4 Zulus willing to vote for us.
And here's the
Save.