SQ2: Schizophrenic Shaka

Well, it's worth a shot, isn't it? I guess I'll massive gift experiment again at the end of this turn to see if being at war with pink helped relationship (I'll try ROP's first).
 
The UN has been built, and elections held... Inconclusive. 1 vote for us (Probably the DBZ), 1 vote for PZ, 5 abstains. We need to improve the mood of 3 of the other Shakas to win. And BTW, I am turning over the save. If nobody picks it up by mid-December, I'll take it again, but for now, it's up for grabs. As soon as I post it, that is. I don't have time right now.
 
And now I do.
Pre-Turn (1500 AD):
-Save looks just as I left it. :lol:
-Following Whomp's advice, I switch all more-than-one shield producing cities that are producing wealth to Tanks/Bombers.
-Move some workers around.
-Hit enter.

IBT:
-babwe riots- I change its taxman to a clown.
-deathpit: Library->Tank
-front: Fighter->Fighter
-ironworks: Tank->Palace Prebuild
-deer: Tank->Tank
-kulu riots. Changing its taxman to a clown solves that problem.
-barbport: CF->Bomber

Turn 1 (1505 AD):
zzz

IBT:
-An agreement with LBZ ends (We gave Saltpeter/They gave 14 gpt) It is now Saltpeter for 10gpt.
-bane: Bomber->Bomber
-lieya: Tank->Tank
-unguing: Bomber->Bomber
-beatya: Arty->Arty
-kulu (order restores): Cathedral->Tank

Turn 2 (1510 AD):
-Reduce science to- get this- 0%, Radio still in 1! Yeah! Free Radio!
-Rush a couple of things that can't complete before the UN vote. This cost 1648 (:D) gold.

IBT:
-We get Radio: Set research to Fission, due in 8 at 90%.
-Hello, Modern Times!
Modern_Times.JPG

-babwe: Bomber->Bomber
-whaleport: Tank->Tank
-bahading: Cathedral->Wealth (this is a 2spt city)
-pedi: Cathedral->Tank
-flipper: Tank->Tank
-barbport: Bomber->Wealth (same as bahading)

Turn 3 (1515 AD):
-MM ironworks so that the Palace completes in 9 turns instead of 8.

IBT:
-I see an LBZ Cavalry Army. So the PZ aren't the only ones with one?
-bane: Bomber->Bomber
-lieya: Tank->Tank
-diamond: Sub->Sub
-grapes: Tank->Tank
-jungle: Bomber->Bomber
-unguin: Bomber->Bomber
-Um-3: Tank->Tank

Turn 4 (1520 AD):
zzz

IBT:
-The Yellow Zulu wish to trade TM's and want Radio. Yeah, right. In your wildest dreams!!!
-A YZ Coal/46 gpt trade ends. Then how about 26 gpt for that coal?
-babwe: Bomber->Bomber
-front: Fighter->Fighter
-ovry: Tank->Tank
-tugger: Harbor->Bomber

Turn 5 (1525 AD):
zzz

IBT:
-bane: Bomber->Bomber
-lieya: Tank->Tank
-whaleport: Tank->Tank
-unguin: Bomber->Bomber
-banago: Tank->Tank

Turn 6 (1530 AD):
-Well, would you look at that? Our military is now average compared to the Pink and Orange Zulu, and strong compared to the rest!

IBT:
-A GZ Wines/5 gpt deal ends. Now we get 7 more gpt out of the deal ( Wines/12 gpt, in other words). :lol:
-YZ spices/13 gpt deal ends. Okay, how about 6 gpt?
-The Orange Zulu declare war on us! :eek:
@Schizotombe:
-An Infantry retreats a Cavalry and a Knight, then loses to a Cavalry resulting in the capture of this city by the OZ! Okay, now you made me :mad: (0-1)
-babwe: Bomber->Bomber
-Schizombabwe (before anyone asks the question, this is not our capital, silly!) culture flips to the Yellow Zulu.
-ponyland: Bomber->Bomber
-jungle: Bomber->Bomber
-wana: Cathedral->Tank

Turn 7 (1535 AD):
-Time for revenge! I seize the oppurtunity to sign an MPP with the GZ, YZ, LBZ, and DBZ so that the OZ will think twice about attacking us. Apparently they did, because these MPP's never triggered vs. the OZ. I did have to give the DBZ Sci Meth, and the other Zulus Radio, so that they would accept, though.

-And now I'm being forced off the computer. Be back in a little while!
 
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.
GL.JPG

-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. :lol:
-flipper riots. I don't care!
-builds complete, most of which infantry builds. But one stands out:
UN.JPG

-Hit Yes to hold elections for Secretary-General, Hit Abstain. Voting results:
Voting_Results.JPG

-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.
 
*sigh* Do I have to do EVERYTHING??? Well, I can't. Over the next two weeks, I am going to have an unbelieveable amount of work, so I won't be able to get to this for quite a while. If anyone else can, PLEASE DO SO!!!!!!
 
Heh. I forgot about this. I'll try and give it a whirl this weekend Chox.
 
Yay! Now I'm not the only one playing this!
 
Alright! That's 3 players!
 
Well, can either of you guys take it now?
 
I'll try after I finish SGOTM.
 
No can do today. I'll try again tomorrow.
 
Whomp, It's kinda tommorow, so when will you take it? :)
 
I'm still playing. Took a bunch of pinks cities and I'm debating whether I should continue to roll them. We want them to be 2nd biggest so I'm probably going to stop beating on them.
 
Pre turn: Start off my making a few deals.
Trade Fission for ROP, amphib. war, WM, 50g, 71gpt and a worker to Green. The Rop will help us get inside Pink's territory and really we need ROPs with everyone. It doesn't seem we've pressed Pink much yet. That will change.
Trade amphibious warfare to Fuchia for 27gpt, 40g, ROP and silks.
Trade incense, wines 17g and 16 gpt for furs and ROP with Brown. This allows me to fire all the specialists, turn off lux and stop the starvation in the capital.
Blue is polite to us so I offer a ROP. He has two cities left and one is inside our core. I'm inclined to keep him alive since he's polite.
Yellow gets a ROP.

Now for some attacking. Bombard New Zuinquin and kill 6 pop along with redlining 3 infantry. Send the cavalry in. Lose two but take the city and dyes. I notice that Green has an insurgency. Whack a couple of tanks and a cav. Move up to two of their cities.

IT Green attacks Pink and may have left an opening. Same with Orange. One of our cities flips to orange.

1565 Take New Bapedi from the Pink with our amry and a cav. This will be a good bomber base since it sits between some cities we want. Also take Amatikulu which opens up a oil source. Switch a build to get a settler ready next turn.

IT Green pulls a city from underneath me.

1570 Raze the city near the oil. Reestablish Schizowhomp near the oil and uranium. Pile towards New Zimbabwe. Cut a deal for fission at 21gpt, 162g and WM with Orange

IT
1575 Bombarb New Zimpbabwe 3, redline the infantry and take the city with cavs with one loss. Attack New Intombe with our 8/13 army versus a 3/4 infantry. Barely win as the army goes 1/13. Take the city and it's becoming a rout.

IT
1580 Decide to hold off on anymore attacks.

IT Finish the Military academy
1585 Lay back.


IT
1590 Sit back

IT
1595 It looks like Green is overtaking Pink

IT Rocketry comes in start Space
1600 There's a trade for the next player on rocketry.
 

Attachments

Alright, can Mirc go now? BTW, as soon as I have time, I'm download the save and show screenies and see if Pink is still biggest AI.
 
I would take it, hmwk is off back, but huge wind storm hit my area last night and I lost power for a day, and it's still a bit unpredictable, so I ain't promising anything... yet.
 
Okay, got it. I don't have time to play it immediately, but I can look at the save in MapStat.
 
Whomp, what happened? the Pink Zulu are down to 250 tiles and 11 cities- that's less than the Yellow and Green Zulus! In any case, the Orange Zulu have the most tiles, followed by the Green and Yellow Zulus, who are almost identical. It looks like we'll have to change the plan and take down the Orange Zulu. Before I proceed, though, I would like to ask if you see any compelling reason not to end the Pink Zulu's miserable existance, as there is no way we are ever going to get them to vote for us.
 
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