NubianMercenary
Warlord
: It has appeared to me that nearly everybody in the civ3 world thinks that the Zulu are one of the most worst civs ever released in civ3. This is of course ludicrous , in actuality, the Zulu are one of the most VERSATILE and POWERFUL civilizations ever created in the game.
Just bear with me for moment as we imagine a civilization forged upon the turn of the 18th century. United by a common cause, and a thirst for power. Even before Shaka Zulu was born around 1787, the Ama-Zulu (literally meaning "un-diluted children") have held a prophesy about a man who would come and rain havoc among the Bantu tribes. A man who would give a new meaning to the words 'Genocide' and 'Bloodshed'.
That man was Shaka Zulu.
A black depiction of Achilles, wielding tactics and war innovations that were to survive half a century after his death.
Now that I have at least explained why Shaka was chosen as the Zulu nations LH.
Let me take you on a further journey to explain just how well the Zulu can be played, and just how formidable they are in civilization III.
Lets start with what the Zulus' (as a civ), get as thier traits. Well as you already might know, the Zulu get two traits:
1.) The trait of "Militaristic"
2.)The trait of "Expansionist"
First of all let me break down what each trait offers the Zulu as a whole.
Well at the start of each game, the Zulu have a considerable upper-hand by being able to build cheaper military buildings like the barracks and later on the harbor. This also enables them to build a much stronger war-machine, since the Zulu are able to produce "Veteran" units into play, at a much faster pace then other civs.
Furthermore, the "Militaristic" trait not only gives cheaper military buildings and stronger units, but also gives Zulu military units quicker experience in battle then other civilization. So going from "Regular" - "Veteran" - "Elite" (that usually takes a long process), is made quicker.
So that one trait, gives the Zulu nation an upper-hand, both maintenance
and warfare wise.
Now for the second trait the Zulu have; known as the "Expansionist" trait. This enables the Zulu to build "Scout" units, who however lack AQ (Aggressive Quality) but make up for it in speed, in fact the Scout has the same speed as a Horseman (I thought Carl Lewis was fast). The name says it all, the "Scout" is used for probing the unknown and charting courses for future settlements.
The Scout unit also gets a bonus when they stumble upon a "Goody-Hut", this enables the Scout to always get a positive result from Goody-Huts.
Things like New Techs, Tribute (Gold), free units (like warriors) or even a free Settler!
So you dont have to worry about landing onto a Goody-Hut and crossing your fingers, hoping that the Goody-hut doesnt turn into a "Disturbed Barbarian Tribe" Hut. So players who think that the 'Expansionist' trait is one of the weakest trait in the game, are wrong. The 'Expansionist' trait is the complete opposite, and although it doesnt give any bonuses to the economy, it provides another "Ace" card since it lets the Zulu chart the unknown quickly and effectively.
Revealing important things like: Resources, Goody-Huts or even other Civilizations.
That is at least just the begining of the Zulus' usefullness in civ3. They however contain other advantages which will guarantee Zulu superiority and dominance above all others.
The Zulu also have in their "Tool-Box" the underestimated UU known as the "Impi".
Now the Impi can be built as soon as you research "Bronze-Working", they replace the 'Spearman' of course, but dont just think thats all the Impi is: "A replacement". Unlike other UU units in civ3 that replace the Spearman (like the Numidian Mercenary or Greek Phalanx), the Impi has the advantage of delivering a very fast mobilized force, so fast in fact that they cross ALL terrain as if it were "Plains".
Thier speed is also (like the Scout) the same as a Horseman. They are also able to be fully upgradable throughout the ages eg. If you enter the Medevil age, you could upgrade the Impi to a Pikeman, Pikeman to Musketman and so forth. Of course you have to pay a "donation" so that your Impis can be upgraded, but thats a small price to pay for an army thats up-to-date with the times.
If the Zulus' UU; The Impi and thier well merged ("well-merged" as in fit for war) traits: "Militaristic" and "Expansionist" arent enough to turn some heads, then thier bonuses during war-time will surely do so.
The Zulu experience what I like to call a "Pre-Golden Age" when they are at war with another civilization (most players believe it is due to the "Militaristic" trait, however this is doubtful since the civilopedia doesnt mention any such bonus). It is when Production and Commerce (to an extent) reach its hieght. This gives them a MASSIVE advantage when at war, since it puts the economy into "Overdrive". However this "Pre-Golden Age" only works well while still under the "Depotism" government type. Which is conveniant anyway since who wants to switch Governments during war-time?
If thats not enough, a "proper" Golden Age can come straight after that. All that needs to happen (or one of the quickest ways) is if one of your military units wins tons of battles or gains alot of experience.
And since the Zulu are "Militaristic", this ensures that at least one of thier military units triggers a Golden Age during the course of the game. And so being at war with a nation increases the chances of a Golden Age since your military units will (in most cases) be battling the opposition. I hope you got all that......
Now as I remember saying earlier that the Zulu are very "Versatile " in civ3, I wasnt lying. Please read on so that I can explain further.
Players (or most) believe that the Zulu as a civ are a "one-trip-poney". Only ever good for war-mongering, this again is wrong. Although to an extent its fairly relative, for example: If you were to pick an islands map as the Zulu, depending on how many civs are on the same island as you or how big the island is determines how well your economy does.
But lets just say for example that we are alone on the island, and its not very big at all, maybe only enough space for 5 cities or less. The Zulu would indeed become 'Confined' in a sense.
Simply put, the Zulu are one of the most Versatile civs ever created, just not on island maps where Expansion and to a degree: War-fare is limited.
But like I said, that only makes "thier" opinion partially correct. Now lets say that the Zulu are on "Pangea" map. In which the chances of finding another rival in the games is very high, we can correctly guess that the Zulu would indeed be in the top ten list of the most powerful, advanced and cultured civs of that map.
Well that is the main points for why the Zulu are an extremely good civilization in civ 3. I will later release another "Debate" on why the Zulu also have the one of the best economys' in civ3.
It will be titled "The Zulu and thier cattle in civIII".
Hope to hear some replies.
NubianMercenary
Just bear with me for moment as we imagine a civilization forged upon the turn of the 18th century. United by a common cause, and a thirst for power. Even before Shaka Zulu was born around 1787, the Ama-Zulu (literally meaning "un-diluted children") have held a prophesy about a man who would come and rain havoc among the Bantu tribes. A man who would give a new meaning to the words 'Genocide' and 'Bloodshed'.
That man was Shaka Zulu.
A black depiction of Achilles, wielding tactics and war innovations that were to survive half a century after his death.
Now that I have at least explained why Shaka was chosen as the Zulu nations LH.
Let me take you on a further journey to explain just how well the Zulu can be played, and just how formidable they are in civilization III.
Lets start with what the Zulus' (as a civ), get as thier traits. Well as you already might know, the Zulu get two traits:
1.) The trait of "Militaristic"
2.)The trait of "Expansionist"
First of all let me break down what each trait offers the Zulu as a whole.
Well at the start of each game, the Zulu have a considerable upper-hand by being able to build cheaper military buildings like the barracks and later on the harbor. This also enables them to build a much stronger war-machine, since the Zulu are able to produce "Veteran" units into play, at a much faster pace then other civs.
Furthermore, the "Militaristic" trait not only gives cheaper military buildings and stronger units, but also gives Zulu military units quicker experience in battle then other civilization. So going from "Regular" - "Veteran" - "Elite" (that usually takes a long process), is made quicker.
So that one trait, gives the Zulu nation an upper-hand, both maintenance
and warfare wise.
Now for the second trait the Zulu have; known as the "Expansionist" trait. This enables the Zulu to build "Scout" units, who however lack AQ (Aggressive Quality) but make up for it in speed, in fact the Scout has the same speed as a Horseman (I thought Carl Lewis was fast). The name says it all, the "Scout" is used for probing the unknown and charting courses for future settlements.
The Scout unit also gets a bonus when they stumble upon a "Goody-Hut", this enables the Scout to always get a positive result from Goody-Huts.
Things like New Techs, Tribute (Gold), free units (like warriors) or even a free Settler!
So you dont have to worry about landing onto a Goody-Hut and crossing your fingers, hoping that the Goody-hut doesnt turn into a "Disturbed Barbarian Tribe" Hut. So players who think that the 'Expansionist' trait is one of the weakest trait in the game, are wrong. The 'Expansionist' trait is the complete opposite, and although it doesnt give any bonuses to the economy, it provides another "Ace" card since it lets the Zulu chart the unknown quickly and effectively.
Revealing important things like: Resources, Goody-Huts or even other Civilizations.
That is at least just the begining of the Zulus' usefullness in civ3. They however contain other advantages which will guarantee Zulu superiority and dominance above all others.
The Zulu also have in their "Tool-Box" the underestimated UU known as the "Impi".
Now the Impi can be built as soon as you research "Bronze-Working", they replace the 'Spearman' of course, but dont just think thats all the Impi is: "A replacement". Unlike other UU units in civ3 that replace the Spearman (like the Numidian Mercenary or Greek Phalanx), the Impi has the advantage of delivering a very fast mobilized force, so fast in fact that they cross ALL terrain as if it were "Plains".
Thier speed is also (like the Scout) the same as a Horseman. They are also able to be fully upgradable throughout the ages eg. If you enter the Medevil age, you could upgrade the Impi to a Pikeman, Pikeman to Musketman and so forth. Of course you have to pay a "donation" so that your Impis can be upgraded, but thats a small price to pay for an army thats up-to-date with the times.
If the Zulus' UU; The Impi and thier well merged ("well-merged" as in fit for war) traits: "Militaristic" and "Expansionist" arent enough to turn some heads, then thier bonuses during war-time will surely do so.
The Zulu experience what I like to call a "Pre-Golden Age" when they are at war with another civilization (most players believe it is due to the "Militaristic" trait, however this is doubtful since the civilopedia doesnt mention any such bonus). It is when Production and Commerce (to an extent) reach its hieght. This gives them a MASSIVE advantage when at war, since it puts the economy into "Overdrive". However this "Pre-Golden Age" only works well while still under the "Depotism" government type. Which is conveniant anyway since who wants to switch Governments during war-time?
If thats not enough, a "proper" Golden Age can come straight after that. All that needs to happen (or one of the quickest ways) is if one of your military units wins tons of battles or gains alot of experience.
And since the Zulu are "Militaristic", this ensures that at least one of thier military units triggers a Golden Age during the course of the game. And so being at war with a nation increases the chances of a Golden Age since your military units will (in most cases) be battling the opposition. I hope you got all that......
Now as I remember saying earlier that the Zulu are very "Versatile " in civ3, I wasnt lying. Please read on so that I can explain further.
Players (or most) believe that the Zulu as a civ are a "one-trip-poney". Only ever good for war-mongering, this again is wrong. Although to an extent its fairly relative, for example: If you were to pick an islands map as the Zulu, depending on how many civs are on the same island as you or how big the island is determines how well your economy does.
But lets just say for example that we are alone on the island, and its not very big at all, maybe only enough space for 5 cities or less. The Zulu would indeed become 'Confined' in a sense.
Simply put, the Zulu are one of the most Versatile civs ever created, just not on island maps where Expansion and to a degree: War-fare is limited.
But like I said, that only makes "thier" opinion partially correct. Now lets say that the Zulu are on "Pangea" map. In which the chances of finding another rival in the games is very high, we can correctly guess that the Zulu would indeed be in the top ten list of the most powerful, advanced and cultured civs of that map.
Well that is the main points for why the Zulu are an extremely good civilization in civ 3. I will later release another "Debate" on why the Zulu also have the one of the best economys' in civ3.
It will be titled "The Zulu and thier cattle in civIII".
Hope to hear some replies.
NubianMercenary