web25-2
Turnset CB04 1630 AD
Republic at Regent
40% Tax
30% Science
30% Luxury
4022 gold, +166 gpt
The Corporation in 1
Military
004 Settler
079 Worker
150 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
082 Cavalry
031 Infantry
001 Artillery
003 Artillery (English)
007 Frigate
003 Galleons
001 Army (unfilled)
019 Mace
006 Crusader
Current Units: 252
Allowed Units: 170
Support Costs: 164 gpt
0 1630 AD
There are seven turns left on the Fur trade with France. Zulu has five Silks but they are one the far side of Zululand, away from Zed. Ngome is the nearest city to Zed with a harbor and then it is eight land tiles, all grasssland, to the nearest Silks.
We may not be able to get to the Silks in seven turns. We have three native luxuries, Wines, Spices and Gems. French Furs give us a fourth luxury and make our markets barely useful. We could trade for more luxuries but I hate to depend upon AI trades for happiness when luxury sources are within reach.
We have a swath of slaves railing our empire from NE to SW.
We have lots of science farm area which we have not used.
And a huge jungle that needs to be burned away.
[IBT]
The Corporation -> Refining (oil sources) in 11 turns at 30%.
1 1635 AD
Blue Bandit is built.
[IBT]
France builds Digon inland, between Zed and London.
2 1640 AD
Blue Suede Shoes.
Load 3 vCavs into First Army and load them into Galleon 01. Sail across one tile and unload. Sail back into Zed. Load with 3 vInfanty and a Settler. Sail back to Zulu and unload and return back into Zed.
El Balam begins Universal Suffrage, 20 turns.
[IBT]
Resistance ends in the new additions, so no need to disband Maces/Longbows.
3 1645 AD
Zulu Blue gets spotted 2W of Zed.
Ngome is liberated from the Zulu. The harbor is spared.
Rush a Galleon in Zed.
Rush some Byzantine Slaves.
With two Galleons we can ship across 8 units a turn, which we will need to get to the Silks.
[IBT]
Heroic Epic?
Military Academy?
No Zulu counterattacks.
4 1650 AD
We lose a Cavalry in a Zimbabwe raid. Seven Cavalry are outside Zimbabwe, which could be bad for war Wearniess.
Shipped into Zulu Blue six Cavalry and two Infantry.
Copan begins Heroic Epic. At the moment, don't plan to build Military Academy.
[IBT]
We lose a cavalry to a Mace outside Zimbabwe.
5 1655 AD
No increase in war weariness but city growth upset some cities.
Ship across into Zulu Blue four native workers, two Cavalry and two Infantry.
Buy a zulu slave in Ngome for 36 gold.
We let First Army (11/14) continue to heal.
Lightly wounded eMukset (4/5) repels first Cavlary attack.
Two vPikes, the now 3/5 Musket, 2 vImpis and 1 rImpi are dispatched, leaving a vHorse defending.
vCav vs. vHorse => vCav wins.
Zimbabwe is Mayan. We gain 4 slaves, 6 resisters and the market. The harbor did not survive the change of ownership.
The four slaves rail the tile the attacks came from, 1S of Zimbabwe.
All mobile attackers are sent into Zimbabwe to stomp the resistance. Send in a vInfantry to stop counterattacks.
The nearest Silks are now only 3 tiles away, 1N of Ulundi, the new Zulu capital, which is also 3 tiles away and thus within Cavalry range. Taking Ulundi would also split Zululand in half, which is a helpful, too.
We can ship across 8 vCavs next turn, so we should be able to take the city. Should, not will.
No barracks our cities in Zululand. Sun Tzu is good only for one continent.
Rush a Galleon in Zed. we now have three of them here with more coming from the southern shipbuilding ports.
Rush Byzantine slaves in Constantinople, Adrianople and Nicaea. These are all at size 4 and need to get to size 1 before I feel good about letting them grow.
Next turn is the last turn of the French Furs.
[IBT]
We quiet 4 of the 6 resisters in Zimbabwe.
6 1660 AD
Ship across 12 units; 4 Infantry and 8 Cavalry. No workers this turn.
First Army, fully healed, takes out vMusket and vPike in Ulundi.
vCav dies to vPike.
vCav dies to vPike.
vCav takes down 3/5 Pike.
vCav impales vImpi.
vCav hamstrings vHorse.
Ulundi flies the flag of Maya. We capture a settler.
We now have two sources for Silks, since Ulundi was sitting on Silks.
The Silks make a lot of cities happy, but it won't last long. We don't adjust the sliders any.
We rail to Ulundi. It has a barracks.
Bapedi is new Zulu capital. We have seven uncommitted Cavalry.
vImpi prevails over vCav.
vCav stomps vImpi.
rImpi is trashed.
vCav avenges fallen vCav on 2/4 Impi.
vCav destroys 2/4 Mace.
Bapedi has new overlords. We gain 2 slaves.
Hlobane, north of Ulundi, is the new capital. This reduces the flip risk in Zimbabwe.
Mayan RiverBluff is 2N of Mayan RiverWalk, in merry olde England.
[IBT]
France wants to talk. Wants Physics for Navigation. Not now.
Byzantines come groveling. We ignore them.
We lost our supply of Furs (expected).
7 1665 AD
We talk to France.
Sell Physics to France for Furs, Navigation, World Map, 9 gpt and 52 of 52 gold.
Navigation is what we want, the others are just gravy.
Quirigua switches from Frigate in 1 to Magellan's Voyage in 11.
Load up two Galleons with 8 Cavalry and sail towards the Byzantine capital island of Naisus. We are too far away to see if the one full tile can be invaded or not.
Ship 8 Elite units into Zululand, looking for fame, glory and promotion.
We make Zimbabwe, Ngome and Zulu Blue flip proof. We need about 30 more units to make Ulundi and Bapedi flip proof, so we empty the cities and set them to starve.
Rush Zulu slave in Ngome.
Plant an Infantry on Zulu's Horses.
[IBT]
8 1670 AD
We are able to land forces 1NW of Naissus.
Ship across 8 units to Zulu; 2 vMaces, 3 eCav and 3 vInfantry.
Maces disband in Ulundi and Bapedi.
Two eCavs and 1 eKnight make Intombe ours. We raze it and net 6 slaves.
Hlobane, the current capital, has a vMusket to defend. Then an rImpi, followed by another rImpi.
Hlobane is razed, too.
Isandhlwana is the new Zulu capital. vImpi is bested by our last eCavalry.
vCavs have no trouble with second vImpi, vMace or rImpi.
Isandhlwana is ours, briefly, before it suffers from spontaneous combustion.
Umfolozi's vMusket meets an eKnight. we retreat. We followup with our last moveable eKnight; Musket dies.
Two Impis are outfought by vCavs.
Umfolozi is ours and we keep it. It gives us a mountain pass to the southern end of Zulu.
Drop luxury slider from 30% to 10% and no one gets too upset.
[IBT]
Heroic Epic is built in Copan.
9 1675 AD
Make peace with England to get rid of some War Weariness.
Eyeball Tugela, Zulu's latest capital.
Tugela belongs to Maya.
Mpondo is a nearby coastal city.
Mpondo, and its harbor, are Mayan led.
Two eCavalry are all that is needed to bring Swazi into the Mayan fold. But the city is tundra so we just burn it instead.
Ibabanago is crushed by First Army. This city is on grassland, so we keep it.
Zulu is now a one city civ.
On the Bzyantine island paradise of Naissus, our troops come calling. Spears only serve to irritate us and Naissus is razed.
We leave two vCavs on the island.
Ship 4 settlers across to Zululand. Don't plan to send any more units over there, though later there might be a need to ship some back home. But for now the shipping will be stopped.
We rush the last of our Byzantine slaves from Constantinople, Adrianople and Nicaea. This will bring them down to size 1, where they will grow with safe Maya citizens.
Drop science from 40% to 0%, Refining in 1, +741 gpt, 3457 gold.
Drop luxuries down to 0%, +851 gpt and no one starts crying.
[IBT]
Refining -> Steel in 19 turns at 0%.
10 1680 AD
We have four Oil already connected.
We send six units to pay a visit to the current Zulu capital, but they won't arrive until next turn.
Science goes up to 70%, Steel in 5 turns, +56 gpt, 4204 gold.
Military
006 Settler
092 Worker
213 Slaves
003 Sword
001 Pike
001 Longbow
007 Musket
007 Knight
092 Cavalry
039 Infantry
002 Artillery
003 Artillery (English)
009 Frigate
011 Galleons
001 Army (Cavalry)
014 Mace
006 Crusader
Current Units: 291
Allowed Units: 204
Support Costs: 174 gpt
And the save is attached.