Hello everyone,
A short while ago Arrian posted a save from an Ottoman game where he got a very early Leader through an Archer rush. His proposal was that various players play the "alternate universes" corresponding to the various uses of the Leader to see which use (FP, Pyramids, Army) yielded best results down the line. I thought this was a great idea, and so I hope to reproduce the same idea here.
The Dark Side. How many among you really want to warmonger more but always end up building too many improvements instead? Does a game without Temples or a tech lead sound horribly wrong to you?
Well, this is your chance to (as Theseus puts it) play a center-of-a-black-hole Dark Side type of game.
I've played a Emperor-level game as the Zulu up until 1125BC. As you'll see the start is quite nice, and the Zulu empire has grown quite rapidly. But there has been no warfare yet. Enter you.
Your mission is to take the reigns and play this game as the most bloodthirsty barbarian you've ever imagined. Here are some details about the game that will help in this task (and prevent you from veering toward the Light).
1. You're playing the Zulus. The Zulus are the worst civ choice for the Builder. Your expansionist trait is all but spent. So all that is left is Impi, cheap Barracks and promotions. Yep, you're going to have to do some fighting.
2. You're awfully behind in tech, culture and infrastructure. Tech is the big one here; you have Bronze Working, Pottery and Horseback Riding, while the rest of the world is probably nearing Monarchy or The Republic. Starting your own research at this point is futile, but at least you've got all the techs required to pick a fight and win.
3. Who should you attack first? There is still plenty of room to expand into: should you declare war now, or wait until your REX is over? Remember that the other civs are closing in on the Medieval age.
4. What type of warfare should you pursue? Shoud you oscillate among the nearest neighbors or wipe them out one at a time? Should you form alliances?
5. What are your long-term plans? Are you going to enter a state of perpetual war until Cavalry (and beyond), or will you take a break to regroup? Jumping into The Republic to catch up in tech and build improvements is the call of the Light Side: take no heed!
6. Note that the game uses the AU PTW mod, version 1.15. This should not matter very much, as Horsemen, Impi and Knights (all you'll need) have not been altered in this mod.
Hope some of you have fun with this. Let me know how it turns out. I've attached the save in this post, and I'll put a screenshot of Zululand in the next.
Dominae
A short while ago Arrian posted a save from an Ottoman game where he got a very early Leader through an Archer rush. His proposal was that various players play the "alternate universes" corresponding to the various uses of the Leader to see which use (FP, Pyramids, Army) yielded best results down the line. I thought this was a great idea, and so I hope to reproduce the same idea here.
The Dark Side. How many among you really want to warmonger more but always end up building too many improvements instead? Does a game without Temples or a tech lead sound horribly wrong to you?
Well, this is your chance to (as Theseus puts it) play a center-of-a-black-hole Dark Side type of game.
I've played a Emperor-level game as the Zulu up until 1125BC. As you'll see the start is quite nice, and the Zulu empire has grown quite rapidly. But there has been no warfare yet. Enter you.
Your mission is to take the reigns and play this game as the most bloodthirsty barbarian you've ever imagined. Here are some details about the game that will help in this task (and prevent you from veering toward the Light).
1. You're playing the Zulus. The Zulus are the worst civ choice for the Builder. Your expansionist trait is all but spent. So all that is left is Impi, cheap Barracks and promotions. Yep, you're going to have to do some fighting.
2. You're awfully behind in tech, culture and infrastructure. Tech is the big one here; you have Bronze Working, Pottery and Horseback Riding, while the rest of the world is probably nearing Monarchy or The Republic. Starting your own research at this point is futile, but at least you've got all the techs required to pick a fight and win.
3. Who should you attack first? There is still plenty of room to expand into: should you declare war now, or wait until your REX is over? Remember that the other civs are closing in on the Medieval age.
4. What type of warfare should you pursue? Shoud you oscillate among the nearest neighbors or wipe them out one at a time? Should you form alliances?
5. What are your long-term plans? Are you going to enter a state of perpetual war until Cavalry (and beyond), or will you take a break to regroup? Jumping into The Republic to catch up in tech and build improvements is the call of the Light Side: take no heed!
6. Note that the game uses the AU PTW mod, version 1.15. This should not matter very much, as Horsemen, Impi and Knights (all you'll need) have not been altered in this mod.
Hope some of you have fun with this. Let me know how it turns out. I've attached the save in this post, and I'll put a screenshot of Zululand in the next.
Dominae
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