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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:19
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Why wait until modern armor to go for the win? Couldn't you use the same gambit with cavalry?
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:19
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There's no reason to assume that the Zulu will gain on your tech lead any faster than the civs on your continent. Just because they're bigger doesn't mean they're solely focused on research, the way you seemingly are. They're probably being a generalist civ like most AI civs are, building a wonder here, a ship there, and so on, and I'd bet anything that you have your science slider set higher than theirs. Kudos for gaining a two-tech lead, and good luck keeping it (you're gunning for the Theory of Evolution, right?), but I wouldn't worry about the Zulus blowing past you.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
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1. Set all of your cities to building big stuff... e.g., cathedrals, universities, banks, factories. Pick the city where you want to build ToE, and pre-build with the Palace.
2. Declare war on the Zulus by finding an AI civ that will enter into a military alliance with you. Get as many otehr civs in the act as possible. Also, embargo Shaka into the stone age.
3. Mobilize.
4. Research Nationalism, if you haven;t already. As cities complete their non-military buildings, flesh out harbors and what not, and build Riflemen. You can also build Workers (use the 12 pop cities) if you need some extra to quickly railroad your entire empire.
5. Do not attack the Zulus... after about 5-10 turns, try negotiating a peace treaty... don;t worry if Shaka won;t even meet with you at first, he will eventually. Agreeing to peace will take you out of mobilization.
Think geo-politics... the goal here is to align the world against Russia... oops, I mean the Zulus... and get them to drain their resources on a war which you have no intention of actually fighting. Shut thme out of resource and tech trading, and get them focused on things military. As for the side benefit of distracting the others civs... well, they should pay no attention to the man behind the curtain.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:19
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Watch out about making peace 10 turns after signing alliances... you will take a big reputation hit. And with a number of AIs on his continent, poor relations aren't a good thing.
Devious plan, Theseus, but it may not be necessary. With a 2 tech lead, if he gets ToE, he should be all set to cruise to a SS launch. He's playing a scientific civ, so he won't lose ground at the Age changeovers, and in order to gain a tech lead he's gotta have a solid economy.
If you really do want to screw with Zulu man, I suggest a variant of Theseus' plan:
Create a taskforce. Enough offensive troops to take 1-2 cities, and a ton of defensive guys, plus bombard units, and a settler. Find a coastal Zulu city with luxuries you don't have. Attack, via the alliances Theseus suggested, capture city. Raze city. Rebuild city with your settler - if possible, build on a luxury tile. Rush harbor. Rush walls. Rush barracks. Rush temple/library. Defend. Hell, you may even get a leader out of it. Hang on for dear life. Hold out for 20 turns and then make peace... even if you have to pay Shaka man some gold for it. You have hurt him, wrecked relations between him and other AIs, and gained a new luxury for yourself.
-Arrian
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LotC
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Canada
Nov 2001 time: 21:19
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jsheir:
Pump out a buttload of privateers. In one game I was in a situation where Germany and France shared a continent and were quite behind in the tech race. With 30 or so privateers I was able to stop any ships passing between the two land masses. Of course, once the Age of Sails ends this becomes unfeasible.
Edit: I wasn't clear on whether the other civs had contact with the Zulus. My strat was for preventing contact.
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