![]() Over the course of the next decade Shaka and his warriors conquered and absorbed most of the tribes in the region, building the largest native empire ever seen in southern Africa. In 1816 AD, Shaka would seize the chieftainship of the relatively insignificant Zulu tribe two years later he would assume leadership of his mentor's tribe, the Mtetwa. This was the spirit with which Shaka would forge a Zulu empire, and Cetshwayo would challenge the mighty British. Then, start attacking on a massive scale in the late Classical and early Medieval Eras to march towards a domination victory!Īt the beginning of each winter, the all-conquering Zulu warriors would gather in their ancestral land to pledge themselves to new glories with the cry "Ngathi impi" (loosely: "Because of us, war"). The best overall strategy for the Zulus is to use the early game for expansion and preparation, accumulating Gold and Happiness which will allow them to support a large army for later conquest. On the other hand, such a starting bias will allow Zulu cities to grow rapidly and have reasonable Production, besides allowing for better mobility for your units. The Zulus' starting bias has a tendency to avoid jungles, making it relatively difficult for the Zulus to play defensively in the early game. However, they will lose out on a bit of late game power once they have access to gunpowder and more advanced units, since the Ikanda's unique promotions apply only to pre-gunpowder units. ![]() When combined with the battle prowess of the Impi, these unique promotions add a significant amount of early and midgame domination power when compared to other civilizations. ![]() Unique promotions are kept even after upgrading the military units to gunpowder units (except for the Impi's Spear Throw). The Zulus have access to a unique building called the Ikanda, which not only grants +15 XP to units produced in the city, but also access to unique promotions to all non-mounted pre-gunpowder melee units. ![]() Combined with the special promotions (see below) and their bonus versus gunpowder units, the Impi confer the Zulus almost unmatched power in the Medieval and Renaissance Eras, and remain useful all the way until the early Industrial Era. Their unique unit, the Impi, is one of the strongest midgame units, especially when attacking. Combined with the Nationalism and Total War tenets from Autocracy, this will allow the Zulus to have exceptionally cheap melee units and well-trained soldiers at the same time. In addition, their military units require 25% less XP to earn their next promotion, thus allowing them to level up and be well-trained more quickly. The Zulus are best fitted for a domination victory that encourages a "Zerg Rush" strategy consisting of melee units, as their unique ability reduces maintenance cost for melee units to half. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |