Shadow Game: Immortal w/ Sitting Bull

Thanks everyone - definitely a reload sitch. Refusing Izzy felt immediately like a mistake.

How about the irrigation problem in the east? Any way to salvage that, or if not, recommendations on what my workers should focus on?
 
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How about the irrigation problem in the east? Any way to salvage that, or if not, recommendations on what my workers should focus on?
Well, you have 6 turns of golden age left and are in Caste, so the obvious solution would be to assign three artists in Chaco Canyon for 5 turns and generate the missing culture points to claim the two remaining tiles necessary for the irrigation chain. What's the trade off? Since unlike in other cities you don't seem to plan GP generation there, artist pollution in this case doesn't matter. Population will be whipped into units at some point. So you'd only lose some commerce from coast tiles and delay growth a bit. I tend not to calculate such things and just go for it, as the sight of that irrigated rice tile will be very rewarding :)
 
Thanks everyone - definitely a reload sitch. Refusing Izzy felt immediately like a mistake.

How about the irrigation problem in the east? Any way to salvage that, or if not, recommendations on what my workers should focus on?
Yeah that was my mistake (whoops!). Luckily Chaco not far from the needed border pop.

In terms of other worker priorities, I might chop those 2 forests in Parthian into a lighthouse. The tiles can then be farmed.
 
Spoiler T128 - the remix edition :


T124 cont - same as before, now with better micro

T126 - paper teched, Nationalism, Izzy came knocking, left happy and feudal

T127 - border pop at Chaco, farms progressing

T128 - barracks and HAs coming online, GP about to pop, also cities about to starve

T128 - overview0000.JPG


 

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  • MrBungler AD-0325_SB_immortal_T128.CivBeyondSwordSave
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For :gp: calculations we miss the PR maths wizard Tonny now :lol:

Cahokia gains the most from working more tiles again, but will all other cities be fine?
Kumbi looks like the weakest :food: situation so maybe it's worth shrinking there now and getting this GM first.
Spoiler :
kumbi.jpg
Other cities have to reduce their output as well so they are on 2 turns :gp:, PP even drops all scientists this turn. No biggie..can reload on food.
Djenne i wouldn't shrink and use 3 scientists.

Step by step guiding on gpp can get time consuming (was by far the most discussed topic in sgotm).
Other stuff, you can cancel the big resource deal with Izzy and sell just one for 8gpt. Sal 60g literature looks good.
 
How many GP do you want here? 2xGS and 2xGM?
Golden age has 4 turns left.
3x60=180GPP. So you are unlikely to get more than 2 before end of the golden age. You would likely switch out of pacfism on the final turn of the golden age to avoid anarchy. So 180 more GPP is is maybe best for each city. You would then be able to get 3x2x2=12GPP a turn but for GM's you would need a market. Would you really stay in Caste?

Running great people outside of a golden age is never great. Shrinking cities is not great either on a food poor map. If you really want a GM make sure one of those cities get's the next great person or it will never happen. Then maybe a GS in capital and other GS city can run 2 scientists. If you let all cities complete at same time I think it's worked out on culture. So if you change nothing you will get a GS in capital and a city or 2 will shrink.
 
Plan was to stay in Caste & Paci for 3 GS and 2 GM.
Just 1 turn of anarchy later for slavery & theo switch.

I agree that usually you don't want so much :gp: farming outside golden ages, but with PHI it's always golden age ;)
It's a shadow aka learning game, with more experience cities could have been bigger already and ambitious :gp: plans might be completed quicker.
But imo this also works..i stayed in caste in some of my own games as well.
 
Okay that changes plans a bit.
So 800 needed in best city. 540/60=9 turns.
700/600/500/400/300 Maybe pick city most likely to shrink to go first. Danger is if you let the capital go first the shrinking cities will just hold others up. 60-48-36-24 for each pop/specialist you lose.

So PP should of been shrunk last turn to get a GM sooner. Then you had less meddling to do this turn. If you are going to shrink a city just lose all tiles and use 100% specialists. Usually turn before it shrinks.

KS will struggle here. As if you let it go last you are looking at 11 or so turns making it final great person. It will not match your capital. Which has the greater culture. Maybe just accept this and stop it from shrinking.Might even be better to let the other cities finish first then add scientists to the capital later to get final great person? Or let the capital finish and let it complete another in 12-13 turns?
 
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Step by step guiding on gpp can get time consuming
I'm very grateful for the time you're spending, thank you.
If you are going to shrink a city just lose all tiles and use 100% specialists. Usually turn before it shrinks.
thanks also Gumbolt, it's a good tip

I'll try to play more often through this stage, so we can get through it in a reasonable time
 
Spoiler T129 - :


T128 cont - canceled big deal with Izzy, traded crab for 8gpt, Lit for 60g with Sal, shrinking Kumbi w/ all citizens as Merchants, backed all other cities off
T129 - Cahokia finishes Forge, now HA, GM in Kumbi - redistributed workers onto tiles

Ok, trying to understand the GPP problem for myself:

  • GA lasts 3 more turns.
  • Djenne is currently running 3 scientists, and is 4 turns away - but that number changes after the GA. Increasing to 4 scientists starves Djenne.
  • Cahokia currently 3 scientists, GP in 3 turns. Running 9 scientists drives GP in 1 turn at the cost of much :commerce: and few :hammers:, and no starvation
  • PP currently 0 scientists. Running 5 scientists pop GP in 2 turns, starvation in 3 turns
  • Mound currently 4 merchants, GM in 3 turns, stagnant. 5 merchants, GM in 2 turns, starve in 7 turns
Djenne seems last then, achieved after the GA. Cahokia first, then Mound, then PP?

Also, what's the plan for this and the next Great Merchant? Bulbing?

T1290000.JPG



 

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  • MrBungler AD-0350_SB_immortal_T129.CivBeyondSwordSave
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It certainly is a bit complicated.

One thing you can do is disband surplus DS/swords/cats because you won't use them, you have enough MP units, your power rating is too low to scare anyone and they're costing cash in maintenance which you'll need for research and HA upgrades.

GMs are for trade missions to subsidise 100% research and HA upgrades.

How many GP are you looking to produce?

You've got 5 turns to complete Nationalism (?6 after GA ends in 3) and you can't research gunpowder until you've got education.

Also worth considering how many HAs you're likely to build before you get miltrad/gpowder for cuirs.

In terms of GP production you've got:
Cahioka 294+ 48*3 (sci instead of GH mine) +36*n turns (assuming you stay in caste and pac) GS
PP 288 + 36*3 + 27*n turns GS
MC 288 + 48*3 +36*n turns.GM
Dj 276 + 36*3 +27*n turns GS

Need 400gpp, 500gpp, 600 gpp ?700gpp.
 
Not worried about Edu bulbs, PP behind Cahokia has enuf :gp: power.
We can use more specialists in all 4 remaining cities now :)
If we think Djenne would ultimately not get there, we could also do this:
Spoiler :
dje.jpg
..and next turn
Spoiler :
dje2.jpg
You can see which city produces them first if they are on equal turn numbers (on top of the screen).
Djenne goes last so all other cities adjust.
One more GS is easily worth some shrinking.
Pic for Mound City used as example on reducing them (next turn) so Djenne goes first:
Spoiler :
mound.jpg

Great Merchant should look for the TOA city in China now.
Trade mission income is based on potential trade route value between your cap and that city (TOA boosts them).

For pigswill: we want 2 Edu bulbs and 1 Lib bulb :)
I think fiddling around with several cities produces not just great peoples..but also great learning value.
We are willing to continue beyond that golden age (PHI), and take one turn of anarchy later for slavery & theo.
 
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Fippy your micro has always been better than mine. Certainly want first GS from Djenne, probably second from Cahioka so it can go back to working as many tiles as poss with buro bonus, probably want third GS from PP before GM from MC. Probably worth playing and posting one turn at a time to tweak GP production.

Its possible that you may be able to trade for gunpowder after educ but no guarantee as AI often prefer banking
 
Spoiler T130 - tiptoe thru time :

T129 - GM searches for Beijing, Djenne prioritizes science above all else, starves
T130 - and will starve again, set to produce GS next turn

 

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Spoiler T131 - pressing enter... :

... probably shouldn't take 8 days, but here we are.

I fiddled with the number of specialists in the remaining cities to see how the values change, like a good engineer - but not assuming anything is right enough to go forward

T1310000.JPG



 

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  • MrBungler AD-0400_SB_immortal_T131.CivBeyondSwordSave
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Spoiler T131 - later, with more effort :


goals til the end of GP farm:
probably second from Cahioka so it can go back to working as many tiles as poss with buro bonus, probably want third GS from PP before GM from MC
Plan was to stay in Caste & Paci for 3 GS and 2 GM.
Just 1 turn of anarchy later for slavery & theo switch.

  • Cahokia can get GS next turn without shrinking, goes first
  • Mound City can spawn in 2 turns without shrinking - but after GA, number of turns will change
  • PP could pop in 2+ turns, if shrinking is justified; in 3+ turns without shrinking
T131 later0000.JPG



 

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