Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoilers] Ichabod's spoiler thread

Starting save is attached as a .zip ... screenshot for your start:

   


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I'm thinking of settling on the marble. We lose 2 turns and a few turns of the spice yield (5 turns, I think, since with the marble culture, we'll get a tile expansion in 5 turns). But we get +1 culture for the whole early game, since we wouldn't ever work that tile early. Besides, we get +1 amenity from the get go. Finally, we open a diamond of great district tiles, that can get perhaps a campus, theater square, governr plaza and CH.

Other options are settling in place, to not lose turns.

Finally, there's the plains hill settle, that gives +1 hammer. That isolates the better spice tile and I don't feel it is as good as on the marble.

I feel like moving to the plains hill with the warrior and moving NW with the settler.

What do you think, Banzailizard?
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How much more LOS will you get if you move the warrior to the jungle hills? I like the move to the marble for the reasons you stated, but being near that marsh tile could be nice early too. Would be good to know what is north of the marble.
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(May 30th, 2020, 16:50)Banzailizard Wrote: How much more LOS will you get if you move the warrior to the jungle hills?  I like the move to the marble for the reasons you stated, but being near that marsh tile could be nice early too.  Would be good to know what is north of the marble.

Unfortunately, revealing the northern tiles before settling seem to be hard to do, due tthe terrain. What jungle hill are you referring to, the one W of the plains hill?

Back of the envelope shows that we reach Code of Laws in 13 turns by settling in pace and in 11 turns by moving. So, going further, the culture advantage will get even higher.

I already see some difficulties regarding how to get all the early inspirations. I'm afraid we'll have to sacrifice a chop, if we want an early Campus in one of those high adjacency tiles surrounded by jungle. Otherwise, we'll need 2 builders early (3 for the craft inspiration and one to chop the jungle). Early research is also pretty tight in that case, as we'll need writing for the Campus and BW for allowing jungle chops (which is required even if we just place the Campus). Could we afford to skip Irrigation (to improve the spices), since we don't seem to have the Eureka?

A very interesting start. I always feel a bit afraid to move my settler, wondering if I'm making a big mistake. So, I decided to settle on a motto for this game: fatalism.

[Image: 5a39791387e542a96e44b4dee5ba3616.gif]
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Hey Ichabod, thought I'd check in for the lazy ded-lurker brigade.

My instinct regarding the start would be to SIP. The cost of the move is so high. Assuming 5 Palace gold = 1 yield and all other yields are about equal then each SIP turn is ~13 yield. Then 5 turns where you are down 2 yield means you are paying 36 yield for that 1 culture per turn. Seems like the snowball will win to me, but part of being lazy means I don't have to sim it  neenerneener .

I couldn't help myself and read some of the discussion regarding your coding challenge. I'll stay unspoiled on your next one.
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(May 30th, 2020, 18:43)The Black Sword Wrote: Hey Ichabod, thought I'd check in for the lazy ded-lurker brigade.

My instinct regarding the start would be to SIP. The cost of the move is so high. Assuming 5 Palace gold = 1 yield and all other yields are about equal then each SIP turn is ~13 yield. Then 5 turns where you are down 2 yield means you are paying 36 yield for that 1 culture per turn. Seems like the snowball will win to me, but part of being lazy means I don't have to sim it  neenerneener .

I couldn't help myself and read some of the discussion regarding your coding challenge. I'll stay unspoiled on your next one.

Welcome aboard, TBS

Even better than blaming fate for my mistakes is having someone else to blame, so I'll trust your gut and SIP. No pressure, obviously. In a more serious note, I agree with your points and I'm seeing too much into the culture yield bonus. Heck, we can't even be sure if the crazy tile selector will go for the spices. Tossing a 6-yield gift from the mapmaker is really a game-losing move. 

As you can see from the tech thread, I kinda messed up setting up the game, so we have some more time to talk coding.

My current take on the proposed problem is that we need to focus on the queries, not the array. My current idea is to go over all queries a first time, "clearing" an interval of the array size. We start at the first query, popping it from the list. If the next query has no shared intervals, we add it again to the end of the list. If it has shared intervals, we keep the shared intervals and we "discard" the not-shared part as new queries to the end of the list. By doing this, when we reach the end of the original list, we'll have an interval that we know the value (the interval might end up being just a single index). We also know that all the queries left in our list don't have that interval. We call this a cycle.

We repeat this process, in a new cycle. Meanwhile, we use some variables to store our max value so far from all previous cycles through the queries, the current highest value, and the current max value (basically, summing up all values from the queries in a cycle). When the current max value is equal or lower to the max value from all previous cycles, we know that we are done.

I guess this sounds very confusing. I'll try implementing it, perhaps with some comments. I'm very bad at complexity analysis, so I can't grasp if it's going to be effective just from this pseudo code idea. My gut is that we have to focus on the queries, that have a lower max value, rather than the array.

It's likely that I can't solve this, so I'll find another one to discuss with you all soon.
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Turn 1/500 (civilization 6 is not a programmer friendly game, as it starts in turn 1)

After some setup hiccups, we are off.

   
(Please notice the capitalization error in II, which is supposed to be “the second”, it bugs me)

   
After considering what TBS said, I decided to settle in place. The warrior movement revealed very little, because jungle stops visibility. Before settling, I checked the settling lens and the spice tile to the south is a fresh water tile (the game even recommended settling on top of it). That’s pretty good, because if there’s a fresh water tile, there’s more fresh water tiles, and settling a second city near a 4/1 tile sounds pretty good.

   
Anyway, settling the city revealed another spice tile to the north, which is great (it’s hard to see with the city banner). There’s also a deer tile to the south. Finally, notice the desert tile, which opens up the Pyramids!

Overall, Rio de Janeiro has good food and very few hills. It’ll be good to build settlers early, as we have the growth. Late game, production will surely fall, due to lack of hills. There are already some +3 adjacency districts, perhaps better. Also, there are good expansion prospects as well.

Research set to pottery, as we need Irrigation to improve plantations (they give only gold, but I don’t see what else I should be improving) and we have no farm resource in sight. Production will be a scout.

Warrior will go west and circle north. Scout will go south, exploring that spice tile to see for a potential second city.

Tentatively:

*Plantation pantheon – early culture is key, we have the tiles and we’ll be working it 24/7.
*Temple of Artemis - we want housing in Rio de Janeiro and we are already up to +4 amenities from the other ability.
*Pyramids – Desert tile in the Capital; Pyramids are great.
*First builder improves plantations and marble (we grow so fast that we’ll end up working a 2/1 tile sometime, so I feel it’s better to get +1 amenity and +1 culture than the +2 gold from the camp). 

Questions:

*How do you guys share images to upload on the reports? I'm not able to do it through Dropbox as I did before. Any suggestions? Am I missing something that Dropbox offers?
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That reef to the west is good news, +2 campus adjacency, and then plus more for the jungles. If there is fresh water out that way could be good. Any particular reason for scout first over warrior?
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(May 31st, 2020, 10:53)Banzailizard Wrote: That reef to the west is good news, +2 campus adjacency, and then plus more for the jungles.  If there is fresh water out that way could be good. Any particular reason for scout first over warrior?

I want to use the scout to explore deep into the map, looking for City States, tribal villages and all the other exploration based Eurekas. The extra movement and the promotions available to the scout are better suited for that.

I'm thinking about pumping some military once we have agoge for the bonus production. I hope we can get by with jut the initial warrior, since this is prince difficulty. We'll see how things develop in the next few turns.
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For image hosting, I've been using Google Photos. There's unlimited storage for slightly compressed images, the links will never expire, and the album management tools can be useful.

The catch is that getting permanent public links is a little bit of a hassle, requiring a few extra clicks. What I do is upload the screenshots to my account, then open the album in a new incognito mode browser window, then copy and paste the links from the incognito mode browser.

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