Welcome, Guest |
You have to register before you can post on our site.
|
|
|
CtH Tracking Tool |
Posted by: Charriu - August 12th, 2022, 06:32 - Forum: Close to Home Mod
- Replies (4)
|
|
Here I want to explain all about the tracking tool I use for our PBs. How it works; where you can find it; how the different values are acquired and what they mean.
Where?
The tracking tool writes all of its stuff into a simple text file, which you can find here: CtHBalance.log
When running a pitboss game this is written by the server itself and Ramk normally provides me with a link to it. But you can also use it in a singleplayer game. Theoretically it would also work in a PBEM, but because that runs on multiple computers, you would have to collect all the CtHBalance.log files from all players.
How does it work?
The central peace of code managing the tracking tool is found here: ...\Assets\Python\CvEventManager.py
In there look for the onEndGameTurn method. As the name suggest the tracking tool writes all of its data after the turn has ended. There is a call to f.write for every single value in the tracking tool. All the values are separated by a pipe symbol ( | ) and are written in a particular order, so that they later can be differentiated. The order can also be found in a comment above the first relevant f.write. I normally import convert the CtHBalance.log file into a csv and import it into a spreadsheet using the pipe symbol separator.
What do the different values mean?
Score: The score of the player in case you are playing without score
GoldenAgeTurns: Is the player in a golden age currently
ActualGold: The gold gathered as shown in-game in the above left. This of course includes everything contributing to the gold income including the slider
ActualScience: The science gathered as shown in-game in the above left. This of course includes everything contributing to the gold income including the slider. This does not include the bonus beakers from KTB or multiple tech-requirements. These are left out to ensure that these values can be easily compared between players.
Food: Here I collect all the food from all the cities worked tiles (and specialists and other direct food source like the stable quest) that goes towards growth. This specifically does not include the food kept from granaries. To give an example imagine a city working tiles worth 14 food. That city is of size 3, therefore needs 6 food to sustain population. It can put 8 food into growth towards the next pop point and these 8 food go into my tracking.
FoodKept: This is the food kept after growth thanks to the special ability of granaries.
CurrentProduction: A bit more complicated and you better read how Production and TotalProduction work first. Here I collect three stats per city separated by a slash ( / ) here an example:
/Settler/8/12/Warrior/4/4
The first data point is what the first city is working on, the second point is the unmodified production that city puts into the object and the third is the modified production (think forges, traits and/or resources). To return to the example above. The first city worked a settler putting 8 production into which thanks to IMP are increased to 12. The second city is putting 4 production into a warrior, which are not modified. Keep in mind that the order of cities does not correspond to the same city in game all the time. Imagine you loose your capitol (the first city). In that case the new first values are actually from the second city.
TotalProduction: This is all the base production of all the cities collected. It does not include any additional hammers via modifiers like forges, traits or ressources. What it does include are extra hammers from whips and chops. The extra chop hammers from Mathematics and Coal Power are included.
ModifiedProduction: Same as TotalProduction but this time all modifiers are included.
TotalSpecialist: Amount of specialists worked in all cities. Includes settled Great People.
CivicProduction: Total sum of all extra hammers gained from tiles powered up by civics. Think Caste system extra hammer for workshops or Serfdom extra hammer for windmills.
TotalWhip: Total sum of all hammers generated by whipping.
TotalChop: Total sum of all hammers generated by chopping including modifiers from Mathematics and Coal Power.
TotalCommerce: Total sum of all direct commerce generated from worked tiles.
TotalCommerceGold: Amount of Gold that would be generated by the commerce alone by running 100% gold slider. Notably this does not include direct gold income like shrines, corporations, specialists, banks etc. This together with the TotalCommerce can be used to recalculate the gold modifier across the whole civ.
VirtualGold: Similar to ActualGold. Amount of gold that would be acquired if the slider is set to 100%
VirtualScience: Similar to ActualScience. Amount of science that would be acquired if the slider is set to 100%. Everything else from ActualScience still applies.
GoldPerTurn: Sum of all the gold the player receives or gives from or to other players.
City Count: Total amount of cities
Total Pop: Total amount of population
Inflation: Cost of inflation
Financial Bonus Lighthouse: Sum of all the extra commerce that are generated by FIN in it's current implementation (1 extra commerce on land tiles with 3 commerce, 1 extra commerce on water tiles with 2 commerce and a lighthouse). Note that this also calculates the would be extra commerce for players that are not FIN.
Financial Bonus: Sum of all the extra commerce that are generated by FIN in it's previous implementation (1 extra commerce on land tiles with 3 commerce, 1 extra commerce on water tiles with 2 commerce). Note that this also calculates the would be extra commerce for players that are not FIN.
Financial BtS Bonus: Sum of all the extra commerce that are generated by FIN in it's BtS implementation (1 extra commerce on tiles with 2 commerce). Note that this also calculates the would be extra commerce for players that are not FIN.
Foreign Trade Routes: Amount of trade routes towards foreign cities
Foreign Trade Income: Sum of all extra commerce that all the foreign trade routes generate
Domestic Trade Routes: Amount of trade routes between your own cities
Domestic Trade Income: Sum of all extra commerce that all the domestic trade routes generate
Domestic 75 Protective Bonus: Sum of all extra commerce generated by the old PRO 75% domestic trade bonus. Note that this also calculates the would be extra commerce for players that are not PRO. The actual caluclation is a bit more complicated. I calculate the trade income for each player twice. Once with and once without the PRO bonus. The delta between that is summed up here.
Domestic 100 Protective Bonus: Sum of all extra commerce generated by the PRO 100% domestic trade bonus. Note that this also calculates the would be extra commerce for players that are not PRO. The actual caluclation is a bit more complicated. I calculate the trade income for each player twice. Once with and once without the PRO bonus. The delta between that is summed up here.
Aggressive Maintenance Bonus: Sum of all gold being saved by the AGG -50% unit maintenance bonus. Note that this also calculates the would be extra commerce for players that are not AGG.
City Maintenance: Sum of all the gold payed in maintenance for cities. This includes the distance and total city maintenance. Notably the extra maintenance caused by corporations goes into this value.
Unit Cost: Sum of all the gold payed in maintenance for units.
Unit Supply: Sum of all the gold payed in maintenance for units outside your borders.
Civic Maintenance: Sum of all the gold payed in maintenance for civics. Note that the maintenance is calculated for each of the 5 columns separately and then summed up like in the game itself.
ORG: Sum of all gold being saved by the ORG -50% civic maintenance bonus. Note that this also calculates the would be extra commerce for players that are not ORG.
Gov Civic: Which government civic is being run at the end of the turn
Leg Civic: Which legal civic is being run at the end of the turn
Lab Civic: Which labor civic is being run at the end of the turn
Eco Civic: Which economic civic is being run at the end of the turn
Rel Civic: Which religion civic is being run at the end of the turn
Wonders: Wonders being finished at the end of this turn. Writes down the internal name of the wonder.
Great Person: Great people generated at the end of this turn. Writes down the internal name of the great person generated.
Tech Tracking: Techs gained this turn or at the end of it. If there are multiple techs finished they are concated. This can happen if you are barbarian, built Oracle, researched Liberalism or bulbed a tech.
WW: Sum of war weariness. This is being collected even if you play without it. You can calculate the unhappiness caused by it with =(((([War Weariness]*([Reduction towards WW]+100))/100)*[Citysize])/1000)
TotalEspionage: Sum of espionage points.
Important notes
The way the tracking tool is implemented it does not know about dead players. Meaning if you have 3 players written into the tool in the order of
1
2
3
and the second player dies then that second player is just dropped for the following turns. You will instead find the third players date in the position of the second.
|
|
|
Anyone playing Diablo Immortal? |
Posted by: CelticHound - August 11th, 2022, 23:54 - Forum: Diablo
- Replies (5)
|
|
[Edit to add a summary]
I think that - if you have the will power to not click the "$" buttons - Diablo Immortal is a nice, easy game worth playing through.
- The game is only pay-to-win on the PvP side. (And that's where things get ugly.)
- The plot is perhaps at a D3 level. (Remember Azmodan's posturing in Act 3 of D3, well, now there is Skarn...)
- They are extending the plot-line as time goes on. There is "Bride of Hell" stuff I haven't played (yet?).
- The ease of completing things (daily bounty missions, temporary events like hungering moon, the battle pass) made me feel like a winner.
- I didn't like the feeling that I had to play every day or I would fall behind. (Even though "behind" only matters for PvP.)
I've stopped playing Diablo Immortal... again.
The first time was a combination of toxic community on the server and me getting recruited into one of the top PvP clans on the server. It turns out that being in a top PvP clan is like having a 2nd job, and I didn't need that.
The second time I stopped was because min-maxing as a free-to-play player was taking up all my waking hours and I'm too autistic to simply back off.
(The min-maxing involved generating platinum for myself to get/upgrade legendary gems - figuring out multi-boxing, making three accounts of 5 alts so each alt could earn 300 platinum a day then doing sell-high/buy-low with my main character in the marketplace.)
[End summary]
I admit it, I got bored in Path of Exile and tried the PC beta for Diablo Immortal.
(Definitely a beta - I've had the game client crash on me a fair amount. On the plus side, I'd been able to restart it, log in and find myself able to pick up where I left off.)
I've spent no money, so far. (But if I decide to keep playing, I might do the $5 monthly battle pass at some point.)
And what's going to cause me to stop playing is not the P2W, but the MMO-ness of it.
I actually enjoy the game play. It's a lot like Diablo 3, and the lack of power compared to P2W players doesn't bother me.
But after Normal difficulty, a number of activities - dungeons, lairs (mini-dungeons), raids, etc - start to require groups of 2, 4 or 8 characters to enter.
So I'm really wishing there were some people I knew playing.
|
|
|
CF PB90 vacation replacement |
Posted by: Miguelito - August 9th, 2022, 17:34 - Forum: Civilization General Discussion
- Replies (6)
|
|
Hello,
player Mr. X with Frederick of Germany is looking for somebody to replace him from the end of this week until 28/8. The timer is at 48 hrs and we are not at t100 yet, so it should not be too stressful.
Takers ideally write to Lord of the Civ on Civforum, or in this thread.
Thanks and Cheers
|
|
|
Unplayed PB game types |
Posted by: Krill - July 26th, 2022, 16:34 - Forum: Civilization General Discussion
- Replies (12)
|
|
Question for the players still here: other than ancient era FFAs, are there any other game types that people want to play? Like ancient era teamers, 5v5 style, or time limited games?
I've been wondering about something like a 10v10 classical era game with no communication within teams on PB15 style map. Tight, brutal and made for brawling.
Does anyone else have anything they wanted to play that is unusual?
|
|
|
PB 66 weekend replacement |
Posted by: Miguelito - July 22nd, 2022, 09:13 - Forum: Civilization General Discussion
- Replies (2)
|
|
(July 22nd, 2022, 08:14)JackRB Wrote: Hello, posted this in my own thread but didn't get any response - so posting this over here
"For anyone reading this, willing to cover for next weekend? Going on a weekend trip, so will be out Friday->Monday. Should be fine for whoever to play, we're still in the early stages, so not much to do."
|
|
|
Temporary Substitute PB64 |
Posted by: Ginger() - July 21st, 2022, 23:16 - Forum: Civilization General Discussion
- No Replies
|
|
Looking for a temporary replacement for the Greeks in PB64— I'm leaving on a week's vacation tomorrow and want to help maintain the turnpace in PB64.
I have a build order and worker planning done for several turns and will be available to answer any questions on the forums.
|
|
|
Usefulness of spells |
Posted by: rgp151 - July 20th, 2022, 07:28 - Forum: Master of Magic
- Replies (5)
|
|
This is not necessarily a ranking of how powerful a spell is, but how likely I am to use these spells in a game. It's also a little odd, because I'm treating different types of spells differently. For example, global enchantments are generally only cast once, but I may give a global enchantment a 3 or 4, meaning that if I get the spell I am very likely to cast it. However for stuff like combat spells, its more about how often I use that spell in combat during a game.
There are some spells, like Disjunction, that are obviously very situational, but can be critically important when needed. This doesn't do a good job of reflecting that type of value.
Clearly, Life and Sorcery have the strongest overall suite of Common spells. Almost everything you get from them is quite useful. I know a lot of people don't like Nagas, but I use them a lot and think they are worth it. Usually only 1 or 3 units a game, but they are quite potent at taking neutral towns in the early game, which is what I use them for. Chaos has the fewest useful spells, but ironically Chaos still has a very strong opening because the few good spells it has are so good that they make up for the fact that most of the other spells suck.
I'd say that Chaos in general is a sort of odd duck, in that it has a lot of spells that just aren't that good, but by the same token, it has a few standout spells that are extremely effective. It's also a bit strange because I'd say that overall Chaos has the best Conjuration game, even though most of its summons are lackluster. It really rides on Hell Hounds and Chimera, and even Chimera aren't that great. But, what makes Chaos good is the synergy of Chaos Channels, Warp Reality, and Chaos Surge. The hit and miss nature of Chaos also makes it more reliant than most on using all 10 books or at least 9 books to ensure that you get the critical spells. Honestly, masses of Hell Hounds and Chimera when combined with Warp Reality and Chaos Surge are extremely effective, especially when you throw in Chaos Channeled Paladins, Elven Lords, Golems, Barbarians or Draconians. It makes for a very interesting buildup, because the later spells actually boost the effectiveness of units you have been accumulating throughout the game and give "new life" to old units.
I know a lot of people like the many Global Enchantments of Chaos, but really all that matters IMO is Chaos Surge. The Great Drake can be useful, but nothing else is really game changing for the human player from the Very Rare spells. While cool, Armageddon isn't really worth casting. On the other hand, allowing the AI to get Very Rare Chaos spells can be a disaster. Almost all of the Very Rare Chaos spells are not fun to play against and can allow a high level Chaos wizard to be quite a threat.
Life starts out very strong, but the Uncommon Life spells are lackluster, other than Prayer and Raise Dead. True Sight is one of those spells that can be critical, but is sometimes not needed.
Sorcery is like Life, in that it's Common spells are almost universally useful, but its Uncommon spells are quite lacking. However, IMO, Flight is one of the most important spells in the game given the critical effects of Flight on combat and how useful it is for increased movement. This is especially true in 1.4+, where Flying creatures won't suicide themselves, meaning that unless you can hit flyers you can't win battles, even if you have the most powerful non-flying unit imaginable vs Sprites. This, of course, is very frustrating. Phantom Beasts are obviously extremely powerful. Spell Blast is one of those spells that you may not need to use often, but there are times when its game changing. I've found that the better I get at the game, however, the less often I need to use it.
But of course Life and Sorcery come back on strong with Rare spells, both having what I would consider to be the strongest sets of Rare spells by far. Lionheart, Incarnation and Invulnerability are all insanely powerful. Any one of those spells can pretty much win you most games. Alter of Battle and Stream of Life can also be very effective, especially in setting up a new town on Adamantium or something. I really like getting Draconians on Adamantium in the mid-game with Life, because with Stream of Life and Alter of Battle pretty much the only things you need to build in the town are the base production buildings, an Alchemist Guild, and then a Stable and possibly a Shipyard to crank out Doom Drakes and Air Ships. No need to even build an Armory and no need for any religious buildings, though you may want a Shrine for Shamen.
In terms of the late game, High Prayer rules everything, and you will probably cast any of the unit buffing Global Enchantments you get, but of them all Crusade is by far the best value.
Sorcery, of course, excels in the mid-game, with a lot of powerful spells. This is when you make virtually indestructible heroes. Mind Storm and Banish are very good combat spells, although Mind Storm won't work on Undead, but BANISH WILL! This is great because its one of the very few spells in the Sorcery arsenal that works on Undead, and its quite powerful.
When it comes to the Very Rare spells, IMO, the only ones I really care about are Mass Invisibility, Sky Drake, and Suppress Magic. Yeah, Time Stop is powerful in theory, but it just not a good spell IMO. Its very costly to use, often not needed, and seems weird when you use it. I don't bother with it. Suppress Magic, however, can be great, though I do find that I don't often really need it these days as most of the AIs aren't a threat by this point. However, if you are behind in a game, this is one of those spells that can be a real game changer and turn it around for you. I'll almost always cast it when I get it, unless the game is pretty much over anyway.
As for Nature: Nature has some generally useful Common spells, but few of them are really game changers. Web is the most important of them. I use a lot of the spells when I play Nature because that's all you have to work with, but they are all somewhat middling in their effects. As for Uncommon spells, you really kind of need Basilisks to save you, and maybe you can get some utility out of Cracks Call by taking Behemoths or something, but without Basilisks at this point Nature fells like a very weak version of Life. I may have overrated Pathfinding, because often you'll have either Rangers or heroes with Pathfinding. Still, Nature's sort of ultimate combo is Pathfinding Water Walking Basilisks paired with Gorgons, until of course you can get a Great Wyrm. I feel like Nature is a school that doesn't really come into its own until the late game. The Very Rare spells of Nature are really sort of a final payoff. If you can get there, Nature has a really powerful late game. Entangle and Call Lighting is a broken combo in more ways than one. Its literally buggy in most versions of the game. In whatever version of 1.5x I'm using Entangle stops all creatures, including flyers, and it seems to stop them all entirely after the first round. Call Lightning sometimes causes the game to crash. The biggest problem with Entangle + Call Lighting, however, is that it will almost always prompt the enemy wizard to cast Disenchant Area, and unless you have Nature Mastery, they will likely get removed. But still, when in place, this is an essentially unstoppable combo that can win just about any battle, except against Magic Immunity. The Great Wyrm is of course terrifying, but the lack of ability to hit flying units is a problem. By the late game, the capitals of most enemy wizards will be filled with flying units, so this is a challenge, even if you have Web. But, with Regeneration you can now finally make use of heroes against enemy wizards, so another strategy with Nature is to build up heroes throughout the game on safe encounters, and then once you get Regeneration, put that on them and go after the wizards. I'll add that Gia's Blessing is a good spell, but for the cost I often don't need it. I'll typically have already fixed any terrain issues with Change Terrain. I do use it from time to time, though, either to speed up development of a critical town, like a new town on Adamantium, or to suppress rebels in a town with bad relations, like Klackons or Dark Elves or something.
And finally we get to Death. Death has a pretty weak opening. Most of its Common spells aren't that good. Nevertheless I do end up utilizing most of them. Skeletons and Ghouls in Darkness is the best thing to use early on. I find myself using Weakness more than Black Sleep just due to the cost, although later in the game, once you get Black Payer and more mana, Black Sleep will remain useful, while Weakness is only useful in the early game. Mana Leak can be ok, but when you are the attacker the enemy still gets 3 rounds of shots. On defense it works better, but is less often needed. Cloak of Fear is decent in the early game when going against low Resistance units, but by the mid-game its utility falls away.
Black Prayer and Shadow Demons is really when Death starts to develop. Shadow Demons are slow and clunky to use, but can be insanely powerful. I often use them in pairs, and they can take virtually any neutral town, except maybe Slinger or Doom Drake filled towns, they can win most battles against wizards on their own, and can take many lairs. If you get a stack of at least 4, then there are tons of lairs they can take when you are able to cast both Darkness and Black Prayer. Then once you get Wraiths its pretty much game over. The AI doesn't know how to really deal with Wraiths, so you can pretty much just wipe out all the enemy wizards in no time once you get them. When paired with Zombie Mastery, you basically never need to make another unit. You may need to use Wrack, especially on defense when you may not have Wraiths or Shadow Demons on hand. But for the most part, when playing Death you really only need and handful of spells. You have to utilize several Common spells to get started, but then its just a matter of using Black Prayer, Darkness, Shadow Demons, Wraiths, and maybe Death Knights if you even need them. Wrack and Death Spell to fill in gaps. If you're using heroes then Wraithform and if you both with Trolls then Black Channels, but for the most part, its all about Shadow Demons and Wraiths fighting in Darkness. In theory, Eternal Night is a good Global Enchantment, but I just rarely need it.
As a final note, here are the totals of the scores I assigned by school:
Nature: 79
Chaos: 71
Life: 83
Death: 74
Sorcery: 85
This doesn't necessarily correlate directly to the overall effectiveness of those schools of magic, just the diversity of the useful spells in those schools. Chaos and Death score lowest, but they are very powerful schools that just rely heavily on a few spells. Life and Sorcery utilize the broadest range of spells, at least in my estimation.
|
|
|
Online Users |
There are currently 112 online users. » 3 Member(s) | 109 Guest(s) Aurorarcher, El Grillo
|
|