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[Spoilers] Ichabod's spoiler thread

(June 3rd, 2020, 12:08)Ichabod Wrote: I'm a bit rusty in the district discount formula. In layman terms, to get discounts early, we need two of a district, before we build any other districts, right?

The way I usually think of it is like this: The game "expects" you to build an equal number of each district you have unlocked, and calculates a threshold value of (total # of districts built)/(# of different districts unlocked). Any district which you have in a quantity less than that threshold value gets the discount in order to 'catch you back up' to the amount you 'ought' to have - but only as long as the threshold is at least 1 (to, I think, avoid rewarding people for underinvesting in infrastructure.)

Quote:Question to the lurkers: There are some adjacencies for districts that give only 1/2 a yield, like forests for HS's and one district to others, as a whole. Can you combine these different bonuses, meaning that a HS near a forest and the city center will get +1 faith?

They do not stack that way - Holy Sites get +1 faith for being near two forests, and +1 faith for being near two other districts, but get no bonus if they are next to a single forest and a single district.
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(June 3rd, 2020, 16:46)Banzailizard Wrote: If you are going religion here are some thoughts on low faith beliefs:

Follower Belief:  

Religious Community  + 1 housing from shrines and temples Depends on if you want to build shrines and temples.  Housing is going to be your limiting factor over amenities.  This could help.
Choral Music : Same as above but culture rather than housing.  Again you need to build temples and shrines but maybe worth the hammers?
Divine Inspiration: If you do get a few good wonders this could be helpful.  A little extra faith to help you patronize a GP maybe?

You have to pick a follower Belief so one of these three would probably be best.

Religious buildings? Skip them if you are going low faith

Founder Beliefs:

Tithe / Church property (either but I think Tithe is better) Gold is good, upgrade costs scale with techs now I think.

The rest are either not great or require faith

Enhancer Beliefs:

Defender of the faith:  not as good as it once was, but +5 CS is still pretty good.
Crusade: If you can get enough faith to spread your religion, this can be a strong buff.  +10 to attack is very good.

Question is how many hammers do you feel comfortable committing to get these bonuses?

I think Choral Music and Religious Community doesn't really fit with low faith beliefs, by the logic that, if you pick them, you need to do the same things you would do to generate loads of faith: build HS's, shrines and temples. It can be argued that they don't spend any faith, so you could use that faith for builders/settlers with monumentality, while a belief like Jesuit Education would compete for those same yields. But when you look at it from the perspective of investment, both Choral Music and Religious Community have a lot of frontloaded investment needed.

Choral music still feels powerful and it fits pretty well with a strategy of going for a fast second tier government (as monarchy requires divine right, which has 2 temples as the inspiration).

Work ethic (+1% production for each follower in a city) and Zen Meditation (+1 amenity for a city with 2 or more districts) are less tied to how many HS's you have, but their bonuses seem so small. For some reason, I always feel like cities have very few followers, so work ethic doesn't count for much more than 5% bonus.

About the other beliefs, I agree. Those are the ones I'd likely pick.

I think the problem with religion is twofold: first, it will hurt our science rate, because investing in religion means not investing in Campus and related buildings. The second one is a timing problem, as I think it'll take too long until we start getting the return of our investment. meanwhile, a player that focused more on other areas could be conquering his neighbors and getting a bigger lead than what religion could provide.

I guess the question also ties to another one: how easily can we conquer a neighbor in Civ 6 GS? I saw some discussion about how loyalty really hinders the ability to take enemy cities and that worries me. Perhaps focusing in a mid-game attack is a losing strategy. If that's the case, investing in faith makes more sense. It's a complicated question, overall.

(June 3rd, 2020, 20:03)Quagma Blast Wrote:
(June 3rd, 2020, 12:08)Ichabod Wrote: I'm a bit rusty in the district discount formula. In layman terms, to get discounts early, we need two of a district, before we build any other districts, right?

The way I usually think of it is like this: The game "expects" you to build an equal number of each district you have unlocked, and calculates a threshold value of (total # of districts built)/(# of different districts unlocked). Any district which you have in a quantity less than that threshold value gets the discount in order to 'catch you back up' to the amount you 'ought' to have - but only as long as the threshold is at least 1 (to, I think, avoid rewarding people for underinvesting in infrastructure.)

Quote:Question to the lurkers: There are some adjacencies for districts that give only 1/2 a yield, like forests for HS's and one district to others, as a whole. Can you combine these different bonuses, meaning that a HS near a forest and the city center will get +1 faith?

They do not stack that way - Holy Sites get +1 faith for being near two forests, and +1 faith for being near two other districts, but get no bonus if they are next to a single forest and a single district.

That makes sense, thanks. I guess that's why the phrase it in such a strange way in the descriptions: "+1 if adjacent to 2...".

***

Turn 5/500

The untrained eye may not see it, but there's a CS up there (yeah, it appears in the settler map). Luckily, some tiles near that river can be settled. It's a nice city, with resources, jungle, hopefully a bit more production in the fogged tiles. I'm going to press forward with the warrior to meet the CS (perhaps we can already see it from the jungle hill tile to the NE). The tiles have the flooding icon, by the way, so hopefully we can get some yield increases there.

   

On the Capital, I chose to work the 1/2 tile. We grow in five turns with either the 1/2 or the 2/1, considering that we change to the spice tile when it comes online. We can perhaps wotk the 2/1 tile for 1 turn, then we can finish the settler in 11 turns, so 13 turns from now. Unfortunately, Civ 6 doesn't show how much food you have in the box, nor does it show the fractioned production in your queue (and I really don't understand some of the rounding - why 5 + 5% is 5.3 and 7 + 5% is 7.3?), so I can be doing a mistake somewhere.

Is it easy to cook a sandbox in Civ 6? I wouldn't mind testing this a bit with one.
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Sandboxes are possible, use WorldBuilder to make yourself a start similar to what you can see. Turn off barbs so they don't ruin your plans. I find it easier to use a spreadsheet though. Then you can see exactly how much production/food you have in the box and can swap things around accordingly (as long as you get all the formulas right lol).

I attached a copy of my micro spreadsheet. Pop growths are calculated automatically. Just start from T1 in order to keep the fractional food/production accurate. In the hammer box I typically just keep a running total rather than zero-out when a build completes (e.g. scout completes at 30Icon_Production, subsequent warrior completes at 70Icon_Production, etc.).


Attached Files
.xlsx   Civ 6 Micro Template - blank.xlsx (Size: 64.8 KB / Downloads: 5)
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(June 5th, 2020, 06:51)Cornflakes Wrote: Sandboxes are possible, use WorldBuilder to make yourself a start similar to what you can see. Turn off barbs so they don't ruin your plans. I find it easier to use a spreadsheet though. Then you can see exactly how much production/food you have in the box and can swap things around accordingly (as long as you get all the formulas right lol).

I attached a copy of my micro spreadsheet. Pop growths are calculated automatically. Just start from T1 in order to keep the fractional food/production accurate. In the hammer box I typically just keep a running total rather than zero-out when a build completes (e.g. scout completes at 30Icon_Production, subsequent warrior completes at 70Icon_Production, etc.).

Thanks a lot Cornflakes. The spreadsheet is pretty useful. You get a C&H strip in your honor:

[Image: 31c873df73eca5a5bff0e02d12fa2a21.gif]
Hooray for spreadsheets technology.

I already realized a mistake, that I thought you start needing an amenity at size 3, not 4. I thought this could take a turn off the settler build, but it's not the case. I think the amount of food we want to have in the city when the settler finishes is what will define if we work a 2/1 or 1/2 tile.

It seems we'll be at size 4 already when the settler finishes.

***

Turn 6/500

Here's the settler view after the warrior movement. We haven't met the CS yet. It seems that we are the only team with a 4 food yield in the Cap, because no one else grew last turn, we are the only team with 8 empire score.

   

Next turn we'll double the amount of excitement, since the scout will be ready. I really hope we meet the CS as well, because this game has been really low on dopamine these past turns.

Question for the lurkers: in your opinion, what is the best CS type to meet early?
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(June 5th, 2020, 11:40)Ichabod Wrote: Question for the lurkers: in your opinion, what is the best CS type to meet early?

In order of best to worst:

Cultural:  early governments faster. Early production saving polices faster.  Until the classical era culture is king, and its just as useful as science thereafter.

Scientific: more early techs which are all really essential (uncovering resources, unlocking buildings, etc)

Commercial: gold is production but more flexible since it can be spent anywhere. Also good for upgrades. 

Military: you should be producing a lot of units (builders, and settlers count) +2 production early in your capital can be meaningful.  Still a lot harder to come by culture or science early on.   In mid-game production is much more of a bottleneck when you have lots of things to build and lots of infrastructure giving you culture/science. 

Industrial: probably not producing a lot of early buildings or wonders.  Helpful to get a monument or granary up in your capital but not great.

Varies:

Religious: depending on how much you want to have a religion, from very good to useless

Though maybe the best of all is a useless CS in a prime location, just fit for conquest.
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Personally I think Military CS are the best. The +2Icon_Production is a significant boost to your overall production at this stage of the game. And since it applies to civilian units as well I find it to be a tremendous boost to your snowball. Culture is a close 2nd though. Religious probably 3rd depending on whether you have a strong pantheon preference.

Note, the CS types were generated randomly. I only know what type you get when you post about it.
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If you have no other source of faith besides God King, which is not that unusual, I think I might put Religious CS first. I find running God King really awkward but you need to get the Pantheon going.
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Ah I forgot about pantheons so that would move up my ranking of religious states. I suppose in this context its better than cultural since you could get culture out of the pantheon.
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Brief interlude for the programming challenge number 2.

My solution to work with queries didn't work. It's just fancy data manipulation that doesn't make things more effective.

So, let's think about the task in a more straightforward way. What is the problem with this challenge: we are dealing with very high numbers, and working with large intervals, so working with all the integers in these intervals becomes a very costrly action.

What can we do to overcome this difficulty? Well, perhaps we can represent the intervals in a different way, instead of counting every single integer in them. For the purpose of the challenge, we could perhaps count the interval as two connected nodes:

Example:

235 (start of the interval) -------- 34500 (value of the interval) --------- 345 (end of the interval)

If we receive a query that says 250 260 1000, we would update our structure to:

(235) ---- 34500 ---- (250) ---- 35500 ---- (260) ---- 34500 ---- (345)

I think there's a way to represent this problem with a structure similar to this. Perhaps a linked list with weighted edges could be a good representation of it. Perhaps just a list/array where the even indexes are the vertices (start/end of intervals) and the ood indexes are the values.

There are two main problems that I can see right now:

*How to get the values for the start and end of an interval. 

-> Possible solution: if the interval given by the problem is 0 to 1000, start our data structure in -1 to 1001, and the intervals -1 to 0 and 1000 to 1001 can serve as the values of 0 and 1000. It's important to note that we only need the highest value, we don't need to determine its position.

*How to find values in our structure. I we need to go through all the structure to find where we can place the start/end of our interval, perhaps it won't be so effective sd it ought to be.

That is my current thought proccess. Still very far from a solution, though.
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I don't have much of an opinion on the coding right now, got a final coming up and all. How is the game going though? Anything interesting happening?
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