December 9th, 2013, 15:45
Posts: 223
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Just placed my warriors around the perimeter of the island and that made it possible to see all tiles of the island. Now I'm playing with "no barbs" option : )
December 10th, 2013, 19:19
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I'm interested in your technique of using a program to optimize tile yields, but it's not clear to me when reading exactly what information you are inputting into the program. Could you elaborate on that?
December 11th, 2013, 01:28
(This post was last modified: December 11th, 2013, 01:29 by Furungy.)
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Joined: Nov 2013
(December 10th, 2013, 19:19)SevenSpirits Wrote: I'm interested in your technique of using a program to optimize tile yields, but it's not clear to me when reading exactly what information you are inputting into the program. Could you elaborate on that?
I just hard code initial state of the city and its building, future actions and buiding queue. For example, let's take Utrecht city
Code listing for simulating its roadmap:
Code: static void processUtrechtBuildingQueue(uint8_t startTurn) {
std::cout << std::endl << "UTRECHT" << std::endl;
City city;
city.setTiles({
Tile::create(2, 1, 2), // city
Tile::create(4, 2, 0), // cows
Tile::create(5, 1, 1), // wheat
Tile::create(2, 0, 3), // riverside graasland with cottage
Tile::create(2, 0, 0), // riverside graasland
Tile::create(1, 3, 1), // riverside mine
});
city.setPopulation(2);
city.setAccumulatedGoods(Goods(15, 0, 0));
city.pushBuilding(Building::warrior(12));
city.pushBuilding(Building::granary(4));
ActionQueue actionQueue;
actionQueue.pushAction(startTurn + 3, AnyAction::create([](City &city, Goods &turnGoods) {
city.tileAt(4)->setGoods(Goods(2, 0, 3));
city.turnLogger().addEvent("COTTAGE");
}));
actionQueue.pushAction(startTurn + 5, AnyAction::create([](City &city, Goods &turnGoods) {
city.setTopBuilding(Building::settler());
}));
actionQueue.pushAction(startTurn + 11, WhipAction::create());
city.processBuildingQueue(startTurn, actionQueue);
}
// ...
int main(int argc, const char * argv[]) {
const uint8_t startTurn = 55;
processAmsterdamBuildingQueue(startTurn);
processUtrechtBuildingQueue(startTurn);
processTheHagueBuildingQueue(startTurn);
return 0;
}
...and simulation result:
Code: T55: 02 15/00/000 07/04/003 WARRIOR (012/015) GRANARY (004/060) ±FPС: 7/4/3
T56: 02 22/01/003 07/04/003 WARRIOR (015/015)* GRANARY (004/060)
T57: 03 05/00/006 07/04/006 GRANARY (009/060) ±FPС: 0/0/3
T58: 03 12/00/012 07/04/006 GRANARY (013/060) COTTAGE
T59: 03 19/00/018 07/04/006 GRANARY (017/060)
T60: 04 00/00/024 07/04/009 SETTLER (000/100) GRANARY (021/060) ±FPС: 0/0/3
T61: 04 00/00/033 07/04/009 SETTLER (011/100) GRANARY (021/060)
T62: 04 00/00/042 07/04/009 SETTLER (022/100) GRANARY (021/060)
T63: 04 00/00/051 07/04/009 SETTLER (033/100) GRANARY (021/060)
T64: 04 00/00/060 07/04/009 SETTLER (044/100) GRANARY (021/060)
T65: 04 00/00/069 07/04/009 SETTLER (055/100) GRANARY (021/060)
T66: 02 00/60/078 07/04/003 SETTLER (066/100) GRANARY (021/060) WHIP (2) ±FPС: 0/0/-6
T67: 02 00/37/081 07/04/003 SETTLER (100/100)* GRANARY (021/060)
T68: 02 07/02/084 07/04/003 GRANARY (060/060)*
Now I'm going to add granaries effect for city to my domain model.
December 11th, 2013, 14:52
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So why wasn't The Hague one to the east?
December 11th, 2013, 22:42
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(December 11th, 2013, 14:52)Commodore Wrote: So why wasn't The Hague one to the east?
Because of the fish.
December 12th, 2013, 14:39
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Just founded Rotterdam. All my cities established +2 commerce trade routes with it.
December 12th, 2013, 14:43
Posts: 223
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Joined: Nov 2013
T60 Demos
December 12th, 2013, 14:51
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Nice demos! ![thumbsup thumbsup](https://www.realmsbeyond.net/forums/images/smilies/thumbsup.gif) Your expansion looks solid (although I'm still not a huge fan of Utrecht's location, but that's really minor). I like the way you have organized WB support for your new cities.
December 18th, 2013, 14:31
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Joined: Nov 2013
The game is paused until Monday. That is a good time to make some report. Let's start with my map.
South
North
Alexander's capital
December 18th, 2013, 14:46
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Joined: Nov 2013
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