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[pb46 spoilers] Hitru lurks again

Turn 0

Welcome to the game!


We're due a reload to get the techs right, but I settled anyway to get some more map knowlege. That sliver of land to the south looks particularly uninviting. rolleye SE-SE for the scout? Looks like he can keep going that direction next turn too.

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Turn 0 cont.

No seafood for a sheep city. frown SW-W, SE-SE or SE-E next turn?


Demos after Rusten settled.


Our password is 46
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Turn 0 cont. pt 2

A bit of flying camera might help us to see which way we should scout next turn. From the SE there's a lot of land with some mountains.


From the SW there's some land with a lot of mountains.


And there's nothing much to the north. I dun a pikcher. smile


Does that help with the scouting decision?
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Turn 1

Ah, now I feel a little better about this map. smile


Here's a potential scouting plan. We aren't sure if we should bother with the yellow and orange moves, but I don't think they delay our scouting horribly. I think we have time to detour and investigate the wheat if we want as well.


Demos after everyone but Dark Savant has settled.


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Turn 2

I'm glad we didn't take CHA after all.


Demos.


From the land numbers we know everyone has some water in their first ring. Rusten has 6 land tiles and DS has 7. Someone has 8 and someone else has 4 (ouch). The average is 5.6, so we're better off than I thought.
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Turn 4

I *think* the land to the east is a different continent. We're hoping our fifth or sixth city will give us overseas trade routes.


The scout could head straight back to investigate the sliver of land below the capital or could go to the highlighted tile to do a bit more exploration before coming back.

Demos.


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Turn 5

The border pop shows us some more fur. There's a forested hill NE of the deer, but I don't see any other land. Hopefully there's some seafood somewhere on that coast, but we won't find out for a while.

Working the plains forest hill means our workboat will be ready in 2 turns. Has anyone got an equation about a 1-shot workboat that nets a fish on t7 vs a worker that can pasture a cow on t15 but then continue building stuff? The fish clearly wins for us since the worker would have nothing to do for ages after the pasture, but how does it compare to someone else with multiple land resources? Essentially, are we winning yet?


Demos.

Beardbeard got either Agriculture or Fishing, so he's been working a tile with commerce (we're 2 beakers short of getting fishing this turn without working a commerce tile). Hopefully he's got a bare river-grass tile rather than a forest dye or oasis.

We're not the worst for land area! At least two other players have a tile less than we do... The average of 11 land per cap tells it's own story, some folks are going to have awesome Bureaucapitals, we're going to have an awesome Moaicapital.


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So some of you may have wondered about the gibberish that is our city name: ArtFileMgr. Well, what you see here is one of many class names inside the civ 4 DLL and this will be our very nerdy naming scheme:

Civ 4 Classes

Actually the real class name is CvArtFileMgr, but many classes begin with "Cv" or "f", so we took the freedom of removing those parts to get some better sounding names. I will try to give a small explanation of every class that we use. This will also be a nice small introduction into programming and the insides of the DLL. So come with us on this crazy journey through the innards of Civ4 smile

So let me begin with the basics and don't worry I will try to keep it as simple as I can. Some of you may know that Civ 4 was programmed in Python and C++. Python was used exclusively outside the DLL and C++ inside it. Both languages are object oriented programming languages (OOP). In OOP you create (abstract) objects similar to real objects. Let's say our object is a hammer. Our hammer has certain properties and methods you can interact with it. Objects in the code work and interact with other objects in a similar way. The way objects are created is via classes. Classes are like blueprints, which describe an object and enables the computer to create those objects. Of course this is a gross simplification of the topic, but we don't want to get too complicated. Back to our actual city name.

ArtFileMgr (Actual name: CvArtFileMgr)

It's a rather simple class that takes care of handling the location on the hard drive of all the visual artworks (UI elements, 3D assets etc.). It reads the CIV4ArtDefines.xml to get those locations and provides it to every other class in the DLL in a way that C++ can handle it.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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That is, in fact, a very nerdy naming scheme wink I like it...
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Oh man, I feel like it would be even more pleasingly authentically nerdy if we kept the "Cv" at the start of the name.

I'm expecting to be able to program by the end of this thread Charriu...
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