SGOTM 16 - Kakumeika

Brennus
Brennus.jpg

Mysticism and Hunting

Spiritual - No Anarchy when changing Civics or Religions
Double production speed of Temples and the Cristo Redentor Wonder
Charismatic - +1:) per city
-25% XP needed for unit promotions
+1:) from Monument and Broadcast Tower

Gallic Warrior - Swordsman with free Guerilla I promotion. Can be produced with Copper
Dun - Walls that give free Guerilla I promotion to units built in the city

Favorite Civic - Organized Religion

We Fear You Are Becoming Too Advanced appears after he sees you receive 8 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 40% of the other AIs also know the tech


Builds Wonders 2/10
Builds Units 6/10
Espionage Spending 6/10
Resists Capitulating 4/10

Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10

Declares Wars of Conquest on Neighbors whom He is Annoyed With 7/10

Flavor Military (Medium) + Religion (Low)
Faction (Peace Weight) Bad (+0)
Base Attitude towards Human Player (-1)

Possible Diplo Bonuses
Different Religion Penalty - Up to -3 Relations (or -4 if Brennus owns the Holy City)
Shared Religion Bonus - Up to +7 Relations (or +8 if Brennus owns the Holy City)
Shared War Bonus - Up to +4 Relations (or +5 while human and Brennus share a war)
Shared Civic Bonus - Up to +4 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10

Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Cautious
Will trade extra health resources: Annoyed
Will trade extra strategic resources: Pleased
Will trade map: Pleased
Can plot war at pleased: Nope :cool:
Can be bribed to war against AI: Cautious (If he is cautious or lower with target AI)
Will sign trade embargoes: Cautious (If he is cautious or lower with target civ)
Will adopt religion: Friendly
Will adopt civic: Pleased
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Friendly


Favorite Tile Improvements: Farm + Windmill
 
Ramesses II
RamessesII.jpg

The Wheel and Agriculture

Industrious - +50%:hammers: bonus on production of Wonders
Double production speed of Forge
Spiritual - No Anarchy when changing Civics or Religions
Double production speed of Temples and the Cristo Redentor Wonder

War Chariot - Chariot with 5:strength: instead of 4, which is Immune to First Strikes
Obelisk - Monument that can turn 2 Citizens into Priests

Favorite Civic - Organized Religion

We Fear You Are Becoming Too Advanced appears after he sees you receive 22 techs from AIs on Emperor Difficulty (Varies based on difficulty, Tech steals don't count)
Will trade techs that don't unlock units or buildings to human when 60% of the other AIs also know the tech


Builds Wonders 10/10
Builds Units 2/10
Espionage Spending 5/10
Resists Capitulating 4/10

Asks for Help 4/10
Demands Tribute 1/10
Demands You Convert To His Religion 5/10
Demands Civic Change 5/10

Declares Wars of Conquest on Neighbors whom He is Annoyed With 3.7/10

Flavor Culture (Medium) + Production (Low)
Faction (Peace Weight) Neutral (+6)
Base Attitude towards Human Player (+0)

Possible Diplo Bonuses
Different Religion Penalty - Up to -2 Relations (or -3 if Ramesses II owns the Holy City)
Shared Religion Bonus - Up to +7 Relations (or +8 if Ramesses II owns the Holy City)
Shared War Bonus - Up to +3 Relations (or +4 while human and Ramesses II share a war)
Shared Civic Bonus - Up to +5 Relations
Tech trades required to receive +1 "shared your technological discoveries with us" - 10

Attitude Thresholds
Will open borders: Cautious
Will trade techs: Cautious
Will trade extra happy resources: Annoyed
Will trade extra health resources: Cautious
Will trade extra strategic resources: Cautious
Will trade map: Friendly
Can plot war at pleased: Nope :cool:
Can be bribed to war against AI: Pleased (If he is cautious or lower with target AI)
Will sign trade embargoes: Pleased (If he is annoyed or below with target civ)
Will adopt religion: Friendly
Will adopt civic: Friendly
Will possibly peace vassal to human player: Friendly
Will form defense pact: Friendly
Will form permanent alliance: Pleased


Favorite Tile Improvement: Nothing Specific
 
Oh my!!! Ramesses needs 10 techs. Then I mistakened with another one. Thanks for straightening up my typical flow of misinformation. I wonder if it was Hatshe instead...or perhaps I was wrong from the bottom.

Anyways, we won't get early that +1.

One or two parts are never seen before info, such as +1 shared tech. Had to research that ourselves using worldbuilder and test games.

You're right. I had a quick look into XML files and I didn't find it. I wondered where it was defined.
For me, the most logical was CIV4LeaderHeadInfos.xml.
 
A reminder for all: don't forget to always cancel worker tasks before passing the save to the next player. Even if it is ridiculous...and the task will never be terminated.

Tachy, you did cancel his task. However, you also skipped his turn!
Of course, I will simply give him orders. No harm done.
But everyone should be in the habit of waking the workers.
 
PPP Turns 31 - 40

Grand Plan:
Unchanged. I'm only half way thru my culture test to get a feel for how likely a culture victory will work for us.
My gut tells me it's too much of a distraction to try for a 3rd LC. But I need to see how it feels after sushi.

Research:
Alphabet - 100%

I ran tests to see if banking 16 gold to use next TS when we have two cities would be good. Turns out, we're better off running 1 turn at 0% next TS when we have 2 cities (banking 19 gold). We get alphabet t49 either way.

Build:
Settler (9) (move to desert/hill)
Warrior (1) (Name: Tachy, no move)

Worker:
Finish cottage (3)
Road (3)
N cottage (5)

Warriors:
Adam: Promote woodsman and move SW. Heal 3. Reveal shoreline for trade routes. Look for a west river. Then return home.

Eve: Look for an east river and then browse Brennus' land.

Louis: Reveal the north peninsula.
shulec's suggested route: 1N1W, 1N1E, then 1N1E to the coast, 1E to reveal fogged land, then 1E to search for seafood, then backtracking NW to rest of peninsula.


Miscellaneous


Redirect EP on Brennus

End of Turn Actions

save game
Check culture view for other civilizations
 
Adam might be better off moving 1S1W and promoting to woodsman and healing there. I think there would be less chance a panther would come out of the jungle and eat him if he moved 1S1W to heal.

Otherwise PPP looks good.
 
Yeah, I haven't found any faulty procedures the PPP too. That was pretty organized during my PPP preparation thinking long term towards Alpha.

I haven't said any ok, but here's my green light.
 
Trying to find certain relevant things to our SGOTM game.

We need 3 shrines we want to minimize GProphets spawning and most shrines are build by AI's.

I looked into C++ files about cities if the AI had some sort of GProphet strategy given the AI propensity for all sorts of shiny goodies first.

It turns out there is a part of code about shrines and GProphets.
Spoiler :

Code:
 if (!isHuman() && (iCurrentEra <= ((iTotalEras * 2) / 3)))
        {
            // try to spawn a prophet for any shrines we have yet to build
            bool bNeedProphet = false;
            int iBestSpreadValue = 0;

			
			for (iJ = 0; iJ < GC.getNumReligionInfos(); iJ++)
            {
                ReligionTypes eReligion = (ReligionTypes) iJ;

                if (isHolyCity(eReligion) && !hasShrine(eReligion)
                	&& ((iCurrentEra < iTotalEras / 2) || GC.getGameINLINE().countReligionLevels(eReligion) >= 10))
                {
					CvCivilizationInfo* pCivilizationInfo = &GC.getCivilizationInfo(getCivilizationType());
					
					int iUnitClass = GC.getSpecialistInfo(eSpecialist).getGreatPeopleUnitClass();
                    FAssert(iUnitClass != NO_UNITCLASS);
                    
					UnitTypes eGreatPeopleUnit = (UnitTypes) pCivilizationInfo->getCivilizationUnits(iUnitClass);
					if (eGreatPeopleUnit != NO_UNIT)
					{
						// note, for normal XML, this count will be one (there is only 1 shrine building for each religion)
						int	shrineBuildingCount = GC.getGameINLINE().getShrineBuildingCount(eReligion);
						for (int iI = 0; iI < shrineBuildingCount; iI++)
						{
							int eBuilding = (int) GC.getGameINLINE().getShrineBuilding(iI, eReligion);
							
							// if this unit builds or forceBuilds this building
							if (GC.getUnitInfo(eGreatPeopleUnit).getBuildings(eBuilding) || GC.getUnitInfo(eGreatPeopleUnit).getForceBuildings(eBuilding))
							{
								bNeedProphet = true;
								iBestSpreadValue = std::max(iBestSpreadValue, GC.getGameINLINE().countReligionLevels(eReligion));
							}
						}
				
					}
				}
			}

			if (bNeedProphet)
            {
                iTempValue += ((iGreatPeopleRate * iBestSpreadValue));
            }
		}
		iTempValue *= 100;
		iTempValue /= GET_PLAYER(getOwnerINLINE()).AI_averageGreatPeopleMultiplier();
		
		iTempValue /= (1 + iEmphasisCount);
		iValue += iTempValue;
	}

Unfortunately, it doesn't look like we have a quarry to exploit; some sort of parameter to exacerbate to maximize AI's shrines building. But AI's really are looking for shrines of all sorts albeit non state religion.

First, let's define iTotalEras=7 for an ancient start.
I don't understand that global condition
Spoiler :
if (!isHuman() && (iCurrentEra <= ((iTotalEras * 2) / 3)))
has over the second inside, but it looks like at a certain era, the AI's doesn't look for GProphet anymore.

But the need for a Gprophet (bNeedProphet) comes along the second condition (iCurrentEra < iTotalEras / 2), which means:

All eras before the 3rd (or 4th if rounded up), the AI will actually try for building just for a shrine.

My 2 useless cents.
 
Let's have a look into rules for barbarians in term of rules instead of test games.

For emperor level (CIV4HandicapInfo.xml) , we have:

<iBarbarianCreationTurnsElapsed>20</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>25</iBarbarianCityCreationTurnsElapsed>

Then, in CvGame.cpp:

Code:
void CvGame::createBarbarianUnits()

[...]

if (getNumCivCities() < ((countCivPlayersAlive() * 3) / 2) && !isOption(GAMEOPTION_ONE_CITY_CHALLENGE))
	{
		bAnimals = true;
	}

	if (getElapsedGameTurns() < ((GC.getHandicapInfo(getHandicapType()).getBarbarianCreationTurnsElapsed() * GC.getGameSpeedInfo(getGameSpeedType()).getBarbPercent()) / 100))
	{
		bAnimals = true;
	}

	if (bAnimals)
	{
		createAnimals();
	}
	else
	{Non-interesting code for generating barbs}

I resumed the basic rules about human barb creations, erasing non-interesting parts.
Basically, the first appearances of barbs come along two arguments: again number of cities vs number of still living AI's and an innate threshold defined in XML files and proper to each difficulty levels.

The first arguments depend on Rexers parameter and the second is static.
For instance, in a scenatio with already settled cities, on EMP, barbarian units should appear on T20 if the number of cities is over " (countCivPlayersAlive() * 3) / 2" . That's indeed pretty damn early isn't it.
When barbs start to invade, I already said, it was something like TotalCityNum > 2*countCivPlayersAlive(), barely more than 3/2 factor.

In a nutshell, the code says if the number of cities is still under (3/2)*CivStillAlive, continue to generate animals. Same for the second argument of 25 turns. The first always come first in non-scenario games.
If that condition is broken, stop animals and start generating barbs.

In practice, the earliest human barb I saw was T37. He was the single warrior in the world at that time.

===================

Now, for barb cities, it is exactly the same rule as barb invasion, thus TotalCityNum > 2*countCivPlayersAlive(). In term of turns elapsed, the earliest in theory is T25. Indeed, that's impossible to manage to fogbust those regions that early.

Code:
void CvGame::createBarbarianCities()
{
	[...]

	[COLOR="DarkGreen"]if (getNumCivCities() < (countCivPlayersAlive() * 2))[/COLOR]
	{
		return;
	}
        if (getElapsedGameTurns() < (((GC.getHandicapInfo(getHandicapType()).getBarbarianCityCreationTurnsElapsed() * GC.getGameSpeedInfo(getGameSpeedType()).getBarbPercent()) / 100) / std::max(getStartEra() + 1, 1)))
	{
		return;
	}

	if (getSorenRandNum(100, "Barb City Creation") >= GC.getHandicapInfo(getHandicapType()).getBarbarianCityCreationProb())
	{
		return;
	}

Conclusion, normally, barb cities should appear around the time barbs start to invade.

My two useless cents.
 
Please stop using any light green colored font. It has poor contrast with the default background which makes it really difficult to read. I'm sure that (making the text hard to read) was not the intention, so please try to avoid using font colors with poor contrast with the default background color.

Sun Tzu Wu
 
Nice job so far guys! Good turnset Tachy. I don't much to contribute at this point. The ppp looks good. I have two minor comments.

1. Tachy's location for Bibaracte seems to be 1E of where it really is.
2. I want to see Louis takes as conservative as possible path to scout the NE peninsula after healing. I recommend 1N1W, 1N1E, then 1N1E to the coast, 1E to reveal fogged land, then 1E to search for seafood, then backtracking NW to rest of peninsula.

I think this is the safest route to limit fogged tiles that could have barbs.
 
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