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Old Apr 25, 2012, 05:49 PM   #21
Fresol
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Quote:
Originally Posted by iOnlySignIn View Post
GDP vs. Manufactured Goods (MG). The values you see on the end game plots.

An easy way to keep track of this is to note the ranks of your GDP vs. your MG (available without any espionage). If your MG is ranked higher than your GDP, or if your MG is say, 3 times that of Rival Best but your GDP is only 1.5 times that of Rival Best, you are in danger of Great Depression.
Oh, thanks for the clarification. It happened when I first began settling NA, the first 2 cities (Tuitan, Yax Mutal) didn't provide much commerce so that caused Great Depression.
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Old Apr 25, 2012, 05:56 PM   #22
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Here's some specific code info re: Great Depressions I found. It used to be bugged in early versions of RFC but people modified it to include the entire GNP instead:

http://forums.civfanatics.com/showpo...9&postcount=11

Re: GNP in the demographics screen:

http://www.civfanatics.com/civ4/stra...mographics.php

My conclusion is that GNP vs. Mfg. Goods is a good watermark. It never failed me, anyways.

You should check CvMainInterface.py to see if the current DoC version follows this. I think it does - don't have my Windows machine at hand atm.
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Old Apr 25, 2012, 06:04 PM   #23
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Can't seem to find anything related to Great Depression in that file, hmm..
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Old Apr 25, 2012, 07:53 PM   #24
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Found the code (back on my Windows OS). It's in CvPlayer.cpp.

iEconomy = calculateTotalYield(YIELD_COMMERCE) - calculateInflatedCosts();
iIndustry = calculateTotalYield(YIELD_PRODUCTION);

iDifference = (iIndustry*1000000/iPopulation) - (iEconomy*1000000/iPopulation);

if (getGreatDepressionCountdown() == 0)
{
if (eCivic3 == CIVIC_FREE_MARKET && GET_TEAM(eTeam).isHasTech((TechTypes)CORPORATION))
{
if (!isGoldenAge())
{
// low wages and large growth
if ((iDifference > 11 && getGNPnew() > getGNPold()) || (iDifference > 6 && getGNPnew() > getGNPold() + 4))
{
setGreatDepressionCountdown(getTurns(8));
}
}
}
}

Last edited by iOnlySignIn; Apr 25, 2012 at 08:01 PM.
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Old Apr 25, 2012, 07:58 PM   #25
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I'm still confused. Building wealth does not increase commerce right? So does it decrease production?
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Old Apr 25, 2012, 07:59 PM   #26
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CalculateTotalYield:

int CvPlayer::calculateTotalYield(YieldTypes eYield) const
{
CvCity* pLoopCity;
int iTotalCommerce = 0;
int iLoop = 0;

for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
iTotalCommerce += pLoopCity->getYieldRate(eYield);
}

return iTotalCommerce;
}

getYieldRate: in CvCity.cpp

int CvCity::getYieldRate(YieldTypes eIndex) const
{
return ((getBaseYieldRate(eIndex) * getBaseYieldRateModifier(eIndex)) / 100);
}

int CvCity::getBaseYieldRate(YieldTypes eIndex) const
{
FAssertMsg(eIndex >= 0, "eIndex expected to be >= 0");
FAssertMsg(eIndex < NUM_YIELD_TYPES, "eIndex expected to be < NUM_YIELD_TYPES");
return m_aiBaseYieldRate[eIndex];
}

I don't know what m_aiBaseYieldRate is exactly, as it seems to be a variable inherent to the code of vanilla BTS.

But overall, it seems that only Yield matters, whereas Commerce (from Specialists, Corporations, or building Wealth) does not.

Leoreth, can we have your input here?

Last edited by iOnlySignIn; Apr 25, 2012 at 08:03 PM.
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Old Apr 26, 2012, 01:37 AM   #27
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Yes, that's how I understand it, too. I've already decided to change it to total commerce (since there is a convenient calculateTotalCommerce() method), but haven't done it yet because I wanted to perfectly copy the original stability code into the DLL first.
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Old May 27, 2012, 10:47 AM   #28
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You wouldn't happen to have a picture of all your cities in this game sitting around, would you, iOSI? I'm interested to see what the best Russian city spots are, seeing as I'm rather clueless in that regard.
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Old May 27, 2012, 10:36 PM   #29
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i as well would be interested in that, or at least a discussion of that. the new russian uhv objectives really interest me but I am having a hard time getting a good game going that would be worth playing out for the long haul. russia's land i so uninteresting and horrible that you really need optimal city placement to get anything out of it.
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Old May 27, 2012, 10:37 PM   #30
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Settle along that big river; almost in a straight line.

Try to keep as many Marsh tiles out of your BFC as possible.
At most, a city site should never encompass more than 3 Marsh tiles.
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Old May 28, 2012, 02:09 AM   #31
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Quote:
Originally Posted by Gruekiller View Post
You wouldn't happen to have a picture of all your cities in this game sitting around, would you, iOSI? I'm interested to see what the best Russian city spots are, seeing as I'm rather clueless in that regard.
Quote:
Originally Posted by jammerculture View Post
russia's land i so uninteresting and horrible that you really need optimal city placement to get anything out of it.
Quote:
Originally Posted by Tomorrow's Dawn View Post
Settle along that big river; almost in a straight line.

Try to keep as many Marsh tiles out of your BFC as possible.
At most, a city site should never encompass more than 3 Marsh tiles.
Russia's land is great. It's filled with resources. What you need to do is:

(1) Settle on River tiles. Your land is filled with Rivers - it's a most important resource because of Levees and Watermills (nerfed now at my suggestion, but still good).

(2) Settle near resources, especially Food resources. You want to cover as much Food resources in your BFCs (so that your cities will not starve, as starvation is Russia's main problem) as possible.

As for other resources (Oil, Horse, Metals and Gems) you want to cover them as much as possible, but it's OK to just cover them with your cities' Culture instead of their BFC (that is enough for your to utilize them in Corporations and Trade). Horse is a strategic resource - the AIs value it very highly in trade, as you can see from the first few posts in this thread.

(3) Do not be deterred by Swamps and Tundras. How bad those tiles are does not matter, since your cities will not work them. What's important is to ensure that the tiles that your cities do work are good.

As Russia, Swamps and Tundras are the price you pay for having cities with little to no overlap.

== European Russia ==


Sverdlovsk is a great site. River, Coast, not flipped by the Turks, and almost immune to Blockade from the Black Sea (as its best tiles are Land tiles).

As for Siberia, I didn't save screenshots, and my save files for this game are not loadable any more, but the following is my recommendation.

== West Siberia ==


Balkhash may or may not count as Siberia (it did in the original RFC). Either way it's Historical for Russia and a good site.

Do not be fooled by the Swamps. Site One and Site Two will both grow into powerhouses comparable to Kiev, as both of them have 2 Food resources and numerous Grassland River tiles within their BFCs.

== East Siberia ==


Grass Hills are friendly Terrain since they are really great with Windmills.

Site Seven has a Fish 2S to it (it's not very visible from the screenshot). It's really not a good site (despite being River Coast), but you'll get decent Trade (Customs House) and sufficient food from the Water tiles (Harbor). With Corporations, Research Institute, Supreme Council, and Biology Farms around it, such a city will not be a burden to Russia. That said, it's not as highly recommended as Sites One to Six.

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Last edited by iOnlySignIn; May 28, 2012 at 02:21 AM.
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Old May 28, 2012, 02:33 AM   #32
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Here's an alternative that may be slightly better, especially for Domination. I think for the game that this thread is about, I settled closer to this plan than the previous one.



You can move both Site Four and Site Six 1W - that would be even better.


Last edited by iOnlySignIn; May 28, 2012 at 02:39 AM.
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Old May 28, 2012, 07:13 AM   #33
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There isn't one correct answer regarding Russian city placement. It is a real puzzle, which everyone can solve on their preferences. Like iOnlySignIn said river and food resources are important, just like avoiding marshes and overlapping.

However, if Leoreth hasn't changed it recently (?), city founding on tundra without coastal access is forbidden. Thus some of the places above aren't viable.
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Old May 28, 2012, 08:49 AM   #34
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Nice screenshots Ionlysignin. I usualy settle a bit different but very close to your Alternative map. Those cities work best imo.

But nowadays you cant settle on tundra except on coastal tundras, so you can settle the last cities a few steps south for 6+7, they still count as Siberia.

I agree on Balkash nice one and counts as Siberia.
Lately i dont settle it though, I just go capture Samarkand for its many luxury resources (+ extend culture borders as defense south) and then I dont want another desert city :-)
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Old May 28, 2012, 08:55 AM   #35
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I haven't, and I don't know if I should.
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Old May 28, 2012, 09:57 AM   #36
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There is no reason to allow it. Knowing AI's city placement, it would be horrendous to watch. The oasis desert cities are bad enough.
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Old May 28, 2012, 10:15 AM   #37
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What about allowing tundra that has river as valid city spot? it opens up a few more options and maybe the AI wont abuse that too much? Or soemthing related to lets say biology?
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Old May 28, 2012, 10:20 AM   #38
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Yeah, far from rivers was out of the question anyway. But Jusos makes a good point regarding the AI.
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Old May 28, 2012, 10:35 AM   #39
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Is it possible to make it possible for players but not for the AI?
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Old May 28, 2012, 10:42 AM   #40
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In principle yes. But I don't want to give the player an advantage over the AI just because the AI is stupid
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