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Messages - ghostofmars

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101
Puzzles and Challenges / Re: Asymptotic analysis of kingdoms puzzle
« on: April 09, 2019, 08:49:20 am »
You can buy Wedding on your mission turns, but that seems to be only slightly better

Normal turn: TF+Ex = 5, TF+G = 8
5 A + 8 B = 3
2 A = (1 + B)
Mission turn: TF+Ex = 5, TF+W = 9
5 C + 9 D = 3 (1 + B)
2 C = 1 + B + D
Solution A = 0.524, B = 0.048, C = 0.547, D = 0.046 => grow rate (1 + B + D)^T = 1.093^T

I agree with the cubic cashing out using Delve, Raid, and Conquest (you could use Triumph, but that would only change the prefactor): 1.093^(3T) = 1.306^T

102
Non-Mafia Game Threads / Re: Self-referential quiz
« on: April 09, 2019, 02:22:17 am »
How do you deal with infinity in this puzzle?
Each answer must be a decimal integer, hence must be finite.
I think you're asking something a bit more than that, but I don't think I want to answer more than that at the moment!
I guess the question is: If a certain type of answers leads to infinitely many solutions, should we discard this type of solution because they would lead to question 6 being wrong?

103
Non-Mafia Game Threads / Re: Self-referential quiz
« on: April 08, 2019, 07:42:25 am »
It should be N+5 not 2N + 5.

104
Non-Mafia Game Threads / Re: Self-referential quiz
« on: April 08, 2019, 07:40:47 am »
How do you deal with infinity in this puzzle?

Suppose there are N possible solutions, where the numbers N and 2N + 5 contain at most 5 digits '1' combined. Now I can answer
5          (1. How many times does the digit ‘1’ occur in your answers?)
5          (2. Which question number has your (strictly) lowest answer?)
2N + 5 (3. What is double the median of your answers?)
Any number larger than 2N+5 that leads to the correct amount of '1's (4. What is the range of your answers?)
0          (5. What is the result of subtracting your answer to Q1 from your answer to Q2?)
N          (6. How many ways are there of answering all six questions correctly?)

105
Non-Mafia Game Threads / Re: Diplomacy 6 (Game ended)
« on: April 03, 2019, 02:17:25 pm »
Here is my main quicktopic from which you can access all the other ones
https://quicktopic.com/52/H/VQDw9UPc9XE

Turkey, how close were you to stabbing me?
Depends about which time in the game you talk. In 1902 I tried to get Britain to fight you, but after they moved another fleet to Egy my plan A was to work with you. I might have still attacked you if Austria had asked for it, but since then I was not actively planning an attack. I don't know what I would have done in the endgame.
To be fair, France and Britain did also not really try to offer anything, so I don't know how it would have played out if they did.

A question for Germany, Britain, France, and Italy: at which point did you realize that Austria, Russia, and I were allies?

106
Non-Mafia Game Threads / Re: Diplomacy 6 (Game ended)
« on: April 03, 2019, 10:16:47 am »
Thanks everybody for playing and faust for modding.

107
Puzzles and Challenges / Re: Asymptotic analysis of kingdoms puzzle
« on: April 03, 2019, 05:46:23 am »
I worked on quite a few, but often get results that don't fit into the suggested solutions. Now I wonder, if I didn't find the best solution

Cards costing >= 6 vp ~ 9^T
buy King's Court, Grand Market, and Goons
use a small number of banks to get enough coins
limiting factor is the number of buys, 3 cards (KC, GM, G) yield 6 buys so I triple the number of cards every turn
victory points grow quadratic in the number of cards


Cards with potion in cost vp ~ T^2 / 12
alternate between buying Golem and Vineyard
use Golem to discard deck, so that a single potion is sufficient
T/2 Vineyard, T/2 Golem => T^2/12 points


Cards and events with debt in cost vp ~ T^2 / 27
loop over the following three turns
1) buy Engineer
2) buy City Quarter
3) play all City Quarters, Engineers, gaining Estate, buy Triumph
sum(2x/3, x=1..T/3)/3 ~ T^2/27


Reserve cards vp ~ 11.16 T
loop over the following
37x play Wine Merchant, 4 Gold, buy 2 Provinces
4x call 1 Coin of the Realm, play 3 Wine Merchant, 2 CotR, buy Province, 2 Guide
8x call 2 Coin of the Realm, play 5 Wine Merchant, buy Province, 4 Guide
use Guide to cycle through the deck. Occasionally keep 2$ to recover all the Wine Merchant.
vp/turn = (37*12 + 12*6)/43


Treasures vp ~ a^T
General idea: Use idols to gain will-o-wisp, which allows to draw a large hand, get points from castles that are a fraction of the will-o-wisp.
We use crown on the odd idols and the will-o-wisp to improve the speed.
If I calculated correctly, you can gain 0.24 will-o-wisp per Crown + 2 Idol and draw 4/3 cards per Crown/will-o-wisp.
I currently don't know exactly how large of a fraction of the cards should be which, but you will grow exponentially.


Hamlet, Watchtower vp ~ 144/13 T
The limit is that I can have only 6 Gold in play.
Hence, loop over buying 2 Provinces and 1 Hamlet (12x), and 6 Watchtowers (1x)
vp/turn = 12 * 12 / 13


Events vp ~ between 1.06^T and 1.13^T
Fundamentally, this builds on the fact that Travelling Fair + Expedition costs less than the two Gold you can draw with it. Then you can dedicate a fraction of your gains to triumph to score points. I calculated that the optimal fraction is about 3.2%. Your victory points grow with the square of that because you gain points for every card gained. Then you may achieve up to another square by using mission, so you are somewhere between 1.032^2 to 1.032^4.

Travellers vp ~ 2^T
+card on peasant
a small fraction of soldiers for $
This allows you to one more peasant for every peasant in play. So my number of peasants grows like 2^T. Then I dedicate a tiny fraction of my gains to Provinces so that they grow at the same speed and use Fugitive to cycle over them.


Durations vp ~ 3.06^T
The number of cards and coins is irrelevant here, because of Wharf and Bridge Troll. The limiting factor is the number of buys I can get. For every 3 buys, I need to play 1 Fishing Village, so I can grow the number of buys like 1.75^T. Because of Outpost, the actual growth per turn is the square of this number.

Reactions vp ~ 9 T
I can grow my number of Market Squares and Caravan Guards exponentially (1.25^T), but unfortunately there is no way to convert that into exponential gains of points, because I cannot cycle past the provinces. With any of the +2 card reactions, I can cycle past 6 Provinces a turn. Hence, if the number of Provinces grows per shuffle like P(S), I need P(S) / 6 turns to cycle till the next shuffle. For exponential growth per shuffle P(S) = x^S the number of points per turn is 6 (x^(S+1) - x^S) / (x^S / 6) = 36 (x - 1) = 9

108
I would still like to continue, but I agree that the current situation is not ideal.

Personally, I would prefer shorter deadlines to keep a game year within a week, but what the right solution is, depends on the reason why deadlines are being missed.

109
Puzzles and Challenges / Re: Asymptotic analysis of kingdoms puzzle
« on: March 25, 2019, 09:45:55 am »
Are the values on the right the high scores? If yes, how do they correspond to the different puzzles?

110
How will you deal with F Por - Spa SC? The intention is clear, but technically there is only Spa (wc) and Spa (ec) on this map.

111
Non-Mafia Game Threads / Re: Diplomacy 6 (Fall 1902 retreats)
« on: March 08, 2019, 05:36:44 am »
Sorry but when I agreed to join I hadn't done my homework before and only then realised that participating in a meaningful way means assuming yet one more account on some WWW service supplier. I have at the moment 41 passwords to handle, so currently I am less than willing to widen my range of internet presences for what is essentially a leisure activity.

It means that I'd be glad for someone else to take my spot.
You can post in the quicktopics without creating an account. The advantages of logging in are only to have all of them in one place and not having to type in your name when you post.

112
I manually edited the map for the REM. Essentially it amounts to two things: do not build all the units if you have all 4 centers and using the edit function to put a unit on Siberia.

One other thing: I think jDip also doesn't enforce some of the rules regarding the movement around Africa in particular the half strength.

113
I noticed that the Steamroller rule is not the same as the Russian Emergency Measures (REM) rule. Is this change intentional?
8. Steamroller Rule: Russia is allowed to have one additional unit while it controls at least one of the four Russian home SCs. If other Powers control of all four Russian home SCs, with control being determined after the Fall retreats, the ability to maintain an additional unit is lost and Russia may only field a number of units equal to the number of SCs it actually controls. Should Russia regain a home SC, it would again be eligible to field an additional unit, though this unit would need to be built in an open home SC as per normal build rules. Note that the additional unit does not appear at the start of the game, as there is no vacant home SC to put it in.
Quote
The REM Rule reflects the fact that Russia's greatest military assets at the dawn of the 20th century were its seemingly endless supply of manpower and its vast resources. Unfortunately, terrible mismanagement and a weak economy prevented Russia from successfully exploiting these assets. If Russia were to suffer a severe setback, such as is implied by the loss of a home supply center, it seems reasonable to assume the Russian government would be shocked into taking drastic measures to overcome the situation, to include stripping the many garrisons stationed throughout the Asiatic portions of the Empire and better managing its limited industrial capability. To this effect:

•Whenever Russia possesses at least one, BUT NOT ALL FOUR, of its original home supply centers, it is entitled to maintain one extra unit on the map (i.e., one more than the number of supply centers it currently controls). Additionally, while Russia is in this condition, the Russian player may use Siberia as a build site during the adjustment phase, if Siberia is unoccupied. Should Russia fail to possess at least one home supply center OR should it regain possession of all four of its home supply centers, the ability to maintain an extra unit is lost and any excess units must be disbanded during the subsequent adjustment phase. Further, Siberia reverts too its normal status (i.e., it is no longer a build site).

•Note that Siberia, while it may become a build site, NEVER attains supply center status."

114
Sorry, was a bit busy recently, but I would still like to play.

I agree a bit longer time in the first spring would be nice to talk to everyone.

115
Wouldn't Trader technically qualify as an infinite loop? You gain a silver and the reveal Trader to gain a silver instead. Obviously Possession also involves an infinite loop.

If we do not allow Trader to replace the silver it gained and do not use Possession or Attacks, I think we are limited by the amount of Market Squares.
A: gain a Province
B: trash Fool's Gold - gain a Gold
loop until out of Market Squares:
  B: discard Market Square - gain a gold
  B: reveal Trader - gain a silver instead
  B: reveal Watchtower - trash the silver

116
Puzzles and Challenges / Re: RNG vs decisions
« on: October 26, 2018, 06:22:38 am »
What if we add two constraints on the decision player: When deciding for the RNG player, he must play all treasures and buy the most expensive card he can afford. Now it should be possible for the RNG player to win, right?

117
/in

118
Non-Mafia Game Threads / Re: Colonists (Game End, Watno won)
« on: September 13, 2018, 09:25:01 am »
Congratulations to Watno and thanks to Qvist for modding.

I got closer to you than I would have thought at the start of year 5. I hoped you wouldn't be able to get a lot of Merchants, but with me being just 1 Merchant up it was not good enough.

119
Activate the following buildings
Merchants: Storage Hall, Textile Mill, Industrial Colony, Boarding House, Stable, Casino
Citizen: Hunting Grounds, Factory, Iron Mine, Theater, Tailor Shop, 2x Storage House
Farmer: 2x Forester's House, Hollow, Hunting Lodge

Focusing only on sustenance, I'll have
20 food (8 + 4 (Hunting Grounds) + 1 (Hunting Lodge) + 2 (Fruit Farm) + 2 (Altruist colony) + 3 (Altruist ambassador))
6 robes (1 + 3 (textile mill) + 2 (tailor shop))
and need 19 food and 6 robes.

120
Swap Storage Hall Builder with Hollow Builder
Build 2 houses
Move Altruist to Grand Baker
Build Storage Hall
Developer; build Robe Warehouse

121
The robes should be on the textile mill, then everything fits. Also my resource list is missing 1 clay (it is in the picture though)

Swap blacksmith and Joiner
Altruist to Clay Pit
Blacksmith, make 6 Tools
Developer, build holiday house
Flat builder, upgrade 3 farms to flats

122
ore pit next to ore pit
upgrade blacksmith to ironsmith
upgrade clay delve next to grand baker

For the production phase:
I deactivate Stables and Tailor Shop, activate Textile Mill and Hunting Grounds. I use everything of the industrial colony except for 1 coal and produce 2 food, 2 planks, and 1 tool with the altruist colony.
As a result, I produce 1 clay, 1 iron, 5 planks, 4 bricks, 9 food, 3 robes, 4 tools and 7$. I consume 10-3 (altruist) food and 2 robes.

123
Baker +2food
Swap Developer and Joiner
Developer - delivery contract
Move Altruist to Grand Baker
Chief Officer - +1$, swap Blacksmith and Forester's House Builder

124
The single food in the storage should be on my altruist colony.

Swap Hunting Grounds Builder with Farm Builder
Altruist to Forest
Move to Hunting Grounds Builder, upgrade 1 Hunting Lodge
Librarian +1$ +2 cards
Move to Textile Mill Builder, upgrade 1 Tailor Shop

125
Non-Mafia Game Threads / Re: Colonists (Era 4, End of Year 3)
« on: August 22, 2018, 10:36:47 am »
Upgrade the Grove next to the market
Upgrade the Joiner between the Coal Burners
Place the Textile Mill next to the Blacksmith

Activate a Tailor Shop

The industry colony produces everything it can except for 1 coal.
The altruist produces 1 food, 1 robe, 1 tool, and 2 bricks.
My total food production (including altruist) is 10, my robe production is 2.
I consume 10 food and 2 robes.
---
The net result is 1 clay, 3 planks, 6 bricks, 1 iron, 4 tools, 7$.

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