Jump to content
Qin San Shi

Interested in declaring an alliance war? I can help.

Recommended Posts

8 hours ago, TheShadow said:

CAn we get a free sample?

Last sentence, you can find a link to a spreadsheet with some random micros as examples (names of alliances are listed at the bottom) :)

If you're a bit confused as to why certain target nations have less than 3 attackers, that's because their slots are already filled by raiders. Similarly attacking nations are limited by the number of wars they've already declared.

Edited by Qin San Shi

Share this post


Link to post
Share on other sites
1 hour ago, Sweeeeet Ronny D said:

no built in nation links?  what the heck, how can we easily see how good the matchups really are?

You people are picky haha. But the more convincing this thing looks the better, I suppose :P

My code is getting uglier and uglier by the day. But links have been added :)

Share this post


Link to post
Share on other sites

You don't take standing military into account?  Just randomly looking up a target and his 3 attackers, one of them has 0 military.  You just going by nation count here or score?  Do you have the ability to pick the number of targets a nation gets, or does everyone just get 3 targets, assuming they have 3 targets in range with slots open? 

  • Upvote 2

Share this post


Link to post
Share on other sites
On 9/3/2018 at 2:43 PM, Qin San Shi said:

Message me in-game or on Discord with the total number of offensive and defensive nations involved and additional specifications that you may need. Alliance names can be disclosed after confirmation of services, and the price can be paid right around war declaration time in order to ensure confidentiality. I'd be more than happy to engage in a back-and-forth discussion if necessary!

If an alliance is going to war then I really hope I don't have to take offensive standing military into account, haha. But as quoted I'd be able to specify for that as necessary.

Note it also says the price can be paid right around war. I 100% acknowledge that there's simply some things humans are better at then programs, so this clause also suggests that if something doesn't turn out quite right (or totally wrong) in the process, then we just renegotiate the price so that whoever commissioned me pays a reduced amount, or nothing at all.

I am probably leaving a lot of room for people to scam me by including that haha. But as long as it still causes a war, I don't mind as much 😅

Share this post


Link to post
Share on other sites

you should also allow for the ability to designate priority targets, and designate who your best fighters are.  You want to make sure your best fighters are on priority targets, and not just hitting 3 inactive dudes.  At the same time you want to make sure that your priority targets aren't getting hit by 3 dudes that are barely active.

Share this post


Link to post
Share on other sites
On 9/5/2018 at 11:19 AM, Qin San Shi said:

If an alliance is going to war then I really hope I don't have to take offensive standing military into account, haha. But as quoted I'd be able to specify for that as necessary.

Note it also says the price can be paid right around war. I 100% acknowledge that there's simply some things humans are better at then programs, so this clause also suggests that if something doesn't turn out quite right (or totally wrong) in the process, then we just renegotiate the price so that whoever commissioned me pays a reduced amount, or nothing at all.

I am probably leaving a lot of room for people to scam me by including that haha. But as long as it still causes a war, I don't mind as much 😅

I have a bot for this purpose. Good work on the program, but here are some of my comments.

Even if an alliance is going for an offensive war, they may or may not have max military of all types. Sometimes it could be because of strategic reasons. Do you plan to make this bot usable for successive attacks or only for the initial attack? If you want to make a bot prepare targets in alliance wars, then you need to take the following into account

1. The current wars they engage in and the progress in those wars (in case it's not the first round). A nation should at least lean towards winning the current wars (depending on the support it receives from others) before expanding to the next targets.

2. Attacking and defending nations' rebuilding capacity for that moment (this is based on how much they lost military in that day as well as their military improvements/number of cities). Attacking nations can go for slightly riskier defending nations if they are attacking just before update. If this is happening after the initial round, then you need to take their rebuilding capacity into account. If the city count difference is huge, then some couple of losing nations can turn the tide by building military twice near update. So it's useful in more than one instances.

3. As SRD said, you need to allow the facility to set priorities. Then match up highly rated attacking nation with highly rated defending nation wherever possible. Else more often than not, a high priority defending nation will have all the slots filled up and will fight unopposed in 2+ days from initial war declaration.

You can also add more features into how you match different nations. I run simulations some 1000 times, then see the percentage of immense/moderate/utter/pyrrhic/, then make matches.

On 9/5/2018 at 11:19 AM, Qin San Shi said:

I 100% acknowledge that there's simply some things humans are better at then programs

What kind of blasphemy is this? Humans are the worst :P

On a related note, which language do you use for programming? We have a channel for programmers in PnW, we work together in some interesting projects, so if you are interested, then join us. link: https://discord.gg/FRwrZT9

  • Upvote 1

Share this post


Link to post
Share on other sites
On 10/2/2018 at 1:04 AM, Bot said:

Even if an alliance is going for an offensive war, they may or may not have max military of all types. Sometimes it could be because of strategic reasons.

I wasn't aware of the new meta till recently, so this is something I'm working on changing. I'm interested in the logistics of what you proposed:

On 10/2/2018 at 1:04 AM, Bot said:

 1. The current wars they engage in and the progress in those wars (in case it's not the first round). A nation should at least lean towards winning the current wars (depending on the support it receives from others) before expanding to the next targets.

Is the best way of accomplishing this comparing attacking and defending militaries, and removing attacking nations from the target list if the military ratio falls under a certain threshold?

On 10/2/2018 at 1:04 AM, Bot said:

 2. Attacking and defending nations' rebuilding capacity for that moment (this is based on how much they lost military in that day as well as their military improvements/number of cities). Attacking nations can go for slightly riskier defending nations if they are attacking just before update. If this is happening after the initial round, then you need to take their rebuilding capacity into account. If the city count difference is huge, then some couple of losing nations can turn the tide by building military twice near update. So it's useful in more than one instances.

I'm not 100% sure how to sort based on both city count and nation score, but maybe I'll figure something out. Any tips would be appreciated 😜

On 10/2/2018 at 1:04 AM, Bot said:

 3. As SRD said, you need to allow the facility to set priorities. Then match up highly rated attacking nation with highly rated defending nation wherever possible. Else more often than not, a high priority defending nation will have all the slots filled up and will fight unopposed in 2+ days from initial war declaration.

Being worked on right now too. With how you're doing it, do you have a UI that sets high priority nations, or do you modify your code manually? Or is there some automated stat you use to determine priority?

On 10/2/2018 at 1:04 AM, Bot said:

 On a related note, which language do you use for programming? We have a channel for programmers in PnW, we work together in some interesting projects, so if you are interested, then join us. link: https://discord.gg/FRwrZT9

I joined the channel! What now? :)

I'm not the greatest programmer and to be honest, I wrote this more as a learning experience, so it was all in Java (ew, right?) I'd be more than happy to learn more about writing a similar program in another language if you have any tips for that as well.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.