Cthulhu Wars Bot

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Cthulhu Wars Bot

Post by Doug » Wed Oct 17, 2018 12:49 am

Cthulhu Wars Bot Draft

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Cthulhu Wars Bot asks itself if each step can be performed – if yes, it does that step. If there’s more than one place the step can be done after considering a step's built-in preferences, determine randomly. When there are multiple choices from a space and multiple choices to a space, both, then randomly determine the to space first, and then the from space randomly based on that. When moving toward something, tiebreak where tiebreak is unspecified by aiming for the closest such thing, choosing among parallel routes randomly. When certain units are preferred over others to do an action, first check, do the preferred units have an adjacent destination, then the less preferred units -- then, do the preferred units have a destination two spaces away, then the less preferred units, and so on.

Example: Black Goat wants to do Black Goat Expand to Move into or toward new spaces, and it says "Prefer to do this with ghoul, then fungi, then dark young." First check, can any ghouls do this by Moving adjacent, then check fungi, then dark youngs; then check, can any ghouls do this by heading toward a space two spaces away, then fungi, then dark youngs; and so on.

When choosing a unit to do a thing among several units that could and no priority is stated, isolate the from space first and then choose randomly among the eligible units in that space, unless a combat dice threshold is mentioned, in which case use the unit(s) with the most combat dice.

If the bot cannot do the action using preferred units, or onto a preferred type of space, etc. it may still do the action among non-preferred candidates. For example, if the bot is to attack and prefers to attack the winning human player, but cannot, it still may attack someone else.

If the step cannot be done or would not be done, go to the next step.

The bot always takes any gate it can, with the most expensive unit it can, except it prefers any other unit to a high priest, and except Daemon Sultan leaves one chaos gate empty if it has two others and needs its spellbook for an empty gate during the doom phase. However, during its own turn, the bot temporarily switches gate control to the least expensive unit it can, while deciding what to do, and then switches back at the end of its go or before Battle. For example, Back Goat bot switches to cultists on gates, decides what to do, does it unless it's Battle, and then switches back to Red Sign dark youngs on gates. (This usually can be done mentally by the bot caretaker.)

The bot always sacrifices a high priest that finds itself with a human enemy's noncultist and no friendly noncultist, or with a human enemy's GOO and no friendly GOO. Similarly, Cthulhu Bot always Devolves an acolyte in the same situation. The bot knows that other bots do this when calculating combat dice to decide what to do e.g. Sleeperbot knows that Cthulhubot will Devolve if Tsathoggua Moves onto a green acolyte where Cthulhu isn't present.

Any bot at 0 power will sacrifice one high priest to do I Win, Breadbasket Crisis, Protect GOO, or Love Capture, if the opportunity presents itself.

When calculating combat dice to decide what to do, the bot assumes that free and nominally beneficial prebattle actions would be taken, e.g. that Cthulhu will Devour the cheapest unit, that CC will use Seek and Destroy, that an enemy Invisibility will take away the most friendly dice, that Windwalker will Howl, etc. However when the opponent is human and those actions have a cost e.g. Energy Nexus/Capture Monster, the bot does not assume that that will happen.

When calculating combat dice to determine how many units to take to another location, use the highest-dice units first so as to have to bring as few units as possible. For example, if the bot needs to put equal dice or higher onto or toward the gate of a certain enemy player, the bot will first see if this is possible with its GOO Moving adjacent (meeting all the "safety requirements"), and if not, then its highest-dice other unit Moving adjacent; and then GOO Moving two spaces, and then highest-dice other unit Moving two spaces; and so on.

Opener bot uses Dragon Ascending the moment this would net the bot 8+ power, unless the bot can immediately spend power first, in which case it does and then uses Dragon Ascending.
Invasion bot uses Eclipse the moment any opponent is Hated, except never during rounds one or two.

If the bot has Unlimited Battle, or some other unlimited action (Black Goat Summon, for example), then always run through the list again after its go, checking to see if the unlimited action has become the action it wants to do, and if yes, do the unlimited action. When running through the list a second (or third, etc.) time, reroll dice for modules that are done upon a die roll. Do the same for Move -- check if the next action the bot would do is another Move with different units, and also do that.

The bot always chooses the following spellbooks first (or as soon as possible after the stated event when taking over for a human player who didn't take that spellbook):
Spellbooks wrote:Cthulhu - Submerge upon Awakening Cthulhu, no Y'ha-Nthlei unless there's an enemy gate in the ocean

Black Goat - Thousand Young upon Awakening Shub, Red Sign upon any other event, Necrophagy after that, then Blood Sacrifice

Crawling Chaos - Thousand Forms upon Awakening Nyarlathotep if 1+ power remaining; Thousand Forms next if didn't choose it when Nyarlathotep was Awakened; Madness then Seek and Destroy next in any other circumstance

Yellow Sign - Screaming Dead upon Awakening King; Third Eye upon Awakening Hastur

Opener of the Way - If Dragon Ascending could immediately be used to gain 8+ power, take that; else, first choose They Break Through then Dragon Ascending

Sleeper - With Cthulhu playing: First Ancient Sorcery then Demand Sacrifice then Burrowing. Without Cthulhu playing: First Capture Monster then Burrowing then Demand Sacrifice. In either case, skip Capture Monster and Demand Sacrifice until next time if Tsathoggua has never been and is not being Awakened

Windwalker - Arctic Wind upon Awakening Ithaqua; Cannibalism upon any other event; Herald of the Outer Gods always last

Tcho-Tchos - First choose Heirophants then Tablets of the Gods

Ancients - First choose Festival then Brainless then Extinction then Consecration

Bubastis - Catnapping upon Awakening Bastet; Ailurophobia then Catabolism upon any other event

Daemon Sultan - Chaos Gate then Consummation

Invasion - Blood Offering upon Awakening Baphomet, else Eclipse if an opponent is Hated and use Eclipse immediately, unless it's rounds one or two; Hellgate upon Portending a Lord's Shadow, Entropy Siphon upon Portending a second Lord's Shadow, Infernolatria otherwise


The bot chooses other spellbooks to acquire randomly, except it never chooses a spellbook that concerns a unit it currently has none of, unless that spellbook would cheapen the cost of that unit (or unless that's all that's left). The bot never takes neutral spellbooks.

When placing high priests, Tcho-Tchos always prefers to place them at a gate where it has no other high priest.

When required to give a boon to another player (Ancients, Sleeper, etc.), always choose bot first then human; use losing player as tiebreaker. When harming another player and the procedure gets the bot to a space with more than one candidate e.g. could attack either of two human players in a given space, use winning player unless specified otherwise.

The bot sacrifices things and suffers other bad effects in this order: acolyte not on gate; cheapest monster not on a gate; acolyte on gate; cheapest terror; anything else on a gate; cheapest GOO (lose Rhan-Tegoth before losing Ithaqua); but for combat, see combat section.

Invasion exiles things to Baphomet in this order before it has its Lord's Shadow spellbooks: Gryllus not a guard, gryllus that is a guard, larvae on Lord's Shadow, larvae on neither Lord's Shadow nor portent, larvae on portent, fiend not a guard, fiend that is a guard
After obtaining those spellbooks, Invasion switches to standard order

The bot never helps pay for a bot's Thousand Forms or Ghroth, but always offers to pay fair share rounded down for human player's Thousand Forms or Ghroth. When using Ghroth, hit winning human player. For Entropy Syphon, only the bots who would lose doom will pay their fair share, as determined by dividing up among only those factions -- but no bot will pay 4+ power.

For Blood Offering, bots will pay a cultist for 3 doom, or a cultist for 2 doom when the bots themselves are Hated, if they can pay with non-gate cultists; but if Invasion itself is Hated, the bots demand +1 doom, and if Invasion is another bot then they accept -1 doom, and bots won't pay if they haven't gotten out their GOO yet.

No bot holding Baphomet's Fury ever attacks an enemy with only 0-cost units present.

Once using the normal flowchart, the bot always skips any action that would take it to 0 power (except Invasion) if it has available actions that cost 0 power, except Black Goat will not sack cultists in this way unless it has 6+, and is at 2+ power, and Tcho-Tchos will never sack a gate during the first round, and Ancients will never give everyone their most expensive monster during the first round. If the action the bot wants to do would take it to 0 and the bot has 2+ power, do not then do a cheaper action farther down the list that costs 1+ -- instead, start over and consider only actions that costs 0. For example, a bot with 3 power that wants to Build a gate but has a free action remaining does not then Summon a unit that costs 1 -- it skips the Build and does the free action. Here are the normal free actions:
Free Actions wrote:Cthulhu: Emerge
Black Goat: Sack two cultists, only if 6+ cultists and 2+ power; Summon ghoul when Thousand Young active
Crawling Chaos: Thousand Forms
Yellow Sign: Give someone 3 doom
Opener: None
Sleeper: Lethargy
Windwalker: None (Hibernation is free, but WW bot only uses it per the flowchart)
Tcho-Tchos: Sack starting gate, only if 3+ power and never the first round
Ancients: Give everyone monsters, never the most expensive monster the first round; Summon an un-man if I have Festival
Bubastis: None
Daemon Sultan: Psychosis; Unstable Power for net 0
Invasion: Goes ahead and goes to 0 power anyway
The bot always reveals its elder signs to go over 30+ doom with six spellbooks or to make everyone lose, except that during the Doom Phase, it waits until the end of the Doom Phase to do so (in the hopes of tricking opponents into not ritualing when they should).

Invasion always reveals elder signs during the action round if Baphomet is in the same space as any opposing unit that has combat dice. During the doom phase, Invasion follows the normal rules for revealing elder signs.

Guards: Some of the modules below refer to "guards." A "guard" is the last monster that is with a friendly cultist, GOO, or terror. If several monsters are with one or more friendly cultists, GOOs, or terrors, the last monster to leave the space (or be removed from it) is the guard -- all but one of the monsters are not guards. Some instructions call for double guards, in which case the last two monsters are the guards. Terrors and GOOs themselves are never guards. Certain modules will exclude other units from being guards for that module -- for example, Black Goat sometimes does not count ghouls as guards. An "unguarded" cultist or GOO is a cultist or GOO with no friendly monster in its space.

Hated marker: From the perspective of the bot, each human player can take on a status called "Hated." Once a human player is Hated, the player is Hated for the rest of the game, and a marker can be put down beside that player permanently.
A human player becomes Hated when that faction has elder signs and doom both equal to or exceeding the following thresholds (elder signs first):
0/14; 1/13; 2/11, 3/9; 4/8; 5/6; 6/4; 7/3; 8/1; 9/0
Opener, Tcho-Tchos, Ancients, and Daemon Sultan begin the game Hated.
Being Hated matters for certain modules below.

Claw marker: Cthulhu will sometimes take a Claw marker when Submerging. This changes where he Emerges.

Snowflake marker: Windwalker will keep track of the player on whom it wants to use Ice Age, by putting a Snowflake marker on that player. Windwalker only has one such marker, and so it moves the marker when it wants to put it on someone else.

Windwalker Shortest Path: If Windwalker is playing, determine the shortest path from one Windwalker glyph to the other not including the spaces with the glyphs themselves. On a tie, determine every tied path. (On the three-player Earth map, for example, this will be every ocean space except the Arctic, and then also Asia.) Each of these spaces is a "WSP" space. The bots will somewhat avoid doing certain things on WSP spaces. No space is a WSP space once Windwalker has its spellbook for its alternate glyph gate.

Winning player, losing player: The bot will sometimes need to have an opinion on who is winning or who is losing. The bot considers "winning" to be the highest (doom + (elder signs x 1.66)), and uses highest number of spellbooks acquired to break a tie. It of course considers "losing" to be the lowest (doom + (elder signs x 1.66)), and obviously uses lowest number of spellbooks acquired to break a tie. Whenever the tiebreak needs another tiebreak, decide among the tied factions randomly.

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Setup

Opener, Ancients, and Invasion will not set up in any space that is adjacent to fewer than four other spaces if they can help it, and will not set up in ocean if Cthulhu is playing.
If Invasion is playing, Cthulhu never puts a portent in the ocean. No faction will put a portent adjacent to itself, and Windwalker will avoid putting a portent on the WSP. The above is of course limited by legality

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First Round

All bot factions follow a special series of actions on the first round. They will do these actions one-by-one on the first round until any of the following things occur:

- Any other faction puts any unit into any space they are in (except Daemon Sultan, who ignores the enemy unit)
- Ancients gives everyone their most expensive monster
- They complete all the actions and still have power remaining (because somebody gave them power)
- They can't complete the next action in the list

When any of those things occur to a bot, that bot stops following the special first-round series of actions, and begins using the normal flowchart for the rest of the game.

If Sleeper makes everyone lose 1 power, a bot will partially abandon the special series. All bots will take the bolded actions whether Sleeper makes everyone lose 1 power or not, but then will abandon the nonbolded actions if Sleeper makes everyone lose 1 power, unless Ancients has given the bot in question 1+ power before so abandoning.

Cthulhu

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, then not next to Black Goat, then prefer ocean, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate

3. Summon a deep one at my new gate
4. Summon a shoggoth at an unguarded cultist
5. Summon a deep one at my start area

Black Goat

{On a die roll of 1-4 and neither Crawling Chaos nor Sleeper is playing} Give Black Goat a marker called Red Sign

1. Summon dark young, then sack two acolytes, take Red Sign
2. Move dark young to a space with only a human enemy cultist; if none, to an empty space (prefer no portent, prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
3. Capture cultist; if can't then Build a gate
4. Build a gate; if can't, Recruit a cultist
5. Recruit a cultist

{If the die was 5-6 or Crawling Chaos is playing or Sleeper is playing}

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate, then Summon one monster at each of my gates, prefer most expensive combo possible that nets a monster at every gate, within that prefer dark young at my start space

Crawling Chaos

Abandon if Cats are human
1. Summon a nightgaunt
2. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
3. Build a gate
4. Summon a nightgaunt at an unguarded cultist

5. Move a nightgaunt onto a lone cultist or nothing but cultists belonging to a human player out of power; if none then bot out of power
6. Capture cultist

Yellow Sign

1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Awaken King, take Passion
3. If still at 3+ power, Build gate at King; if at 2 power, Desecrate at King


Opener

{On a die roll of 1-4}

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate

3. Summon a mutant at my new gate
4. Summon a mutant at an unguarded cultist

{If the roll was 5-6}

Abandon if Cats are human
1. Summon abomination
2. Beyond One onto a lone enemy cultist, prefer human player
3. Capture cultist, if can't then Build gate

4. Build a gate, if can't then Summon a mutant (this would only happen if someone gave me power)

Sleeper

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build gate
3. Summon formless spawn in start space (Primeval, at new gate)
4. Summon wizard at an unguarded cultist

Windwalker

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing)
2. Build a gate

3. Summon a wendigo at my new gate
4. Summon a wendigo at an unguarded cultist
5. Hibernation

Tcho-Tchos

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. If I didn't start with a high priest, remove my starting gate (taking Hierophants and therefore getting a high priest)
4. If I removed my starting gate, rebuild it

5. Summon a proto-shoggoth at my second gate
6. Summon a proto-shoggoth at an unguarded cultist

However, on Primeval:

Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. Summon a proto-shoggoth at my new gate
4. Remove my starting gate (taking Hierophants and therefore getting a high priest)

5. Summon a proto-shoggoth

Ancients

1. Give all factions their cheapest monster and take Festival
2. Summon an un-man
Abandon if Cats are human
3. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
4. Build a gate
5. Summon an un-man at an unguarded cultist

6. Move a different acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
7. Summon an un-man
8. Build a gate

Bubastis

1. Capture human player's cultist. If unable then do next step
2. Go to 1 unless you just came from there this go. Move an "excess cat" onto a lone human player's cultist. Prefer Hated. (An "excess cat" is an Earth cat beyond the count that would be needed to fill every opponent start space). If none then do next step
3. Go to 1 unless you just came from there this go. Move all Earth cats onto maximum different opponent start spaces, take Ailurophobia (and Catabolism if this hit all start spaces). Move maximum Earth cats in this way even if I can't move all of them

4. If I don't have Ailurophobia, pay 2, take Ailurophobia; if I didn't do that, do this for Catabolism; otherwise do next step
5. Summon a Mars cat at maximum Earth cats
6. Summon most expensive cat affordable, with Mars cat if able then with maximum Earth cats
7. Move cat off the Moon onto maximum Earth cats

Daemon Sultan

1-6. Psychosis an Acolyte, but if unable then go to next step (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
7. Build a gate where there are no enemies

8. Summon a Thesis larvae

Invasion

1. Summon a gryllus
2. Summon a gryllus
3. Awaken Baphomet
4. Road to Hell (see step below for procedure)
5. Road to Hell (see step below for procedure)


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Action Flowchart:

★ I Win: If revealing elder signs would put me at 30+ doom, and I have five spellbooks, earn or take my last spellbook, sacking acolytes or gates, or paying power, regardless of the board state; also Move to share spaces or be in spaces if necessary, including multiple units, if this will grant the final spellbook

★ Breadbasket Protect: If an enemy noncultist with no GOO is with 3+ of my cultists and I have no noncultist there (Windwalker ignore if Ithaqua is out unless Cthulhu is playing,Bubastis skip this)
Summon my cheapest noncultist there
If not then move a noncultist there, leaving guarded cultists guarded

★ Protect GOO or yothan: Cthulhu (the GOO, not the faction) ignore this step unless Opener has Dread Curse of Azathoth
Crawling Chaos with Seek and Destroy and with available hunting horror ignore this step unless Opener has Dread Curse of Azathoth
Sleeper with Ancient Sorcery and Cthulhu playing ignore this step unless Opener has Dread Curse of Azathoth
Windwalker Recruit acolyte at Rhan-Tegoth if at alternate glyph and need that spellbook
Tcho-Tchos needing GOO death spellbook ignore this step unless Opener has Dread Curse of Azathoth
Bubastis do not move GOO off of enemy gate for this
Invasion ignore this if Baphomet is with 3+ larvae or on Road
- If own GOO or yothan is unguarded:
Black Goat Summon ghoul at Shub; if unable, self-Avatar with RSDY if at empty gate, and Shub and cultists will end up guarded; if not then self-Avatar such that Shub ends with most dice, and all guarded cultists remain guarded
Yellow Sign Awaken Hastur at King if GOO is King; if unable, Desecrate if GOO is King and any monsters in pool
- Otherwise, Move GOO or yothan onto most nonzero friendly combat dice but do not abandon cultists, use Screaming Dead, or He Who will not be Named, use Arctic Wind if 0-die units could come with; unless Summon single non-yothan unit can add even more dice than the Move will or would have, in which case do the cheapest Summon that does this; Black Goat then use Fertility afterward after if Guard Cultist by Summon has now become the step I would select
If can't, then Summon cheapest noncultist onto this GOO or yothan, Cthulhu do not Summon last deep one, Black Goat then use Fertility afterward after if Guard Cultist by Summon has now become the step I would select, Ancients do not Summon yothan
If can't Move, other escape, or Summon as above then Move monster onto this GOO or yothan (prefer not a current guard, and never a guard of a gate owner, different GOO, or yothan); Yellow Sign: if unit to Move is byakhee, Shriek all byakhee instead of Move but Shriek must leave one monster in each space (if can't then just Move)
If can't, then Recruit acolyte onto this GOO or yothan
If can't do any of above, then Move this GOO or yothan but do not abandon cultists:
a. onto max friendly units
b. if none then away from all human enemy combat dice, prioritizing toward friendly units
c. if surrounded then onto fewer human enemy combat dice while counting players with 0 power as 0 dice, using Avatar, Screaming Dead, or He Who will not be Named if necessary, prioritizing toward friendly units; if Scream or He Who, go again unless Scream is action I would select again
If Move occurred, Move more units if any Move has now become the step I would select

★ Need GOO: Awaken a GOO, but never the first round except King or Baphomet. Prefer not to Awaken on Unholy Ground:
a. Cthulhu: If impossible purely because of lack of gate on starting space, converge all units, highest dice first, toward starting space leaving guard + gate cultist at each gate
b. Shub-Niggurath: Only Awaken Shub if currently have 5+ acolytes and/or Red Sign dark youngs (RSDY). If Red Sign marker, Awaken Shub at most cultists
c. Nyarlathotep: At most cultists.
d. King in Yellow: If impossible purely because Yellow Sign has all units on gate spaces, Move acolyte to human-enemy-free gate-free space; or move noncultist to gate-free space, using Shriek if necessary; if no such adjacent space and Shriek not possible, Move toward such a space
e. Hastur: If impossible purely because King is not on gate, build a gate at King; if can't then Scream with all undead (or just Move if can't) toward friendly gate if power could be 10+ on arrival after multiple such Screams or Moves; if Scream then go again
f. Yog-Sothoth: If impossible purely because Opener lacks spawn of Yog-Sothoth, Summon spawn of Yog-Sothoth if at 10 or more power
g. Tsathoggua: If Tsathoggua is dead and has previously been Awakened, Ancient Sorcery Cthulhu, but not if this leaves cultist with no noncultist. Then, if Awaken is impossible purely because Sleeper lacks formless spawn, Summon formless spawn if at 11 or more power, or 7 or more power if Ancient Sorcery Cthulhu is causing Tsathoggua to cost 4.
h. Rhan-Tegoth: If I have an acolyte or high priest in my pool, and I need my alternate gate spellbook, and there are no enemies on my alternate glyph, Awaken at my alternate glyph. Otherwise, Awaken with most friendly units then fewest enemy units
i. Ithaqua: Never Awaken rounds 1-2. If impossible purely because of lack of gate on starting space, converge all units, highest dice first, toward closer starting space leaving guard + gate cultist at each gate
j. Ubbo-Sathla: If impossible purely because Tcho-Tchos lack high priest, Recruit high priest if at 9 or more power
k. Bastet: If missing cats, and I have my "Earth cats off the Moon" and "in every enemy start space" spellbooks, Summon the most expensive missing type of cat I can afford, prefer with most other cats off Moon. Prefer to Awaken Bastet in eligible space with most own units. If impossible because all spaces have enemies, Battle where most favorable die differential
l. Thesis: Never Awaken rounds 1-2 unless it's for 8 power. Otherwise, Summon Thesis larvae if there isn't one. Awaken for max cost possible if Antithesis isn't out, and for 0 if Antithesis is out. Give 2 power to Invasion, else to losingmost bot who isn't Opener, Tcho-Tchos, Ancients, or Bubastis -- otherwise, give 1 power to all opponents. On re-Awaken, prefer to Awaken Antithesis first if Antithesis total cost is cheaper; prefer Synthesis if total cost is the same
m. Antithesis: Summon Antithesis larvae if there isn't one. Give an elder sign (not to go over (doom + (elder signs x 1.66) = 30)) to Invasion, else to the losingmost bot who isn't Opener, Tcho-Tchos, Ancients, or Bubastis -- otherwise, give 1 doom to all opponents. On re-Awaken, prefer Thesis first if Thesis total cost is cheaper; prefer Synthesis if total cost is the same
n. Synthesis: Summon Synthesis larvae if there isn't one.
o. Baphomet: Summon gryllus first if there isn't one, Awaken Baphomet at gryllus. Prefer gryllus on Road toward Portent end. If no gryllus are left then Awaken Baphomet at larvae
p. Any but Invasion: If impossible because I have no gate, build one; if no cultists on spaces without gates, converge all units, highest dice first, toward empty space, if none then enemy space, prioritizing where I can have max dice arrive during this go, with having max units arrive during this go as tiebreaker. For Invasion, if impossible because I have no place to Summon gryllus, converge all units, highest dice first, toward Lord's Shadow

★ Love Capture/Sleeper Strike:
a. If Sleeper, Capture Monster or Cultist, unless I can roll 6+ dice at Tsathoggua and need that spellbook
b. else if Sleeper, check: Sleeper has Demand Sacrifice, or dice after pre-battle must be 6+ if I need that spellbook
AND if Cthulhu isn't playing or I don't have Ancient Sorcery, Sleeper dice after prebattle must be > (enemy dice + 5) (respect Energy Nexus + Capture Monster)
AND if Cthulhu isn't playing or I don't have Ancient Sorcery, Enemy dice must be < (3 x units Sleeper would have there after prebattle);
if yes (or didn't care), Battle; if no, Capture Monster; if none then Capture a human player's cultist
c. if Crawling Chaos and need capture spellbook, capture any unit, else capture a human player's unit
d. If Cthulhu, and I need spellbooks from combat, capture a human player's unit except not the last unit there if I need my "one death" spellbook, and not the second-to-last of a player's unit if I need my "two deaths" spellbook, and not the third-to-last if I need both;
e. If Invasion, and I need Capture spellbook (relevant opponent present) or I do not have enough captures to avoid having to exile units to Baphomet (any opponent), pay doom to Capture; otherwise do not do not pay doom to Capture; but always pay power
f. if I am not those factions, or if I am Cthulhu but do not need spellbooks from combat, then Capture a human player’s unit, except Bastet never capture the last enemy cultist from a space

----------sack high priest above this line----------
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Doug
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 12:54 am

Scavenge: If Invasion Scavenge would lead to Capture, Scavenge. Move grylluses to Capture. If Invasion has Baphomet's Fury, Move other grylluses into highest enemy dice and Battle until Baphomet's Fury is lost

★ Breadbasket Crisis: If an enemy still taking turns has GOO with 3+ of my cultists/RSDYs, or 1+ and has captured 1+ this round, and I have no GOO there
Bubastis skip this
If I have any yothans there, Battle
If not, Move my GOO or yothans onto or toward that space, using Avatar, He Who, or Hellgate if necessary; use Screaming Dead, Burrowing, or Idolatry if relevant
I must bring noncultist with if none there unless Nyarlathotep with Seek and Destroy active, or unless Cthulhu
I must leave cultists guarded (except Ithaqua unless Cthulhu is playing)
If the space is the Moon, Move my cultists off the Moon onto my GOO or yothan

Cthulhu Emerge: Never do this to Emerge onto an alternate Windwalker glyph if human Windwalker still needs that spellbook
Emerge Cthulhu onto
{Claw marker} a Hated player's gate/Lord's Shadow, or if Hated, most cats not on Moon; if none, a gate/Lord's Shadow belonging to human faction with 5+ gates/Lord's Shadows (3+ Primeval), if none then with my most units -- then Unlimited Battle
{no Claw marker}:
a. if I have fewer than three ocean gates/Lord's Shadows (one Primeval) AND have Devolve or am bringing a cultist or have one in my pool, ocean where I don't have a gate and no glacier with the fewest enemy dice
b. if not, nonbot enemy or neutral ocean gate/Lord's Shadow and no glacier with fewest enemy dice
c. if not, and if I need spellbooks from combat, nonbot enemy ocean space with fewest enemy dice, if none then nonbot enemy land space with fewest enemy dice
d. If not, empty ocean with no glacier
e. if none then nonbot enemy space with fewest enemy dice
Remove the Claw marker from Cthulhu

Cthulhu Rampage: If I am Cthulhu and Cthulhu is out and I still need spellbooks from combat; or if Cthulhu is at a human player's gate, Battle with Cthulhu
a. if not, and Cthulhu is in an ocean with a cultist, and no gate or glacier, and no alternate "needy human Windwalker" glyph, Build a gate; if no cultist or gate or glacier, Recruit an acolyte, Devolving one elsewhere (who is with other cultists) if necessary; if with empty gate, Recruit my least expensive cultist, Devolving one elsewhere (who is with other cultists) if necessary; if unable but I'm on an empty gate, and if I have an acolyte not on a gate in an adjacent space, Move it here
b. if not, and I have fewer than three ocean gates/Lord's Shadows (one Primeval) AND have Devolve or am bringing a cultist or have one in my pool, Move Cthulhu to or toward ocean where I don't have a gate and no glacier with the fewest enemy dice, preferring to Submerge to do this, but not an alternate Windwalker glyph if human Windwalker still needs that spellbook, and do not leave an enemy GOO with my cultist
c. if not, but if I still need spellbooks from combat and no enemy present, Move toward enemy, preferring to Submerge to do this
For any of this step, if Submerging, then bringing max dice then max units, and must bring one noncultist with most dice and must leave guard with gate cultist

Sleeper Hibernation: If I am Sleeper and it is an even-numbered round, and I have copied Hibernation, Hibernation if my current power is equal to or less than {the number of enemy GOOs in play + 1}

Windwalker Hibernation: If I am Windwalker and it is an even-numbered round OR I need spellbook for first player:
Hibernation if my current power is equal to or less than {the number of enemy GOOs in play + 1}

★ Slaughter Rule: Battle if I am getting 12 more dice than a nonbot opponent, or if I am getting 18 or more dice period, except not with lone GOO (Crawling Chaos respects Seek and Destroy) (Bubastis never at Bastet if Bastet is with an enemy cultist and (GOO or gate)) (Invasion never pay doom for this)

★ King Strike: Battle the King in Yellow if I have equal or higher dice, unless Hastur is also present
If Battle can already be declared, and I have Unlimited Battle, Move my GOO or yothans onto this space first, using Avatar or Hellgate if necessary; bring any other noncultists who can arrive now and would leave cultists guarded; use Burrowing or Idolatry if relevant; then Battle
If GOO travels I must bring noncultist with if none there unless Nyarlathotep with Seek and Destroy active, or unless Cthulhu

Blood Offering: Use Blood Offering if it's unused unless I can Portend a Portent right now.
Hear all offers of cultists first. Other bots will pay a cultist for 3 doom, or a cultist for 2 doom when the bots themselves are Hated, if they can pay with non-gate cultists; but if Invasion itself is Hated, the bots demand +1 doom, and if Invasion is another bot then they accept -1 doom, and bots won't pay if they haven't gotten out their GOO(s) yet
Never accept an offer that puts someone at (doom + 1.66 times elder signs) = 30+
From non-Hated bots, pay up to 3 doom for a cultist
From Hated bots, pay up to 2 doom for a cultist, 3 if I need Capture spellbook
From non-Hated humans, pay up to 2 doom for a cultist, 3 if I need Capture spellbook
From Hated humans, pay up 1 doom for a cultist, 2 if I need Capture spellbook

Baphomet Tax: Unless I have enough captured cultists, Summon a gryllus if Baphomet is out and I have no gryllus -- or if I have six spellbooks and Baphomet is out, Summon a second gryllus -- but not where enemy dice are 3+ and I am not present

The Road to Hell: Do not leave any Lord's Shadow or larvae unguarded
Portend a portent. If you created a Lord's Shadow, remove all Road markers. If you've created two Lord's Shadows, skip this from now on
If not:
Recruit a larvae at a portent
If not, place Road markers in a chain of spaces from nearest Lord's Shadow to nearest portent; chain through fewest enemies, then most own units, prefer land if Cthulhu is playing; if markers already exist, Battle any enemy on any such space if you have higher dice except do not Battle an enemy that has merely an acolyte and a single monster
If no Battle, Summon until there are enough units to that all Road spaces could have more own combat dice (1+) than any enemies
If no Summon, Move as many dice units as possible in aid of exceeding enemy Road dice as above. Prefer to Move Baphomet to enemies on Road, else to portent end of Road; then prefer to meet highest-dice space requirements before lower-dice using monsters
If the above is already met, Move larvae onto or along the chain, nearest first, to the portent, attempting to get 4 larvae to or toward the portent. Move larvae closer to the portent end of the chain first if insufficient power

Legion: Invasion Summon cheapest monster at a Lord's Shadow that doesn't have one, except not if enemy dice are 3+, and not a larvae if enemy capturer is present

Black Goat Red Sign: If Black Goat has the Red Sign marker:
{Round One: Never} {Round Two: Always} {Round Three and subsequent: On a die roll of 1-4} --
Summon a ghoul
If not, Recruit an acolyte
If not, Summon a dark young
If no ghouls, acolytes, or dark youngs are in the pool, remove the Red Sign marker

★ Suffer No Cat:
Bubastis skip this
Battle against Bubastis if I have the same or higher dice after pre-battle
If I have Unlimited Battle, and have 1+ dice now, and can create the same or higher dice by Summoning first, Summon first. Else if I can create the same or higher dice by Move, He Who, Shriek, Scream (combine these if necessary), TBT, or Idolatry, do that first and then Unlimited Battle

Sleeper Lolsink: If an enemy GOO is at my gate without my GOO, Cursed Slumber it down

Windwalker Alternate Glyph Gate: Build my alternate glyph gate if I need that spellbook

Ancients Unholy Strike: If I'm Ancients and a human player's GOO is at my Unholy Ground, Battle there

Ancients Construct: Construct cheapest cathedral, prefer space adjacent to fewest of my spaces with acolytes. If not at location, but can Move cultist not on gate onto eligible cathedral location with no enemy, Move acolyte. If moving acolyte would abandon reanimated, must Move reanimated as well. If at no location, but there is an adjacent location with enemy and no GOO, Move cultist and 1+ guards such that dice are equal or higher and must leave guarded cultists and yothans guarded

Cat Restlessness: If I need my spellbook for having no Earth cats on the Moon:
Move all Earth cats I'm able to off of the Moon:
a. Each to an enemy start space that has no cat, if I need that spellbook;
b. Then all onto an enemy gate, prefer Hated, then most winning, then with most cats

Cat Invasion: If I need my spellbook for having a cat on every enemy start space:
a. If I now can Move cats onto every enemy start space, do so, preferring the least expensive cats
b. If not, Summon my cheapest unit onto the Moon, but not an Earth cat if I need my spellbook for having them off the Moon

Chaos Gate: Use the Chaos Gate spellbook where there are no enemies or glacier, prefer where I have an acolyte. If the spellbook is face-down and I have a chaos gate in my pool and 2+ power, use Consummation to flip the Chaos Gate spellbook face-up.
Reminder: Remain off of one chaos gate (total) if there are three and if I need my spellbook for a gate being empty during the doom phase

Complete the Set: If I don't have my spellbook for having out one of each type of larvae, Summon a larvae that I'm missing. Prefer at my unguarded cultist.

★ Ramp Up: {Sleeper skip this, Bubastis skip this} {On a die roll greater than the number of gates/Lord's Shadows I have (Primeval, gates + 2)} --
Build a gate and occupy it in a space where I have acolyte + (except Ithaqua unless Cthulhu is playing) noncultist or have my Red Sign dark young, but not where there's an enemy GOO and I have no GOO

★ Free Gate:
Bubastis skip this
{Daemon Sultan who needs spellbook for empty gate, is on two chaos gates, and empty gate is chaos gate, skip this}
a. If I can Psychosis onto an empty gate, do so.
b. If I can Recruit onto an empty gate with my noncultist and with no human enemies, or with my GOO and no enemy GOO, Recruit my least expensive cultist; Cthulhu Devolve a nongate acolyte with other acolytes to make this happen.
c. If not, if I have a Red Sign dark young or Entropy Syphon fiend not on a gate adjacent to a space with an empty gate and no human enemy dice, or with my GOO and no enemy GOO, Move onto that gate.
c. If not, if I have an acolyte not on a gate adjacent to (Flying, within two spaces of) a space with an empty gate and no human enemies, or with my GOO and no enemy GOO, Move onto that gate. If Cthulhu is an opponent, must also send or have noncultist there, without leaving cultist with no noncultist.
d. If not, but I have an acolyte (or RSDY or ESF) on a gate adjacent to (Flying, within two spaces of) a space with an empty gate and no human enemies, or with my GOO and no enemy GOO, and an acolyte (or RSDY or ESF) not on a gate adjacent to that space, or such units in such a chain of any length, Move all such units in a chain so that the adjacent one takes the gate, and the others take the other gates in the chain. If Cthulhu is an opponent, must also send or have noncultist there, without leaving cultist with no noncultist. Black Goat prefer dark young over acolyte.
e. If not adjacent to an existing space with an empty gate and no human enemies, or with my GOO and no enemy GOO, but everyone else is out of power, Move multiple spaces if through no enemy who could sack high priest to capture. If Cthulhu is an opponent, must also send or have noncultist there, without leaving cultist with no noncultist. Black Goat prefer dark young over acolyte.

★ Guard Cultist by Summon: Black Goat Necrophagy ghouls are not guards for this; Crawling Chaos hunting horrors are not guards for this; Windwalker ignore if Ithaqua is out unless Cthulhu is playing; Bubastis skip this
Summon my cheapest potential guard or terror at my unguarded cultist, prioritizing where enemy is present, except skip this if that enemy is an Opener unit that costs 3+ and the guard will cost 3+, or if the enemy is Cthulhu (the GOO), or if the enemy is Tsathoggua. Cthulhu do not summon last deep one, Black Goat with Thousand Young active prefer not fungi (and cannot use Necrophagy ghouls), Opener prefer not mutants. Black Goat use Fertility if this step would still be selected.

Cthulhu Dreams Harass: Dreams a human enemy cultist alone and on gate, or human enemy cultist with only an allied monster and I also have my monster there, using Devolve first if necessary to get acolyte into pool and if Devolved acolyte is not on gate. Prefer Hated player, then human player with 5+ gates/Lord's Shadows

Opener Ascension: If I have Dragon Ascending unused, and I can Summon a spawn to then have at least 8 power less than an opponent, Summon a spawn and then Dragon Ascending. If not, do the same test for Building a gate, or then for Summoning an abomination.

Cat Doom: Summon the cheapest cat of a type all of which are still in my pool. Prefer not on the Moon.
If none then Move a cat of a type none of which are off the Moon … off the Moon. Prefer space with both enemy and friendly, then space with friendly, then empty space

Replenish Cats: {On a die roll of 1-4} --
Summon my cheapest cat. Prefer at most units off Moon

Bubastis skip this
★ Replenish Cultists:
{On a die roll of 1-4} {Black Goat 1-5} --
Recruit my cheapest non-high-priest cultist
Black Goat with Thousand Young and Red Sign both active count dark youngs as cultists for this, and Summon one
Windwalker prefer at alternate glyph if I need that spellbook, do not Recruit last cultist in pool elsewhere if I need that spellbook; otherwise at Ithaqua
Otherwise, prioritizing spaces with no enemy GOO, then prioritizing no human combat dice, then prioritizing where I have a noncultist, then where I can immediately take a gate, then where there is neither (non-Yog) gate nor my cultist; then at my gate

★ Recruit High Priest:
Bubastis skip this
{On a die roll of 1-2} --
Sleeper only do this if everyone else is out of power/Hibernating
Windwalker who needs alternate glyph spellbook only do this on that space
Recruit a high priest if I can do so at my gate (that does not already have my Tcho-Tcho high priest)

★ Guard Cultist by Moving: Black Goat Necrophagy ghouls are not guards for this; Crawling Chaos hunting horrors are not guards for this; Windwalker ignore if Ithaqua is out unless Cthulhu is playing; Bubastis skip this
Move a unit that could guard from a space where I have multiple units that could guard into a space where I have an unguarded cultist, or toward such a space, but never into enemy Cthulhu or Tsathoggua; if unit to Move is byakhee, Shriek all byakhee instead of Move but must leave one noncultist non-GOO in each space; do not send reanimated to be alone; if Move, check and do this step again

Black Goat Aggro Avatar: If I have Shub, and a RSDY at an enemy gate with at most a single monster guarding it, Avatar into that space, but do not create a Breadbasket Crisis

Black Goat Delayed Avatar: If I'm the only one with power (or not Hibernating) and I have 3+ power, and I have Shub and 1+ RSDY that is not the only guard of GOO or gate cultist, and is not a gate owner
Choose a target enemy gate that has at most a single guarding monster with it and no GOOs of other players, prefer hated, then prefer owner with 5+ gates/Lord's Shadows, then prefer human, then prefer max adjacency to my gates
Avatar onto that space, then Capture the cultist if it's still there, then Avatar with RSDY that is not the only guard of GOO or gate cultist and is not a gate owner

Sleeper Aggressive Lethargy: Lethargy if Ice Age marker is not on Tsathoggua, unless:
I have Demand Sacrifice
AND do not have Capture Monster
AND I can Battle now with higher dice and if Tsathoggua, enemy dice must be < (3 x units Sleeper would have there after prebattle)

★ Snap Kill: If I am with a Hated player's units, and I have more dice, and enemy dice are < (3 x my units after prebattle), Battle (Invasion never pay doom for this)

★ Hatred: {If there is a Hated opponent, on a die roll of 1-2} {Bubastis skip this}
(0/14; 1/13; 2/11, 3/9; 4/8; 5/6; 6/4; 7/3; 8/1; 9/0)
Never put GOO onto Unholy Ground; never create a Breadbasket Crisis; never abandon gates
Treat multiple Hated opponents as equal candidates
a. Battle at one of that faction's gates (or for Bubastis, at Bastet, if not then at any cats) if my dice are equal or higher
b. If not, then He Who, Shriek, Scream (combine these if necessary), TBT, Idolatry, or Hellgate to create equal or higher dice at one of that faction's gates (or Bastet, if not then at any cats), but must be able to leave power for Battle, and must be able to leave guarded cultists and GOOs guarded, and must not leave my traveling GOO without double guards after pre-battle;
c. If not, then Submerge, bringing max units except must leave guarded cultists guarded and must bring 1+ unit if Opener has Dread Curse. Put the Claw marker on Cthulhu
d. If not, then Move to create equal or higher dice at one of that faction's gates (or Bastet, if not then at any cats), but must be able to leave power for Battle, and must be able to leave guarded cultists guarded (except Ithaqua unless Cthulhu is playing), and do not leave GOO unguarded, must not leave my traveling GOO or yothan without double guards after pre-battle (single for Invasion); Ithaqua Arctic Wind, all units, but leave cultist on my gate, and must leave guard (prefer wendigo) if Cthulhu is playing
Then Unlimited Battle Hated player
If I couldn't do this because I didn't have enough monsters, Summon the most expensive monster I can afford. {On a die roll of 1-4}: Prioritize onto my GOO or if no GOO then at max units

Capture Manifesto: If Invasion needs Capture spellbook, or needs to Capture cultists to avoid Sacrament of Flesh, Move Baphomet + up to two guards (fewer is OK) onto enemy cultists, of a player I don't have captured, with no GOO. Do not leave Lord's Shadow or larvae unguarded

Sleeper Buy a Spellbook: If I have 4+ gates/Lord's Shadows. {Round One or Two: On a die roll of 1-3} {Round Three: 1-4} {Subsequent: Always}
OR Everyone else is out of power AND buying a spellbook would leave me with 2+ power AND I don't have Burrowing
Pay power, prefer to make everyone lose 1 power or gain 1 power over giving anyone 3 power; to tiebreak between the first two, make everyone lose 1 if more human players have power than not, otherwise make everyone gain 1
Take Burrowing in the second circumstance

Sleeper Capture Monster: If I have Capture Monster, Move Tsathoggua onto out-of-power enemy gate with no GOO if power after move is equal to or greater than number of enemies there. Must bring 1+ guards, leaving guarded cultists guarded. Prefer space next to one where I have multiple cultists
If none adjacent, but I can reach one and have enough power to Capture all there, Move toward such a space through guards, or bring guard, leaving guarded cultists guarded

Sleeper Demand Sacrifice: Only if Tsathoggua, and Sleeper has 4+ gates/Lord's Shadows (Primeval 2+) or if everyone but Sleeper is out of power
AND (needs 6-combat-dice spellbook or has Demand Sacrifice)
For the following, consider all enemies if Sleeper does not have 6-combat-dice spellbook; consider only human enemies if Sleeper does have that spellbook
Also for the following, if everyone is out of power but me, and I have Burrowing, Move two units at a time to save power
If Sleeper and can Move Tsathoggua + others (if needed) onto enemy (prefer Hated then fewest enemies) leaving behind guard with cultists, Move there if:
Sleeper must have Battle power left after the Move and 1+ dice after pre-battle
Never bring exactly 1 unit with Tsathoggua if Moving into Cthulhu
If Energy Nexus, prefer to bring wizard, if unable or dice are insufficient then prefer formless spawn
AND target space cannot be Unholy Ground
AND if Burrowing, or Cthulhu isn't playing, or I don't have Ancient Sorcery, or Opener has Dread Curse of Azathoth: must bring noncultist or already have one there (who isn't auto-lost during pre-battle)
AND Sleeper dice after Move and prebattle must be 6+ if I need 6-combat-dice spellbook
AND if Cthulhu isn't playing, or I don't have Ancient Sorcery, Sleeper dice after Move and prebattle must be > (enemy dice + 5) (respect Energy Nexus + Capture Monster) if enemy dice are nonzero
AND if Cthulhu isn't playing, or I don't have Ancient Sorcery, Enemy dice must be < (3 x units Sleeper would have there after prebattle)
if Move then Unlimited Battle
If I couldn't do this because I didn't have enough monsters, Summon the most expensive monster I can afford. Prioritize onto Tsathoggua
If no candidate space adjacent, Move toward such a space through guards, or bring guard, leaving guarded cultists guarded

Black Goat/Crawling Chaos/Sleeper Midrange: If I have exactly two or three gates/Lord's Shadows for Black Goat or Sleeper (zero or one Primeval); three for Crawling Chaos (one Primeval) and need four-gate spellbook
a. Build a gate if with no enemy GOO; if I'm at a location but don't have enough power, skip this entire module
b. If not, Move a noncultist (prefer RSDY; if not RSDY, must bring nongate acolyte or have acolyte in pool) to or toward a space with neither gate nor enemy GOO nor portent, traveling through no enemy GOO, leaving all guarded cultists guarded. Prefer land if Cthulhu is playing, then prefer max adjacency to my gates. If already on such a space, and not RSDY, Recruit an acolyte there, if not then Move a nongate acolyte to or toward there
c. If not, Battle at enemy gate where I have higher dice and either acolyte/RSDY with or acolyte in my pool; if my GOO is there, enemy dice must be < (3 x units I would have there after prebattle)
d. If not, Move GOO and/or noncultists to or toward enemy gate if I can have higher dice and still have power to Battle, I must send 1 acolyte/RSDY or have one in my pool, leaving all guarded cultists and GOO guarded. If GOO travels then enemy dice must be < (3 x units I would have there after prebattle). Prefer Hated, then prefer human with 5+ gates/Lord's Shadows, then prefer any human, then prefer max adjacency to my gates. If some units can reach destination and some not, Move those who cannot toward destination; cultists must end with guard and no enemy GOO
If unable to generate enough dice or noncultists able to Move but would have had enough power, Summon my most expensive monster I can afford. {On a die roll of 1-4}: Prioritize onto my own GOO
If unable to Move a mandated acolyte in this way, Recruit one

Opener Curse: Use Dread Curse of Azathoth on a human player's GOO that is by itself if I am rolling 4+ dice; or on that GOO if it is with only one friendly and I am getting 5+ dice

Windwalker Ice Age Harass: (The easiest way to manage this is, if no one gained doom or elder signs, roll a die, and on a 2-6, skip)
If I have Ice Age, put the Snowflake token onto the winning human player (on a tie, don't move the marker). If the marker changed players just now, or was placed for the first time, Ice Age the player it moved to, choosing their GOO first (prefer King to Hastur) and their max combat dice second, but the space the marker already is in wins all ties. If the marker did not change players, do the same, but only on a die roll of 1.

Mars Attacks: If I need my spellbook for losing a Mars or Saturn cat in battle, {on a die roll equal to or less than the round number}
a. Battle with a Mars cat if the enemy has dice. Prefer winning human player
b. If not then Move a Mars cat (preferred) or Saturn cat onto enemy dice, but never Tsathoggua. Prefer Moving a cat from the Moon, and prefer winning human player
c. If not then Summon a Mars cat (preferred) or Saturn cat onto the Moon
d. If not then Move a Mars cat (preferred) or Saturn cat onto the Moon

Nightmare from Uranus: If I need my spellbook for losing an Uranus cat in battle, {on a die roll equal to or less than the round number}
a. Battle with an Uranus cat if the enemy has dice. Prefer Hated then winning human player
b. If not then Move an Uranus cat onto enemy dice, but never Tsathoggua. Prefer Moving a cat from the Moon, and prefer onto winning human player
c. If not then Summon an Uranus cat onto the Moon
d. If not then Move an Uranus cat onto the Moon

★ Easy Spellbook: {Roll a die}
{Round One or Two: On a die roll of 1} {Round Three: 1-2} {Round Four: 1-4} {Subsequent: Always} --
Obtain certain spellbooks I can obtain without moving, with the following restrictions:
a. Cthulhu: Skip this
b. Black Goat: Sack acolytes, but only sack acolytes if 6+ are in play and at 2+ power
c. Crawling Chaos: Pay 6 (if not then 4) power, but never during the first two rounds
d. Yellow Sign: Give someone 3 doom, follow the normal rules for deciding whom
e. Opener of the Way: Skip this
f. Sleeper: Skip this
g. Windwalker: Anytime spellbook, but only do this if I have all my other spellbooks (and this isn't an action, so "go" again)
h. Tcho-Tchos: Sack starting gate, but never sack gate the first round or if I have only 1-2 power remaining. If I've still chosen to sack such a gate, but I lack gate on starting space, converge all units, highest dice first, toward starting space leaving all gate cultists guarded
i. Ancients: Give monsters, but never give everyone their most expensive monster during the first round
j. Bubastis: Pay 2
k. Daemon Sultan: Skip this
l. Invasion: Only pay 4 if I have all my other spellbooks, unless another faction is Hated, in which case pay 4, take Eclipse, and use it immediately

Black Goat Free Ghouls: Summon a ghoul if it costs 0

Crawling Chaos Predator: If I am Crawling Chaos, I have Nyarlathotep, I have 3+ gates/Lord's Shadows (1+ Primeval), and I need my capture spellbook
Move Nyarlathotep, and other units if necessary, to or toward an enemy cultist not guarded by a GOO (prefer Hated);
I must have same or higher dice (respect Seek and Destroy) and still have power to Capture, leaving all guarded cultists guarded, not leaving enemy GOO with my cultists, and Nyarlathotep must end up double-guarded (respect Seek and Destroy unless Opener has Dread Curse of Azathoth), and Enemy dice must be < (3 x units Crawling Chaos would have there after prebattle)
Never Move onto Unholy Ground
If I didn't do the above because I couldn't get enough noncultists with Nyarlathotep, Summon the most expensive noncultist I can afford

Crawling Chaos Rampage: If I am Crawling Chaos and have 3+ gates/Lord's Shadows (1+ Primeval) and all six spellbooks
a. Battle an enemy GOO (not Hastur) that is with Nyarlathotep and I will have same or higher dice (respect Seek and Destroy)
b. If none then Move Nyarlathotep and other units to or toward an enemy GOO (prefer Hated) (not Hastur) against whom I will have same or higher dice (respect Seek and Destroy) and still have power to Battle, leaving guarded cultists guarded, and Nyarlathotep must end up double-guarded after pre-battle (respect Seek and Destroy unless Opener has Dread Curse of Azathoth), and Enemy dice must be < (3 x units Crawling Chaos would have there after prebattle); then Unlimited Battle
Never Move onto Unholy Ground
If some units can reach destination and some not, Move those who cannot toward destination; cultists must end with own monsters and no enemy GOO
If I didn't do the above because I couldn't get enough noncultists with Nyarlathotep, Summon the most expensive noncultist I can afford

Yellow Sign Desecrate: Desecrate, except never Desecrate if this would incorrectly use up still-needed desecration tokens, take undead if fail, take byakhee if succeed, take most expensive unit available if preferred unit is not available

Yellow Sign Prepare: Never travel onto Unholy Ground or slaughter (18+ enemy dice, or 12+ enemy dice more than me)
If desecration tokens available, and spellbooks needed or Third Eye active, Screaming Dead, bringing all undead except leave guard with cultist(s), heading toward nearest needed (non-Unholy non-slaughter (NUNS)) symbol, or if none then nearest NUNS space with no desecration token, in either case prioritizing my own gate, then adjacent to my own gate; and then go again unless this is the step I would select again; do not send King to be alone; do not abandon Hastur without monster in this way unless 1+ power after Screaming Dead; do not abandon cultists with enemy GOO unless I leave Hastur. When traveling, prefer onto or through fewest enemies.
a. If I don't have Screaming Dead, give someone 3 doom and take Screaming Dead
b. If I couldn't take Screaming Dead, then Move the King and 2 undead
b. If I didn't do that, Zingaya at King, or Summon undead at King if I can't Zingaya
c. If King cannot travel or Zingaya or Summon above, Scream or Move King (and up to 1 undead if I'm trying to have 2 because I don't have Scream) onto undead regardless of desecration state of target space
d. If not, Move undead toward King without traveling through Cthulhu or Tsathoggua. Prefer undead who would not leave cultists or GOO unguarded

Opener TBT Harass: If Opener and have TBT and need spellbook for being at enemy gates, Summon monster onto enemy gate where no friendly monster, prioritizing where no enemy GOO and then Hated player, and then for Summon prioritizing 3-cost then greater than 3-cost then less than 3-cost

Windwalker Sojourn: If Ithaqua and I need my spellbook for a gate at my alternate starting glyph:
If I can Summon at Ithaqua, {on a die roll equal to or less than (the cost of my most expensive monster in my pool, minus 2)}, Summon the most expensive monster I can afford at Ithaqua
If I did not do the above, {on a die roll of 1-2} Move a cultist adjacent to Ithaqua and not on a gate, onto Ithaqua
If I did not do the above, Arctic Wind, all units, but leave cultist on my gate unless enemy GOO is there, and must leave guard (prefer wendigo) if Cthulhu is playing, and only if Ithaqua would not travel alone
a. if I'm bringing an acolyte or have one in my pool, toward my alternate start area; if I'm there, Build the gate; if I don't have power to build the gate, Hibernation
b. If I'm not bringing an acolyte, Recruit acolyte at Ithaqua; if unable, Arctic Wind toward my non-gate cultist
When choosing travel route, prefer through Hated if getting 6+ dice more than that enemy there, and enemy dice < (3 x units Windwalker has there after prebattle)

Windwalker Rampage: If Ithaqua:
If I can Summon at Ithaqua, {on a die roll equal to or less than the cost of my most expensive monster in my pool, minus 1}, Summon the most expensive monster I can afford at Ithaqua
If I did not do the above, {on a die roll of 1-2} Move a cultist adjacent to Ithaqua and not on a gate, onto Ithaqua
If I did not do the above, Arctic Wind, all units, but leave cultist on my gate, and must leave guard (prefer wendigo) if Cthulhu is playing, if:
Ithaqua is not on a nonbot enemy where I am already getting 6+ dice more than that enemy (I Have Arrived)
AND Ithaqua is not on a space with no enemies or gate at all
AND Ithaqua would not travel alone (No Suicide)
With priority on the following targets, but never into Hastur or Unholy Ground:
a. toward Rhan-Tegoth
b. toward a gnoph-keh (If Cthulhu is playing, not a gnoph-keh who is the guard of my cultist)
c. if none then onto or toward any space where I don't have a gate, prefer onto Hated gate then human gate then any opponent gate then no gate
Then Unlimited Battle if I am getting 6+ dice more than an opponent at Ithaqua

Windwalker is Here: If Ithaqua is at nonbot enemy getting 6+ dice more than that enemy, and enemy dice < (3 x units Windwalker has there after prebattle), Battle with Ithaqua

Tcho-Tchos Ubbo Suicide: If I am Tcho-Tchos and I need spellbook for GOO death, Battle with Ubbo-Sathla (and put first kill onto Ubbo-Sathla during this battle, per standard instructions) if opponent has 1+ dice
If no Battle AND I have 3+ gates/Lord's Shadows (1+ Primeval), Move an Ubbo-Sathla that has 1+ combat dice, or that will end with friendly combat dice, onto most enemy dice, if none then toward most dice two spaces away, three away, etc. Must Move another unit with or end with another unit there if Opener has Dread Curse of Azathoth. Never Move onto Unholy Ground

Fiendish Growth: Use Fiendish Growth if it would place 2+ units. If it would but it's used, but Consummation is unused and I have 2+ power, use Consummation to flip Fiendish Growth.

Undirected Energy: Use Undirected Energy if it's a net gain in power. If it would be but it's used, but Consummation is unused and I have 2+ power, use Consummation to flip Undirected Energy.

★ Build Gates: Bubastis skip this
Build a gate and occupy it in a space where I have guarded cultist or have my Red Sign dark young; or if I have no noncultists, build a gate where there are fewest human enemy dice; but in either case not where there's an enemy GOO and I have no GOO, and not with glacier

First-Round Escape: Bubastis skip this
If it's the first round, Move a cultist alone and not on gate but with enemy -- onto an empty space; if none, onto friendly units

First-Round Build: Bubastis skip this
If it's the first round, Build a gate

Black Goat Expand: Only if Black Goat has 4+ gates/Lord's Shadows (2+ Primeval) and needs spaces/sharing spellbooks
{On a die roll of 1-4}
Prefer to do this with ghoul, then fungi, then dark young. (See below for cultists.) Do not abandon cultists, gates, or GOO.
Never so Move a monster into Cthulhu or Tsathoggua
If I need my four-, six-, or eight-space spellbook, Move a monster who is neither a guard nor alone nor a gate owner into a space I'm not in, without decreasing the number of spaces I'm in. Repeat this process if I still need those spellbooks
Then, If I need my sharing spellbook, Move a monster who is not a guard or gate controller into or toward a space with an enemy I don't share a space with, but do not leave an enemy such that I no longer share with that enemy, and do not decrease the number of spaces I'm in if I don't have all those spellbooks. Repeat this process
Then, put RSDYs on gates and Move a single nongate cultist into a space that immediately earns a spellbook (regardless of enemies there)
If I did none of that, Move a monster who is neither a guard nor alone nor a gate owner toward a space I'm not in, without decreasing the number of spaces I'm in
If from all of the above, no one was Moved, Summon my cheapest monster, in a space maximizing for adjacency to spaces I'm not in

★ Free Gate Expedition: Bubastis skip this
If there is an empty gate with no enemy GOO, Move cultist (or other gate-holding unit) not on a gate and 0+ noncultists to or toward the gate such that my dice are always equal or higher during (according to current board state) trip, but I must be able to leave guarded cultists guarded (except Ithaqua unless Cthulhu is playing), and must not leave my GOO or yothan unguarded

Bastet Setup:
a. Catnap enemy units at Bastet if I'll have 2+ power remaining unless Bastet is at enemy gate
b. Move Bastet to an enemy gate (unless at one, in which case skip the rest of this module), prefer opponent out of power then most winning. I must Move (or have there) 1+ additional units such that I have a guard, I have higher dice, and that Enemy dice would be < (3 x units Bubastis would have there after prebattle). Do not Move onto Unholy Ground
c. If not then Move Bastet to the Moon if I'll have 1+ power remaining. I must Move (or have there) 1+ additional units such that I have a guard, I have higher dice, and that Enemy dice would be < (3 x units Bubastis would have there after prebattle)
d. If not then Summon a cat onto the Moon. Prefer a cat of a type all the units of which are in my pool, then the least expensive
e. If not then Move a cat onto Bastet, prefer most expensive
f. If not then Move a cat onto the Moon, prefer most expensive

Cat Attack:
a. Battle where I have more dice, but never at Bastet if Bastet is with an enemy cultist and (GOO or gate). Prefer at Hated
b. If not then Move to create more dice at enemy, but never at Bastet if Bastet is with an enemy cultist and (GOO or gate), prefer winning Hated then winning human. Do not leave GOO unguarded
c. If not then Summon most expensive unit I can afford, but never at Bastet if Bastet is with an enemy cultist and (GOO or gate), prefer space with winning Hated then winning human then Moon

Animate Matter: Animate Matter, if I can Animate Matter into a gate that is:
A Hated player OR human faction with 5+ (owned gates + empty gates faction could step onto during next go)
AND
I have my monster or GOO at that gate OR the gate is unguarded
(If I could except for the fact that Animate Matter is used, and I have 2+ power, use Consummation to flip Animate Matter)

★ Rage: If a human faction has 5+ (owned gates + empty gates faction could step onto during next go) (3+ Primeval):
Sleeper ignore this unless I have 4+ gates (2+ Primeval)
Bubastis skip this
Never put GOO onto Unholy Ground; never create a Breadbasket Crisis; never abandon gates
a. Battle at one of that faction's gates if my dice are equal or higher
b. If not, then He Who, Shriek, Scream (combine these if necessary), TBT, Idolatry, or Hellgate to create equal or higher dice at one of that faction's gates, but must be able to leave power for Battle, and must be able to leave guarded cultists and GOOs guarded, and must not leave my traveling GOO without double guards after pre-battle
c. If not, then Submerge, bringing max units except must leave cultist + noncultist and must bring 1+ unit if Opener has Dread Curse. Put the Claw marker on Cthulhu
d. If not, then Move to create equal or higher dice at one of that faction's gates, but must be able to leave power for Battle, and must be able to leave guarded cultists guarded (except Ithaqua unless Cthulhu is playing), and do not leave GOO unguarded, must not leave my traveling GOO or yothan without double guards after pre-battle
Then Unlimited Battle player at whom I am Raging
If I couldn't do this because I didn't have enough monsters, Summon the most expensive monster I can afford. {On a die roll of 1-4}: Prioritize onto my GOO, or for Ancients, onto max cultists then max units

Juicy Target: If Invasion has Entropy Syphon and an opponent controls a normal gate at a Lord's Shadow, Move (Hellgate if necessary) to create higher dice at that Lord's Shadow. I must leave power for Battle (or doom for Baphomet) and leave guarded larvae guarded. Then Unlimited Battle

Baphomet's Game: If Invasion has Baphomet's Fury, Battle largest force possible with gryllus. If no Battle, use Scavenge if it causes Battle or Capture. If an opponent has Baphomet's Fury, Battle that opponent with Baphomet, if not then Move Baphomet toward that opponent. Do not abandon gate or larvae

Opener Beyond One Harass: Beyond One a human opponent’s gate, unless gate owner is already alone, into a space with friendly units and no human enemy units, if none then into an empty space

Sleeper Lethargy: Sleeper Lethargy. Do not Lethargy with the Ice Age marker on Tsathoggua

Undirected Lethargy: Use Undirected Energy. (Even if it's not a net gain in power)

★ Expand Cultists: {Bubastis skip this; Invasion skip this}
Do not consider destinations with an enemy GOO where I have no GOO
Move an acolyte from a space where I have multiple cultists (or for Black Goat, have cultist with RSDY) into a space where I have no cultists and one or more noncultists (Black Goat doesn't count RSDY or ghoul), or toward such a space if through no enemy who can capture; unless I can Recruit into that space, in which case, Recruit

Opener Charge: If I am Opener and I need my spellbook for my GOO sharing with an enemy GOO:
Beyond One my GOO, prefer neutral to Yog, onto an enemy GOO if Enemy dice will be < (3 x units Opener would have there after prebattle); never put Yog onto Unholy Ground
If not, then Move my GOO and noncultists, prefer neutral to Yog, onto or toward an enemy GOO, if I can bring 1+ guard (or already have there) and if Enemy dice will be < (3 x units Opener would have there after prebattle) and if I can leave guarded cultists guarded; never put Yog onto Unholy Ground

Sleeper Cursed Expand: [On a die roll greater than the number of gates/Lord's Shadows I have] --
Cursed Slumber a gate down where I have multiple cultists, but not if an enemy guarded cultist or RSDY is present. Prioritize gate with most of my cultists

Sleeper Sorcery: Ancient Sorcery Tcho-Tchos, then Cthulhu, then Crawling Chaos, then random, but not if this leaves cultist with no noncultist

Sleeper Cursed Payoff: Cursed Slumber a down gate back up into an empty space, except if Cthulhu has Dreams then only into a space with 1+ my noncultists, none of my cultists, and no enemy. Prefer land if Cthulhu is playing, prefer neither need alternate glyph nor WSP if Windwalker is playing

Tcho-Tchos High Priest Fix: Tcho-Tchos Move a high priest at my gate with another high priest, to my gate that does not have a high priest

Traitors: If I have all six spellbooks, and I have 5+ gates/Lord's Shadows, and I can use Traitors on the losing player, Traitors a losing player's gate

★ Expand with Monster: {On a die roll greater than the number of my gates/Lord's Shadows} {this number + 2 Primeval} {Ancients subtract 2 from the die roll} {Bubastis and Invasion skip this} --
Move a noncultist non-GOO from a space where I have multiple noncultist non-GOOs into a space where I have no noncultists, or toward such a space, but never into enemy Cthulhu or Tsathoggua; prefer not a portent unless I'm Invasion; prefer not a human Windwalker's alternate glyph; prefer land if Cthulhu is playing; prefer neither WSP nor needed alternate glyph if Windwalker is playing
a. Cthulhu: if any eligible unit is with Cthulhu, Submerge instead of Move, max units leaving guarded cultists guarded; if can't then go ahead and Move as above, if Moving then prefer adjacent unowned gate, then water
b. Black Goat: Necrophagy ghouls cannot be left alone with cultists/GOO. Dark youngs cannot leave gate with no owner. Prefer adjacent unowned gate
c. Crawling Chaos: Neither leave hunting horror as guard nor use hunting horror for this action; Prefer unowned gate, then no enemy, then no human
d. Yellow Sign: if unit to Move is byakhee, Shriek all byakhee with other noncultist non-GOOs instead of Move; if can't then go ahead and Move; prefer unowned gate, then no enemy, then no human
e. Opener, Sleeper, Windwalker, Tcho-Tchos: Prefer adjacent unowned gate, then no enemy, then no human
f. Ancients: Prefer adjacent unowned gate, then "cathedral zone" with no cathedral, then no enemy, then no human, but do not send reanimated into space with no friendly, and do not send yothan without guard (and this must leave guarded cultist guarded)
g. Daemon Sultan: Prefer adjacent to a chaos gate, then an unowned gate, then no enemy, then no human

★ Summon: Summon my cheapest noncultist, Cthulhu do not summon last deep one, Black Goat with Thousand Young active prefer not fungi, Opener prefer not mutants, Windwalker choose most expensive noncultist I can afford instead of cheapest
{On a die roll of 1-4}: Prioritize onto my GOO, or for Ancients, onto max cultists then max units
Otherwise, prioritizing onto any player's lone cultist, then onto any player's cultist-only space, then onto no enemy GOO

Fiend Aggression: Move a fiend toward enemy cultist with no GOO and no guard; if none, toward enemy cultist with no GOO. Pass through fewest enemy units. Do not leave Lord's Shadow, GOO, or larvae unguarded and do not Move off of a portent or gate
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Doug
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 1:50 am

Ancients Move Out: If Ancients need cathedral spellbook, Move cultist + guard(s) onto or toward location, abandoning cultists or gate if necessary, from as few different spaces as possible, such that my dice are always equal or higher during (according to current board state) trip and through no enemy GOO (the easiest way to do this is, determine the dice at the destination, then, is there a single space that can be the origin; are there two spaces; etc.)

★ Cultist Escape: Bubastis skip this
Move a cultist that is not on a gate and that has no noncultist with it onto friendly noncultist; or toward one through space with neither enemy dice nor units that can Capture; do this again

★ Immobile Spellbooks:
Obtain certain spellbooks I can obtain without moving, with the following restrictions:
a. Cthulhu: Skip this
b. Black Goat: Sack cultists, but only sack cultists if 6+ are in play and at 2+ power
c. Crawling Chaos: Pay 6 (if not then 4) power, but never during the first two rounds
d. Yellow Sign: Give someone 3 doom, follow the normal rules for deciding whom
e. Opener: Skip this
f. Sleeper: Pay power, prefer to make everyone lose 1 power or gain 1 power over giving anyone 3 power; to tiebreak between the first two, make everyone lose 1 if more human players have power than not, otherwise make everyone gain 1
g. Windwalker: Anytime spellbook, but only do this if I have all my other spellbooks (and this isn't an action, so "go" again)
h. Tcho-Tchos: Sack starting gate, but never sack gate the first round or if I have only 1-2 power remaining. If I've still chosen to sack such a gate, but I lack gate on starting space, converge all units, highest dice first, toward starting space leaving noncultist + cultist on each gate
i. Ancients: Give monsters, but never give everyone their most expensive monster during the first round
j. Bubastis: Pay 2
k. Daemon Sultan: Skip this
l. Invasion: Only pay 4 if I have all my other spellbooks, unless another faction is Hated, in which case pay 4, take Eclipse, and use it immediately

★ Bully: Battle if I am getting 6+ more dice than a nonbot opponent except not with lone GOO (Bubastis never at Bastet if Bastet is with an enemy cultist and (GOO or gate))
Crawling Chaos Thousand Forms: Thousand Forms if GOO is out
★ Duel: Battle if I am getting at least as many dice as a nonbot opponent except not with lone non-Cthulhu GOO (Bubastis never at Bastet if Bastet is with an enemy cultist and (GOO or gate))
Cthulhu Underwater: Submerge Cthulhu with max force that leaves noncultist + cultist
Black Goat Ghroth Harass: If I have Ghroth, separate fungi to set it up, leaving no cultists unguarded; do this again; if no Move occurs in this way but four fungi live, Ghroth; otherwise, Summon fungi, prefer space with no fungi, and if Summon by itself gives me Ghroth for 4, Ghroth now
★ Work on Spellbooks: Move a noncultist toward a space that increases threshold for spellbook requirements based on being in spaces e.g. number of spaces for Black Goat, being on enemy gates for Opener, etc.; do this again except stop if any spellbook is obtained
★ GOO Harass: Move a GOO not on the Moon, or use Avatar or He Who will not be Named, from space with no human enemy to space with friendly units and human enemy if dice would become in favor, but do not leave guarded cultist unguarded, and do not end on Unholy Ground; if He Who, go again
★ Sorry, Friend: Capture a unit
★ Apologies: Battle if I am getting at least as many dice as any opponent except not with lone non-Cthulhu GOO

★ Cultists are Important After All: Recruit my cheapest non-high-priest cultist
Black Goat with Thousand Young and Red Sign both active count dark youngs as cultists for this, and Summon one
Windwalker prefer at alternate glyph if I need that spellbook, do not Recruit last cultist in pool elsewhere if I need that spellbook; otherwise at Ithaqua
Bubastis skip this
Otherwise, prioritizing spaces with no enemy GOO, then prioritizing no human combat dice, then prioritizing where I have a noncultist, then where I can immediately take a gate, then where there is neither gate nor my cultist; then at my gate

★ Expand After All: {Bubastis and Invasion skip this}
Move a noncultist non-GOO from a space where I have multiple noncultist non-GOOs into a space where I have no noncultists, or toward such a space, but never into enemy Cthulhu or Tsathoggua; prefer not a portent unless I'm Invasion; prefer not a human Windwalker's alternate glyph; prefer land if Cthulhu is playing; prefer not WSP if Windwalker is playing
a. Cthulhu: if any eligible unit is with Cthulhu, Submerge instead of Move, max units leaving guarded cultists guarded; if can't then go ahead and Move as above, if Moving then prefer adjacent unowned gate, then water
b. Black Goat: Ghouls cannot be left alone with cultists/GOO. Dark youngs cannot leave gate with no owner. Prefer adjacent unowned gate
c. Crawling Chaos: Neither leave hunting horror as guard nor use hunting horror for this action; Prefer unowned gate, then no enemy, then no human
d. Yellow Sign: if unit to Move is byakhee, Shriek all byakhee with other noncultist non-GOOs instead of Move; if can't then go ahead and Move; prefer unowned gate, then no enemy, then no human
e. Opener, Sleeper, Windwalker, Tcho-Tchos, Daemon Sultan: Prefer adjacent unowned gate, then no enemy, then no human
f. Ancients: Prefer adjacent unowned gate, then "cathedral zone" with no cathedral, then no enemy, then no human, but do not send reanimated into space with no friendly, and do not send yothan without guard (and this must leave guarded cultist guarded)
g. Daemon Sultan: Prefer adjacent to a chaos gate, then an unowned gate, then no enemy, then no human

Still Going: Invasion Move Baphomet onto a lone enemy unit, prefer fewest dice.

★ Go to Zero: Go to zero

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In combat:

Cthulhu always Devour
Cthulhu always Absorb deep ones
Cthulhu always take advantage of Regenerate

Black Goat always Necrophagy to maximize occupied spaces (same number OK), then to maximize shared factions (same number OK), unless these spellbooks are obtained in which case all ghouls that would add opponent retreats; but never leave cultist with no noncultists, and never Necrophage into Cthulhu or Tsathoggua unless guaranteed to make them leave

Crawling Chaos always Seek and Destroy, and count the potential use of Seek and Destroy when deciding whether force can attack
Crawling Chaos always Invisibility max opponent nonzero dice, if any, except do not Invisibility to the extent that this ends a battle I initiated
Crawling Chaos always Abduct when guaranteed to take away enemy dice, or if my force is all nightgaunts
Crawling Chaos use Emissary to save a different unit from being killed if possible
Crawling Chaos take elder signs from Harbinger, unless Nyarlathotep died and power will be enough to re-Awaken him, in which case take power

Yellow Sign always put Vengeance kills on enemy GOO, then onto max dice

Opener always Million Favored Ones max possible except not a cultist on a gate, and not a spawn if it would become fewer than three mutants. Promote spawns into mutants before promoting cultists into mutants
Opener always Channel Power if this would reroll 6 or more dice and more kills are possible

Sleeper always Demand Sacrifice
Sleeper always Energy Nexus to Cursed Slumber gate down if enemy GOO is there and not my GOO; if not then Capture Monster; if not then to move away Tsathoggua if enemy combat dice are (6 x orange units) or greater; if not then to Summon monster with highest dice

Cthulhu bot always gives human Sleeper an elder sign for Demand Sacrifice if I need spellbooks for kills
Bot otherwise only gives human Sleeper an elder sign for Demand Sacrifice if Sleeper is losing, but not if I am rolling zero dice
Bot always gives bot Sleeper an elder sign for Demand Sacrifice unless I am rolling zero dice

Windwalker always Eternal unless this would cause Unholy Ground to take out Ithaqua
Windwalker Cannibalism a cultist if gate would be taken now and noncultist is there to guard; if not then Cannibalism wendigo; if no wendigos, Cannibalism cultist if this would be into space with own noncultist, and no enemy GOO without my GOO

Tcho-Tchos always Terror enemy if this would remove all enemy dice; otherwise, Terror self
Tcho-Tchos always Martyrdom if this would prevent any other kills

Ancients always Unholy Ground

Bubastis always Savagery; always Zagazig when the attacker

Daemon Sultan always Cosmic Ruler my cheapest GOO (normally Antithesis), prefer not Synthesis

Assigning Kills and Retreats:

The bot puts kills on its own units in this order: acolyte not on gate; cheapest monster not on a gate; acolyte on gate; cheapest terror; anything else on a gate; cheapest GOO (lose Rhan-Tegoth before losing Ithaqua); except, Black Goat bot puts kills on ghouls first if ghouls cost 0, and Tcho-Tcho bot will put a first kill on its own GOO if it needs the spellbook for a GOO dying in battle, and Ancients puts kills on reanimateds first if Ancients has Brainless, and Bastet puts kills on Mars cats then Saturn cats then Uranus cats if it needs the spellbooks for those cats dying in battle.

For Vengeance, always put Vengeance kills on enemy GOO, then onto max dice (as previously stated).

When the bot controls its own retreats, the bot puts pains on its own units in the same order as kills, except, for each GOO or yothan it has in a battle, it reserves one pain for the following rule:
- Put these "final" pains on my own GOO or yothan, or on another unit, such that my GOOs/yothans will end up with the more numerous force including the force at the retreat destination.

When the bot does not control its own retreats, it simply puts pains on its own units in the same order as kills.

Retreating:

When able to choose own retreats, except for a special Black Goat protocol below, retreat to single space, prioritizing to max friendly units, then to fewest enemy noncultists, then to fewest enemy units. Bubastis do not retreat Earth cats to Moon if I need "off the Moon" spellbook. Invasion retreat onto portent, then Lord's Shadow, if possible

Black Goat bot will retreat to multiple spaces if it needs spellbooks for being in spaces and if monsters or GOO are retreating:
a. divide retreaters into groups, one monster per group, and then cultists divided among the groups, and GOO with a random group (or is a group if no monsters)
b. retreat each group to a separate space I'm not in:
- For retreat groups with guard(s), prefer non-GOO enemy spaces with factions I'm not already shared with (if I need sharing), and then prefer fewest enemy noncultists, then fewest enemies
- For retreat groups with acolytes but without guard(s), prefer acolyte-only enemy spaces with factions I'm not already shared with (if I need sharing), and then prefer fewest enemy noncultists, then fewest enemies

If I am Crawling Chaos and have Madness, or Opener using Dread Curse of Azathoth
a. retreat myself first, to single space, prioritizing to max friendly units, then to fewest enemy noncultists, then to fewest enemy units
b. then retreat the opponent with the most units that will retreat, to two spaces if possible, cultists to one space and noncultists to the other, prioritizing sending cultists (respect Million Favored Ones) to most my own monsters/terrors/GOO, then to most units not belonging to retreating player; and then sending noncultists to fewest of my units then most units not belonging to retreating player
c. then retreat the opponent with the next-most units that will retreat, as in b. etc.

----------

Gather Power/Determine First Player:

Choose first player and direction randomly, except never help a human Windwalker player get the first-player spellbook
Tcho-Tchos sack any high priest that won't earn an elder sign for upcoming Ritual, except leave one high priest to enable Awakening Ubbo-Sathla if not out

----------

Doom phase:

Ritual-

NEVER Ritual into Instant Death except with six spellbooks or to guaranteed make everyone lose. This overrides everything below

Otherwise, always Ritual into a guaranteed 30+ doom with six spellbooks or to guaranteed make everyone lose, or into Instant Death to guaranteed make everyone lose. This overrides everything below

Respecting those two rules, all factions, the general rule:
Ritual if all my GOOs are out (or active Consecration for Ancients) (2+ GOOs out for Daemon Sultan if I have all GOO spellbooks OR if the Awaken cost for any GOO spellbook I don't have will be less than the amount I'll have left after the ritual)
AND if I have 3+ gates (Black Goat 4+ gates) (Crawling Chaos 4+ gates if I lack any spellbooks) (Sleeper 4+ gates if ritual spellbook isn't the only one I'm lacking) (+1 gate for each enemy Sycophancy)
AND if cost is half current power or less (Opener doesn't care about expense if Dragon Ascending is available and would add 8+ power if used immediately after ritual)
UNLESS this ends game with someone other than me having six spellbooks and I don't (remember that the bot doesn't have to reveal its elder signs)

Opener -- Opener uses Dragon Descending if it is doing a Ritual with 5+ gates, or with any number of gates if going to 30+, unless this ends game with someone other than me having six spellbooks and I don't
Tcho-Tchos -- Ritual if two or more elder signs are guaranteed, regardless of general rule, or to get 1 elder sign if i need that spellbook, unless this ends game with someone other than me having six spellbooks and I don't
Bubastis -- Ritual if any elder signs are guaranteed, per general rule for cost

Sycophancy -- Never give human Tcho-Tchos (or a copying human Sleeper) a doom point unless I'm going over 30 doom (include the 1 point) with six spellbooks. Always give bot Tcho-Tchos (or a copying bot Sleeper) a doom point

Doom phase actions-

As of right now, the bot does not know how to use neutrals
Black Goat always Blood Sacrifice if can sack cultist not on gate
Sleeper use Death from Below first onto own unguarded cultist; then onto friendly space with no human enemy; then onto friendly space even with human enemy
Sleeper then bring back serpent men from Ancient Sorcery first onto own unguarded cultist; then onto friendly space with no human enemy; then onto friendly space even with human enemy
Tcho-Tchos always Awaken Ubbo-Sathla if possible, before Ritual

Ancients with < 4 cathedrals teleports max dice force (then unit force) that would leave no cultist capturable now, bringing cultists, leaving gate cultist unless I need cathedral spellbook and gate cultist is the only cultist at origin and I have none already at destination:
a. onto human enemy space with fewest dice among "cathedral zones" that currently lack a cathedral, but not to where matched or outnumbered by dice or into enemy GOO; prefer zone where spellbook is still needed, among these prefer zone with none of my cultists anywhere in it, and then as close as possible to my gate
b. if none then onto non-enemy space among still-lacking cathedral zones, among these prefer zone with none of my cultists anywhere in it, and then as close as possible to my gate
If Ancients has four cathedrals, then teleport max dice force then unit force that would leave no cultist capturable now, bringing cultists, leaving gate cultist:
a. onto my cathedral with gate I don't control, but not to where matched or outnumbered by dice or into enemy GOO
If unable then send max cultists not on gates to max yothans

Daemon Sultan take Doom phase spellbook immediately
Opener, Ancients, Tcho-Tchos, and Bubastis take doom when this happens; everyone else take power

----------

Space randomizer for 3-player Earth
Spoiler!
1. North Atlantic
2. Europe
3. Arctic Ocean
4. Asia
5. Indian Ocean
6. Africa
7. South Atlantic
8. Antarctica
9. South Pacific
10. Australia
11. North Pacific
12. South America
13. North America
14. Moon
Space randomizer for 4-Player Big East Earth
Spoiler!
1. North Atlantic
2. Europe
3. Scandinavia
4. Arctic Ocean
5. Arabia
6. North Asia
7. North Pacific
8. South Asia
9. Indian Ocean
10. East Africa
11. West Africa
12. South Atlantic
13. Antarctica
14. South Pacific
15. New Zealand
16. South America
17. North America
18. Moon
Space randomizer for 5-player Earth
Spoiler!
1. North Atlantic
2. Europe
3. Scandinavia
4. Arabia
5. Arctic Ocean
6. North Asia
7. South Asia
8. Indian Ocean
9. East Africa
10. West Africa
11. South Atlantic
12. Antarctica
13. New Zealand
14. South Pacific
15. Australia
16. South America West
17. South America East
18. North Pacific
19. Central America
20. W. North America
21. E. North America
22. Moon
Space randomizer for 4-player Big Upper Library
Spoiler!
1. The Crawling Ones
2. Larvae of the Outer Gods
3. Lake of Hali Balcony
4. Black Hall
5. Blue Hall
6. Oubliette
7. Horrorium
8. Guardian Under the Lake
9. Fountain
10. Gloomloft
11. Floating Tower
12. Byakhiary
13. Yr and the Nhhngr
14. Chamber of Sn’gac
15. Chamber of Apkallu
16. Hyperquarium
17. Barrier of Naach-Tith
18. Lake of Hali Overlook
19. Cursed Hall
20. Moon
Space randomizer for 6-player Dreamlands
Spoiler!
1. Fungus Lake Sea
2. Plain of Ghouls
3. Vale of Pnath
4. Vaults of Zin
5. Tower of Koth
6. Ruins of Karoth
7. Sea of Pitch
8. Black Church
9. Vast Cavern
10. Peaks of Throk
11. Mt. Ngranek
12. Sunken City Sea
13. Celephais
14. Nonestic Ocean
15. Leng
16. Sarkomand
17. Sea of Dawn
18. Enchanted Woods
19. Zak
20. Southern Sea
21. Zura
22. Cathuria
23. Cerenarian Sea
24. Mnar
25. Olathoe
26. Moon
Space randomizer for 8-player Primeval
Spoiler!
1. Iapetus Ocean
2. South Lemuria
3. Uluru
4. East Lemuria
5. Shasta
6. Mezcalera Ocean
7. Riphea
8. Hyperborea
9. Thule
10. Paratethis Ocean
11. Lomar
12. Mirovia Ocean
13. Poseidonis
14. Terra Borealis
15. Ocean Trench
16. Atlantis
17. Chicxulub Ocean
18. West Atlantis
19. Tethys Ocean
20. Rutas
21. Antarctica
22. Rheic Ocean
23. Terra Australis
24. Ocean Boil
25. Lower Mu
26. Central Mu
27. Dark Tower
28. Upper Mu
29. Moon
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Re: Cthulhu Wars Stuff

Post by Juri » Wed Oct 17, 2018 1:56 am

Yeah the bot thing seems cool
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 1:31 pm

I was up until 1 a.m. working on it, it's getting there

Let me know if there are any gaping holes
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Re: Cthulhu Wars Stuff

Post by Marit Lage » Wed Oct 17, 2018 2:32 pm

It looks pretty good. I think the next step is run a four player bot game with two bots designated as human, or with two actual humans.

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 2:47 pm

Marit Lage wrote: Wed Oct 17, 2018 2:32 pm It looks pretty good. I think the next step is run a four player bot game with two bots designated as human, or with two actual humans.
Do you want to play a game here against three bots, for testing purposes? lol
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 2:48 pm

A thing can happen with bot design where the predictability of the bot works against it. What you do then is modify the step so that the bot only does that step, for example, on a 1-4 of a die. We're not where we need to do that yet, of course
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Re: Cthulhu Wars Stuff

Post by drk » Wed Oct 17, 2018 2:58 pm

Doug wrote:A thing can happen with bot design where the predictability of the bot works against it. What you do then is modify the step so that the bot only does that step, for example, on a 1-4 of a die. We're not where we need to do that yet, of course
Yeah I was thinking that, like, it would be hilarious if one of the two bots beat out the humans. But being able to see bot code kind of makes that an incredible feat.

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Re: Cthulhu Wars Stuff

Post by Juri » Wed Oct 17, 2018 3:27 pm

Doug wrote: Wed Oct 17, 2018 12:49 am Never give human Tcho-Tchos (or a copying human Sleeper) a doom point
Always give bot Tcho-Tchos (or a copying bot Sleeper) a doom point
haha this is good
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 3:32 pm

drk wrote: Wed Oct 17, 2018 2:58 pm
Doug wrote:A thing can happen with bot design where the predictability of the bot works against it. What you do then is modify the step so that the bot only does that step, for example, on a 1-4 of a die. We're not where we need to do that yet, of course
Yeah I was thinking that, like, it would be hilarious if one of the two bots beat out the humans. But being able to see bot code kind of makes that an incredible feat.
Well right, so, what are the design criteria

The bot shouldn't super-aggressively or suicidally play just to make a human lose. It should defend itself, as though it cares about its own position and not just degrading a human position. The primary objective isn't to make humans lose, it's to be a proxy for a decent, participating player who wants a little more than its share of the map

It should basically try to do spellbook-earning stuff, but it shouldn't throw itself at earning all its spellbooks at the expense of building up and defending

It -should- take pot-shots at humans where this is a no-brainer

The bots should nominally ally with one another, but never at their own expense

They should use their unique faction stuff but not cartoonishly so
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 3:34 pm

Juri wrote: Wed Oct 17, 2018 3:27 pm
Doug wrote: Wed Oct 17, 2018 12:49 am Never give human Tcho-Tchos (or a copying human Sleeper) a doom point
Always give bot Tcho-Tchos (or a copying bot Sleeper) a doom point
haha this is good
Thanks! If I had never played a COIN game, I might've thought that the bots should not distinguish between human opponents and bot opponents. But having played COIN, where every game has really sophisticated bots, I learned that that's not true. The bots -should- nominally ally with one another to the extent that they refuse to harm themselves just to harm another bot
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Re: Cthulhu Wars Stuff

Post by Juri » Wed Oct 17, 2018 3:36 pm

I tell you what the pro move is here. Have multiple people compile their own cthulu wars bots and pit the bots against each other in an AI only match

Battlebots!
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Re: Cthulhu Wars Stuff

Post by Aeldaar » Wed Oct 17, 2018 3:39 pm

Juri wrote: Wed Oct 17, 2018 3:36 pm I tell you what the pro move is here. Have multiple people compile their own cthulu wars bots and pit the bots against each other in an AI only match

Battlebots!
/in

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 4:03 pm

Yikes
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 4:19 pm

Black Goat Goldfish

Cthulhu Wars bot is playing by itself, there are no opponents. This is a test of the draft of the bot. It might be weird with no opponents, because it's defending against nothing, but let's see anyway

8 power
Summon ghoul (7) (kinda weird)
Summon ghoul (6)
Move ghoul to empty space (5)
Move cultist onto ghoul (4)
Build a gate (1)
Sack two cultists and take Frenzy/Necrophagy (1)
Recruit cultist (0)

9 power
Awaken Shub and take Frenzy/Necrophagy/Blood Sacrifice/Thousand Young (1) (this reminds me to write instructions for Blood Sacrifice)
Recruit cultist (0)

8 power
Recruit cultist (7)
Recruit cultist (6)
Move ghoul with Shub to empty space (5)
Move ghoul back to Shub! Aha we have a major problem. Change previous step to disallow moving the monster away from GOO such that GOO has no monster friends

Redo third round
8 power
Recruit cultist (7)
Recruit cultist (6)
Summon fungi (5 or 4?)
Move fungi onto empty space (4 or 3?)
Move cultist onto fungi (3 or 2?)
Build a gate if possible

I found two problems, so I'm pretty happy
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Re: Cthulhu Wars Stuff

Post by Juri » Wed Oct 17, 2018 5:29 pm

You'll be a programmer in no time
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Re: Cthulhu Wars Stuff

Post by Aeldaar » Wed Oct 17, 2018 5:31 pm

it feels like to have any kind of granularity or decision making, thing needs to actually have code behind it

but that's not the goal of the player fill band aid

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 5:39 pm

Aeldaar wrote: Wed Oct 17, 2018 5:31 pm it feels like to have any kind of granularity or decision making, thing needs to actually have code behind it

but that's not the goal of the player fill band aid
Well if we write code, but the code has no random element, then isn't that just another flowchart
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 5:43 pm

So, who can win with just two gates? Yellow Sign, and Tcho-Tchos

For everyone else:

0 gates -- I'm sorry that everyone ganged up on you and didn't let you play
1 gate -- you are getting pulverized
2 gates -- you are losing
3 gates -- you are doing mediocre
4 gates -- you are in it, but that's all
5 gates -- you are doing well
6 gates -- you are dominating the game
7 gates -- you are just obliterating everyone

I've never seen 8+ gates lol
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Re: Cthulhu Wars Stuff

Post by Aeldaar » Wed Oct 17, 2018 5:58 pm

Doug wrote: Wed Oct 17, 2018 5:39 pm
Aeldaar wrote: Wed Oct 17, 2018 5:31 pm it feels like to have any kind of granularity or decision making, thing needs to actually have code behind it

but that's not the goal of the player fill band aid
Well if we write code, but the code has no random element, then isn't that just another flowchart
yeah, just a more complex flowchart than is feasible for a human to quickly process

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 6:01 pm

Aeldaar wrote: Wed Oct 17, 2018 5:58 pm
Doug wrote: Wed Oct 17, 2018 5:39 pm
Aeldaar wrote: Wed Oct 17, 2018 5:31 pm it feels like to have any kind of granularity or decision making, thing needs to actually have code behind it

but that's not the goal of the player fill band aid
Well if we write code, but the code has no random element, then isn't that just another flowchart
yeah, just a more complex flowchart than is feasible for a human to quickly process
Well yeah so if we had a neural network, then it could say that "Protecting this cultist appears to be the same as protecting that cultist, but actually the second cultist is on a space that tends to get attacked more," and stuff like that
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Re: Cthulhu Wars Stuff

Post by Aeldaar » Wed Oct 17, 2018 6:08 pm

Doug wrote: Wed Oct 17, 2018 6:01 pm
Well yeah so if we had a neural network, then it could say that "Protecting this cultist appears to be the same as protecting that cultist, but actually the second cultist is on a space that tends to get attacked more," and stuff like that
step one in this project is to create strong ai

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 6:11 pm

Yeah like, I'm not going to write a bot that prioritizes the Atlantic over Australia, even though that might be a thing. Too hard!
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Re: Cthulhu Wars Stuff

Post by Marit Lage » Wed Oct 17, 2018 6:14 pm

I think for the sake of simplicity (and that each faction has different openings), you'd probably want a bot for each faction, or each faction type.

Black Goat needs to expand, Ancients wants Cathedrals and so on. They have different priorities, and by separating them, you can work out kinks one faction at a time.

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Re: Cthulhu Wars Stuff

Post by Marit Lage » Wed Oct 17, 2018 6:14 pm

Doug wrote: Wed Oct 17, 2018 2:47 pm
Marit Lage wrote: Wed Oct 17, 2018 2:32 pm It looks pretty good. I think the next step is run a four player bot game with two bots designated as human, or with two actual humans.
Do you want to play a game here against three bots, for testing purposes? lol
I don't mind.

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 6:15 pm

Marit Lage wrote: Wed Oct 17, 2018 6:14 pm
Doug wrote: Wed Oct 17, 2018 2:47 pm
Marit Lage wrote: Wed Oct 17, 2018 2:32 pm It looks pretty good. I think the next step is run a four player bot game with two bots designated as human, or with two actual humans.
Do you want to play a game here against three bots, for testing purposes? lol
I don't mind.
Let's say Earth, for simplicity. Who do you want to be? Keep in mind that you are likely to destroy these bots, although I could be wrong
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Re: Cthulhu Wars Stuff

Post by Marit Lage » Wed Oct 17, 2018 6:17 pm

Doug wrote: Wed Oct 17, 2018 6:15 pm
Marit Lage wrote: Wed Oct 17, 2018 6:14 pm
Doug wrote: Wed Oct 17, 2018 2:47 pm

Do you want to play a game here against three bots, for testing purposes? lol
I don't mind.
Let's say Earth, for simplicity. Who do you want to be? Keep in mind that you are likely to destroy these bots, although I could be wrong
I'll play Black Goat, since it already has a flowchart.

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Oct 17, 2018 6:27 pm

Marit Lage wrote: Wed Oct 17, 2018 6:17 pm
Doug wrote: Wed Oct 17, 2018 6:15 pm
Marit Lage wrote: Wed Oct 17, 2018 6:14 pm
I don't mind.
Let's say Earth, for simplicity. Who do you want to be? Keep in mind that you are likely to destroy these bots, although I could be wrong
I'll play Black Goat, since it already has a flowchart.
Well as the human you're supposed to do whatever you want!
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Re: Cthulhu Wars Stuff

Post by Marit Lage » Wed Oct 17, 2018 6:46 pm

Doug wrote: Wed Oct 17, 2018 6:27 pm
Marit Lage wrote: Wed Oct 17, 2018 6:17 pm
Doug wrote: Wed Oct 17, 2018 6:15 pm

Let's say Earth, for simplicity. Who do you want to be? Keep in mind that you are likely to destroy these bots, although I could be wrong
I'll play Black Goat, since it already has a flowchart.
Well as the human you're supposed to do whatever you want!
I will, but this way we can do more factions that don't have a chart.

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