Does spreadsheet correctly represent your settlement?


Pathfinder Online

Goblin Squad Member

Look here.

If there are changes, please let this tread know.

Goblin Squad Member

Lam wrote:

Look here.

If there are changes, please let this tread know.

Thanks Lam. And by the way, that's a fine "tread" For a moment, I channeled you as having a French-Canadian accent.

Goblin Squad Member

Lam wrote:

Look here.

If there are changes, please let this thread know.

Is that better? My most common incorrect typo is doe snot vs does not.

Goblin Squad Member

Hasn't the first week"s results been tabulated? Where is the list of first choices?

We have had no contact with The Goodfellow for two days??

Goblin Squad Member

Bluddwolf wrote:

Hasn't the first week"s results been tabulated? Where is the list of first choices?

We have had no contact with The Goodfellow for two days??

It's only 06:36 PDT. 2400 PDT is still nearly 18 hours away at this writing.

Goblin Squad Member

Lam wrote:
Lam wrote:

Look here.

If there are changes, please let this thread know.

Is that better? My most common incorrect typo is doe snot vs does not.

It is. My own most common typo is Sakatchewan

(edit) Fortunately, 99.99999% of the world never notices.

Goblin Squad Member

Added Guilds 130-134 Mostly onesies, but "The Lightbringers" make their first appearance, with five member and no contact info or website, sigh....

Here

Goblin Squad Member

"Artisans of Avarice" have now also come out of no-where to make their first appearance on the leaderboard with five members, No contact listed, no website

Here

Goblin Squad Member

I'd not noticed the Portuguese arrive: "Lion Council".

Goblin Squad Member

A lot of activity at the bottom of the leaderboard this evening. there are now 11 guilds with 6 members jockeying for the last couple of places on the settlement list.

Here

Goblin Squad Member

Dragonblade Mercenaries have Disbanded! Their Seven votes must be in transit. Any rumours where they will show up?

Goblin Squad Member

1 person marked this as a favorite.

No need for rumors, I can confirm the Dragonblade Mercs are joining up with us in our as-of-yet unnamed settlement.

Goblin Squad Member

Congratulations, Magistry. I t doesn't look like they'll shift your position, but it should make it a bit more secure.

Goblin Squad Member

Added Current Settlement Hex, including Row and Column on the map to the Community Editable Spreadsheet. Note if you're used to sorting and resorting, you'll need to remember to pick a new hex as your sort column.

If you can see the script menu in Google docs, that is updated. I have added sorts by Row, Column, and Row and Column, to help you find your closest neighbours.

Here

Dark Archive Goblin Squad Member

You can add me as a contact for Mystical Awakening (either here on the forums or through our website...)

Liberty's Edge Goblin Squad Member

Thanks for the spreadsheet

Goblin Squad Member

Downloaded, added column G formatted as numerical and added this formal in G2

=SUM(ABS(SUM(E2,-<my settlement col E>)),ABS(SUM(F2,-<my settlement col F>)))

I do not know enough Excel to distance centered about any settlement.
copy to rest of settlement lines. Then sort for distance to neighboring settlements.

0,4,5,6, 6,...

Goblin Squad Member

Psyblade wrote:
You can add me as a contact for Mystical Awakening (either here on the forums or through our website...)

Actually, anyone can add themselves. You don't even have to log in to Google or have an account.

Goblin Squad Member

Formula does not work because of warp and woof generated by the hex pattern

Goblin Squad Member

Caldeathe, the sort function's non-op, at least for "Leaderboard Sort".

Goblin Squad Member

T7V Jazzlvraz wrote:
Caldeathe, the sort function's non-op, at least for "Leaderboard Sort".

Not sure what you're experiencing, but it does exactly what I expect. They do move pretty slow. Perhaps someone countered your sort?

Goblin Squad Member

Caldeathe Baequiannia wrote:
Not sure what you're experiencing...

Error message when trying to run the canned sort on the Script Center Menu: "You are trying to edit a protected cell or object. Please contact the spreadsheet owner to remove protectio..."

Goblin Squad Member

T7V Jazzlvraz wrote:
Caldeathe Baequiannia wrote:
Not sure what you're experiencing...
Error message when trying to run the canned sort on the Script Center Menu: "You are trying to edit a protected cell or object. Please contact the spreadsheet owner to remove protectio..."

Sorry. I accidentally included the protected column "N" somehow. they should all work now.

Goblin Squad Member

Added New guilds: (Neither has a link or contact info. Both are one-member only.

136 Forbidden Tiki Idols
137 Gloria et Divitiae

Goblin Squad Member

Caldeathe Baequiannia wrote:
...included the protected column "N"...

Thanks. I hoped that was it, but I couldn't fix it.

Sovereign Court Goblin Squad Member

Lam wrote:

Downloaded, added column G formatted as numerical and added this formal in G2

=SUM(ABS(SUM(E2,-<my settlement col E>)),ABS(SUM(F2,-<my settlement col F>)))

I do not know enough Excel to distance centered about any settlement.
copy to rest of settlement lines. Then sort for distance to neighboring settlements.

0,4,5,6, 6,...

See here for a simple way to understand distances in a hex system.

Edit: I don't really use spreadsheets (completely impractical for my work), but in python you could do it like:

python::

x = [ 1, 2, 3, 4, 5, 6, 7 ] #list of the x coordinates
y = [ 2, 3, 4, 5, 6, 7, 8 ] #list of the y coordinates
dist = [ sorted([ max( abs(x[j]-x[i]),abs(y[j]-y[i]),abs(x[j]-x[i]-y[j]+y[i]) ) for i in range(len(x)) ])[1] for j in range(len(x)) ]
#dist is a list of the distances to nearest settlement.
#note:element 0 in the sorted array is 0, so take element 1

Liberty's Edge Goblin Squad Member

Nightdrifter wrote:
See here for a simple way to understand distances in a hex system.

Actually, I don't think that is the right way to go about it for PFO.

That methodology assumes movement is constrained to the same angles as the hexagonal grid, but in PFO characters will be able to 'cut the corners' (assuming there are no elevation changes involved... which is another issue not currently accounted for) such that the straight line distance travelled to go to a hex 5 NW and 5 N of your starting position would be less than the distance travelled to go 10 hexes north.

Thus, it should just be a matter of determining a multiplier for east/west travel (to account for the staggered hexes) and then applying a^2 + b^2 = c^2. After measuring against a hex grid I believe this multiplier should be 0.75.

Sovereign Court Goblin Squad Member

It's one measure of distance based on discrete hexes, somewhat analogous to the L1 distance* (if you look at it as 2D) or L_infinity (if you look at it as 3D). For settlements where you tend to think in terms of discrete hexes it's perhaps more intuitive not to use the Pythagorean distance.

*Yes, there is more than one definition of distance. For example, when crossing a city with well defined blocks you have to drive along those blocks. You have to go eg. 1 block north and 1 block west so the as-the-crow-flies notion of distance is inappropriate ... unless you drive through people's houses or something >.^

The reason I used the above definition is that it's for the Land Rush we're dealing exclusively with settlements and they can only be placed according to the hex system. Afaik control mechanics are based on hexes - not Pythagorean distance - so counting hexes seems more appropriate to use when discussing distances between settlements.

For example, look at the map of hexes controlled by the settlements. If you use the L2 (Pythagorean) distance then it would be a perfect circle. It's not.

For an individual player I agree that the L2 distance (the usual Pythagorean distance you mentioned) is better since players aren't bound by the hexes in terms of movement.

I seriously doubt a constant multiplier exists between the above hex distance and the normal (Pythagorean) notion of distance. There are certain inequalities between the different definitions of distance (see the link), but no exact relation. A rough approximation to a multiplier might exist for certain distance scales, but it's pretty much guaranteed to break down at other scales.

(Edited some wording)

Goblin Squad Member

Rows 2 and 3 have an inconsistent row height to those following, and the lock on column N won't allow standardisation.

Goblin Squad Member

T7V Jazzlvraz wrote:
Rows 2 and 3 have an inconsistent row height to those following, and the lock on column N won't allow standardisation.

I'm trying to figure out why people keep wanting to add a a row above the others. (which just messes up that damn "N" again every time. I made them a bit wider in hopes people were just looking for a bit of clearance. I'm just going to get rid of Column "N"

Goblin Squad Member

It would help if Google would let you declare a Header row and start numbering below that.

Goblin Squad Member

In case there was any doubt remaining: I love your spreadsheet. Thanks for so much work on it.

Goblin Squad Member

T7V Jazzlvraz wrote:
In case there was any doubt remaining: I love your spreadsheet. Thanks for so much work on it.

Yup. You can't thank people enough who take it upon themselves to do these kinds of things. So thank you again!

Goblin Squad Member

I'm Canadian. What choice do I have? ;-P

Cast your vote Here for the Uniquely Canadian Settlement: Elkhaven in the landrush!

Goblin Squad Member

You might want to check the script for Leaderboard Sort Hypothetical, as it seems deuced odd at the moment.

Goblin Squad Member

T7V Jazzlvraz wrote:
You might want to check the script for Leaderboard Sort Hypothetical, as it seems deuced odd at the moment.

Oops, first I forgot about moving a column, which broke it, then I tried to break the thread by posting the code for the script in my reply.

Should be working now.

Goblin Squad Member

Question (and I don't know the answer): would the Hypothetical Sort be any "better" if it sorted on column L rather than column M? A related variant: would column M be any "better" by using column L as its "base" value, rather than column J?

If we considered making column P an input column (moving it leftwards a few places), and column M a calculation...

Goblin Squad Member

T7V Jazzlvraz wrote:

Question (and I don't know the answer): would the Hypothetical Sort be any "better" if it sorted on column L rather than column M? A related variant: would column M be any "better" by using column L as its "base" value, rather than column J?

If we considered making column P an input column (moving it leftwards a few places), and column M a calculation...

I'm not convinced. Column "L" only matter for purposes of Staying Put. It doesn't effect any other choices, while M reflects what you (think you) actually have if you are hoping to displace another team.

That, and I'm not even 100% sure I interpreted the message right about the percentages.

(edit) plus, a lot of teams aren't even looking at the spreadsheet, so the (current applicants) column is not particularly likely to be accurate for any but the most organized.

Goblin Squad Member

All good points; I wish I'd thought through it that well before writing. Thanks.

Goblin Squad Member

This morning I added a sort script for "Retain Hex" which will show people their chance of staying put, or conversely, their chance of bumping someone from their hex. It uses current members pultiplied by the "Stability Factor" that GW is applying to small groups to make it slightly harder to bump them. At the moment, we have no confirmation that I'm calculating Stability Factor correctly, so don't view it as gospel.

Liberty's Edge Goblin Squad Member

Caldeathe Baequiannia wrote:
At the moment, we have no confirmation that I'm calculating Stability Factor correctly, so don't view it as gospel.

I think we can get pretty close to a complete picture of the land rush mechanics based on the various statements made thus far;

1: Place the guilds in order

  • Capture list of guilds each week as of midnight Monday AM (i.e. the transition between Sunday and Monday)
  • Exclude three guilds that won locations from the first land rush
  • Order guilds from highest number of members to lowest
  • Break ties by giving guilds applied for earlier higher priority
2: Go through the list from step 1 in order and assign each guild a settlement location
  • Each guild proceeds through their settlement priority list in order until reaching a location not already claimed by another guild in the current round
  • If a different guild held this location in the prior round then their actual current membership is multiplied by one plus a percentage bonus (see details in step 3). If this value is greater than the actual membership of the guild attempting to take over the settlement then 'ownership' does not change and the 'attacking' guild continues attempting to claim any remaining settlements on their priority list.
3: Calculate the 'stability bonus' each winning guild should receive in the next round (can be skipped for round 10)
  • Calculate a percentage equal to the guild's place in the priority list from step 1 (i.e. 1 thru 30) minus 10, minimum 0%
  • In cases where two or more guilds have the same number of members, each receives the percentage calculated for the highest ranked guild with that number of members.
  • If a guild held the same location in one or more consecutive previous rounds they add this percentage to the accumulated percentage bonus from those rounds.
4: The guild holding each settlement at the end of the 10th round will receive ownership of that settlement during the early enrollment period.

I don't think it has been explicitly stated that bonus percentages for future rounds will be calculated based on actual guild membership, rather than attempting to factor in any existing stability bonuses, but doing so would avoid considerable complexities. Similarly, it is possible that cumulative stability bonuses need not be consecutive, but that would add quite a bit of record keeping. That is, if the 'Knights of Happy' held settlement 5 in rounds 1, 3 & 4 and settlement 8 in round 2 they might theoretically have a bonus to reclaim settlement 8 in round 5 and/or a cumulative bonus from rounds 1+3+4 to hold on to settlement 5... but I think it more likely that they would have only one bonus, computed from their placement in rounds 3 & 4, to hold on to settlement 5.

Goblin Squad Member

CBDunkerson wrote:
I think we can get pretty close to a complete picture of the land rush mechanics based on the various statements made thus far;

Unfortunately, you're missing the step that is most complex in all rounds after the first.

Which is where a group (15th place) tries to take settlement "B" from group in 17th place, but can't do it because of stability, so ends up in "F", but then later in the round, group in 17th place moves successfully to settlement "R", so now Settlement "B' is suddenly available to group in 15th place.

And you can't just first check if group 17 is moving, because what if they try to move to "R", but it turns out group 16 also moved and beat them to it so they end up back in their own hex?

This could easily be a real headache for GW if many groups decide to jump settlement.

Liberty's Edge Goblin Squad Member

Caldeathe Baequiannia wrote:

Unfortunately, you're missing the step that is most complex in all rounds after the first.

Which is where a group (15th place) tries to take settlement "B" from group in 17th place, but can't do it because of stability, so ends up in "F", but then later in the round, group in 17th place moves successfully to settlement "R", so now Settlement "B' is suddenly available to group in 15th place.

Hmmm... you're right. I hadn't considered situations where a guild has other settlements ranked higher than the one they hold currently. Overall, I suspect this will be rare, but it could certainly happen. Of course, at that point it could also be argued that they aren't trying to retain their location and thus don't get a persistency bonus at all... which would eliminate the complication.

Goblin Squad Member

CBDunkerson wrote:


Hmmm... you're right. I hadn't considered situations where a guild has other settlements ranked higher than the one they hold currently. Overall, I suspect this will be rare, but it could certainly happen. Of course, at that point it could also be argued that they aren't trying to retain their location and thus don't get a persistency bonus at all... which would eliminate the complication.

It will be rare in the top 10, but they aren't the ones with stability bonuses....

Goblin Squad Member

Leaderboard Sort script's gone non-operational again :-).

Goblin Squad Member

T7V Jazzlvraz wrote:
Leaderboard Sort script's gone non-operational again :-).

Sadly, the script was doing what it was supposed to, but someone added two columns in the middle, then hid them, so all the email addresses got disconnected from their Guilds.

I moved the columns to the end, but didn't know how much reverting would be involved, so people who want a contact email in the sheet need to put it back.

Liberty's Edge Goblin Squad Member

Thanks for the spread sheet...now to figure out how to download it...lol

Goblin Squad Member

In the File menu is the "Download as" action. Watch out, though, as the sheet changes many times a day.

Goblin Squad Member

Or if you have Google docs set up, you can choose to "make a copy" any time, which would then be your own version not visible to others unless you say to share and then provide the link.

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