Civilization model

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First step of my civilization model. Swordsman doesn't work yet

Posted over 9 years ago

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__includes ["setup.nls" "islandcreate.nls" "movement.nls" "creation.nls" "boatstuff.nls" "strategy.nls"]
extensions [cf]

globals[randomxpos randomypos goldminecount forestcount berrycount homexpos homeypos homexpos2 homeypos2
  goldpatch foundgold woodpatch foundwood berrypatch foundberry homepatch food wood gold fooddecrease foodcounter
  goldpatch2 foundgold2 woodpatch2 foundwood2 berrypatch2 foundberry2 homepatch2 food2 wood2 gold2 testingstuff
  locationxpos locationypos foundspot havetemple locationpatch buildpatch needtobuild buildcolor totalresources
  currentplayer foodweight woodweight goldweight foodweight2 woodweight2 goldweight2 strategyset strategyset2
  totalresources2 farmnumber lumbermillnumber forgenumber farmnumber2 lumbermillnumber2 forgenumber2 enabletrade
  lowresource lowresource2 highresource highresource2 goldmax goldmax2 foodmax foodmax2 woodmax woodmax2 madmax
  enabletrade2 boatnumber2 finishpatch finishpatch2 done done2 hasdock hasdock2
  
  constructioncolor havebarracks barrackspatch templepatch swordsmannumber armylocationx
  armylocationy armymove armynumber havedock dockpatch boatnumber boatmove armydest boatdest 
  gowest goeast boatlocationx boatlocationy newdest walllocationx walllocationy]
turtles-own[goinghomegold goinghomeberry goinghomewood goinghomebuild resources alsoplayer maxresourcelevel cargo cargofull startedboat]
patches-own[resourcetotal resourcelevel iswall player isborder]
breed [miners miner] 
breed [woodcutters woodcutter]
breed [farmers farmer]
breed [builders builder]
breed [swordsmen swordsman]
breed [transportships transportship]

to go ;; this checks with all of the workers and figures out what they should do. It then runs the appropriate strategies, 
      ;; and checks to see if either civilization has collected all available resources
  
    ask miners with [alsoplayer = 1]
    [
        ifelse foundgold = 1 or goinghomegold = 1
        [gomine]
        [moveminers]
    ]
    ask woodcutters with [alsoplayer = 1]
    [
        ifelse foundwood = 1 or goinghomewood = 1
        [gochop]
        [movewoodcutters]
    ]
    ask farmers with [alsoplayer = 1]
    [
        ifelse foundberry = 1 or goinghomeberry = 1
        [gofarm]
        [movefarmers]
    ]
    ask miners with [alsoplayer = 2]
    [
      ifelse foundgold2 = 1 or goinghomegold = 1
        [gomine]
        [moveminers]
    ]
    ask woodcutters with [alsoplayer = 2]
    [
      ifelse foundwood2 = 1 or goinghomewood = 1
        [gochop]
        [movewoodcutters]
    ]
    ask farmers with [alsoplayer = 2]
    [
      ifelse foundberry2 = 1 or goinghomeberry = 1
        [gofarm]
        [movefarmers]
    ]
    ifelse strategyset = 1
    [
      runstrategy 1 strategy
    ]
    [
      setrunstrategy 1 strategy
    ]
    ifelse strategyset2 = 1
    [
      runstrategy 2 strategy2
    ]
    [
      setrunstrategy 2 strategy2
    ]
    checkend
  tick
end 

to changemax [pickplayer typeworker] ;; this changes the maximum amount of resources a worker can collect at one time, which is a result
                                     ;; of creating a building that corresponds to that type of worker
                                     
  (cf:cond
    cf:case [typeworker = "farmers"] [
      ask farmers with [alsoplayer = pickplayer]
      [
        if pickplayer = 1
        [
          set maxresourcelevel foodmax
        ]
        if pickplayer = 2
        [
          set maxresourcelevel foodmax2
        ]
      ]
      ]
     cf:case [typeworker = "woodcutters"] [
      ask woodcutters with [alsoplayer = pickplayer]
      [
        if pickplayer = 1
        [
          set maxresourcelevel woodmax
        ]
        if pickplayer = 2
        [
          set maxresourcelevel woodmax2
        ]
      ]
      ]
      cf:case [typeworker = "miners"] [
      ask miners with [alsoplayer = pickplayer]
      [
        if pickplayer = 1
        [
          set maxresourcelevel goldmax
        ]
        if pickplayer = 2
        [
          set maxresourcelevel goldmax2
        ]
      ]
      ])
end 

to comprun [buildtype curplayer] ;; this checks what is supposed to be built, and if it't not a dock, it changes the maximum
                                 ;; amount of resources that the corresponding workers can collect at one time
  (cf:cond
    cf:case [buildtype = "farm"][genericbuild 125 curplayer 300 wood
      if curplayer = 1
      [
        set foodmax (foodmax + 10)
      ]
       if curplayer = 2
      [
        set foodmax2 (foodmax2 + 10)
      ]
      changemax curplayer "farmers"]
    cf:case [buildtype = "lumbermill"][genericbuild 85 curplayer 300 wood
      if curplayer = 1
      [
        set woodmax (woodmax + 10)
      ]
       if curplayer = 2
      [
        set woodmax2 (woodmax2 + 10)
      ]
      changemax curplayer "woodcutters"]
    cf:case [buildtype = "forge"][genericbuild 25 curplayer 300 wood
      if curplayer = 1
      [
        set goldmax (goldmax + 10)
      ]
       if curplayer = 2
      [
        set goldmax2 (goldmax2 + 10)
      ]
      changemax curplayer "miners"]
    cf:case [buildtype = "dock"][genericbuilddock 36 curplayer 800 gold
      ])
end 

to increasefood [whichplayer amt] ;; this increases the total food, and increases total resources if it is a positive gain
  
  if whichplayer = 1
  [
   set food (food + amt)
   if amt > 0
   [
     set totalresources (totalresources + amt)
   ]
  ]
  if whichplayer = 2
  [
   set food2 (food2 + amt)
   if amt > 0
   [
     set totalresources2 (totalresources2 + amt)
   ]
  ]
end 

to increasewood [whichplayer amt] ;; this increases the total wood, and increases total resources if it is a positive gain
  
  if whichplayer = 1
  [
   set wood (wood + amt)
   if amt > 0
   [
     set totalresources (totalresources + amt)
   ]
  ]
  if whichplayer = 2
  [
   set wood2 (wood2 + amt)
   if amt > 0
   [
     set totalresources2 (totalresources2 + amt)
   ]
  ]
end 

to increasegold [whichplayer amt] ;; this increases the total gold, and increases total resources if it is a positive gain
  
  if whichplayer = 1
  [
   set gold (gold + amt)
   if amt > 0
   [
     set totalresources (totalresources + amt)
   ]
  ]
  if whichplayer = 2
  [
   set gold2 (gold2 + amt)
   if amt > 0
   [
     set totalresources2 (totalresources2 + amt)
   ]
  ]
end 

to checkend ;; this checks to see if a civilization has collected all available resources
  
  if (count patches with [pcolor = 44 and player = 1] + count patches with [pcolor = 52 and player = 1] + count patches with [pcolor = 13 and player = 1] = 0)
  [
    ask finishpatch
    [
      set pcolor green
      ask neighbors
      [
       set pcolor green 
      ]
      set done 1
    ]
  ]
  if (count patches with [pcolor = 44 and player = 2] + count patches with [pcolor = 52 and player = 2] + count patches with [pcolor = 13 and player = 2] = 0)
  [
    ask finishpatch2
    [
      set pcolor green
      ask neighbors
      [
       set pcolor green 
      ]
      set done2 1
    ]
  ]
end 

There are 5 versions of this model.

Uploaded by When Description Download
Gabriel Pezanoski-Cohen over 9 years ago this is the final version of my model, and it is absolutely perfect Download this version
Gabriel Pezanoski-Cohen over 9 years ago Added wall building and started working on creation of multiple islands, that part is a bit glitchy though Download this version
Gabriel Pezanoski-Cohen over 9 years ago Fixed swordsmen, added docks and boats Download this version
Gabriel Pezanoski-Cohen over 9 years ago fixed the swordsman creation, they still don't do anything yet though Download this version
Gabriel Pezanoski-Cohen over 9 years ago Initial upload Download this version

Attached files

File Type Description Last updated
Civilization model.png preview Preview for 'Civilization model' over 9 years ago, by Gabriel Pezanoski-Cohen Download
Gabe Pezanoski-Cohen's Final Project.zip extension Zipped final project in case there's trouble downloading it over 9 years ago, by Gabriel Pezanoski-Cohen Download
GabePezanoski-Cohen_June1V3.docx word Progress Report for June 1st over 9 years ago, by Gabriel Pezanoski-Cohen Download
GabePezanoski-Cohen_May25V2.docx word Progress Report for May 25th over 9 years ago, by Gabriel Pezanoski-Cohen Download
GabePezanoskiCohen_May18_V1.docx word Progress Report for May 18th over 9 years ago, by Gabriel Pezanoski-Cohen Download
GabrielPezanoski-CohenFinalReport.pdf pdf Final Report over 9 years ago, by Gabriel Pezanoski-Cohen Download
myposter.pdf pdf My poster over 9 years ago, by Gabriel Pezanoski-Cohen Download
Pezanoski-Cohen_Gabe_Slam.pptx powerpoint Poster Slam slides over 9 years ago, by Gabriel Pezanoski-Cohen Download
ProjectProposal.pdf pdf Project Proposal over 9 years ago, by Gabriel Pezanoski-Cohen Download

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