City Building Program

I want to build a city building game that’s super back end and not visual. I want to focus on complexity, different modes of transportation, and how that impacts peoples lives; lots of statistics on how much people travel, what kind of access and resources people have. Quality of life. I also want to have it be able to generate cities based on smaller scale models, using templates, and fractal templates of the city to expand into a much larger city. Where can I start?

Fortifying & Defending a shop in a city

When they’re not adventuring, the PCs in my campaign own a magic item shop in a very large city. They have a staff, inventory, marketing, and in general it operates like you’d expect an item shop to operate (except a lot of their inventory is originally dungeon loot). This city has a criminal element. That means that theft is a risk. At low level their inventory was mostly mundane equipment and the occasional minor magic item, so security was limited to a guard and an alarm spell activated when the shop closes for the night, to alert the two PCs that were sleeping on the top floor.

They’ve outgrown that now, as they’re level 8 and the quality of their loot (and inventory) has increased considerably. A low level fighter type is not an adequate guard against high level magic thieves, and with tens of thousands of gp of items in the shop, it’s a tempting target. (Also the PCs themselves aren’t always there and can now afford apartments, so they don’t sleep there even when they’re in town.)

I’m trying to figure out how a building like this would be defended in a D&D city. I’m interested specifically in night time when the shop is closed, as during the day it’s in an area that’s well patrolled by the city guard and heavily trafficked, so a full on raid is highly unlikely. Shoplifting can occur, but the staff are fairly keen-eyed so it’s rare.

Some specific requirements:

  1. The building already exists, and is not designed to be fortified. It’s a good building with two floors (and a basement) and is masonry walls & wood construction inside. The city government is not going to let them demolish it and put up a fortress, and for story reasons they have to stay in that location. (The main floor is their show-room, the top floor is private, and the basement is used to hold inventory and some other things behind a hidden secret door.)
  2. The building has to be inviting when the shop is open. The PCs income entirely depends on this, as their loot is sold in this store. That means it can’t have disintegration traps that go off when someone’s kid wanders into the basement. 🙂 In general, magical defenses must be able to be deactivated during business hours.
  3. As the shop sells magic items, people want to be able to inspect the merchandise. That means the building can’t be covered in an antimagic field while the shop is open.

Specifically, the PCs are concerned about theft. Primarily of the "sneak in at night and rob the place blind" variety, as during the day the store is occupied and the city guard have frequent patrols in the area (trying to barge in and take stuff by force would not end well for the attackers unless they’re incredibly powerful). Stopping shoplifting beyond that in a way that doesn’t cause the customer problems is another issue, and they’re not overly concerned about it (plus it’s hard to shoplift full plate without being noticed).

The criminal element in the city ranges from petty thieves & con artists to a full blown organized crime operation. That operation has access to spellcasters. It would tax their resources to do something like teleport people into the building directly at night, but it’s not beyond their means.

Suggestions that use D&D 3.5 source material would be ideal.

How to prevent scrying, Locate Person, teleportation, planeswalking, Locate City, and other intrusions in the name of national security [closed]

I am writing a story set in a modern world where D&D magic works. Now, I also have a Cheyenne Mountain like set of facilities in my world, underground hardened military airbases. Obviously, you don’t want any old bloke to be able to just use the Etherealness spell to waltz in through the walls and steal a nuclear warhead. You also don’t want the enemy war leader to be able to see inside your war room. And teleportation would really be a security disaster. Could the unit’s mages cast Mind Blank on every single one of the 570 staff of the base?

I had a couple ideas, using a multiple castings of or a homebrew larger version of the Forbiddance spell to cover every cubic foot of space inside the mountain and a similar method with Anti-Magic Field around the boundaries. This seems to block anything short of divine intervention, but I was thinking of asking you folks here about ideas as well. Would my idea work? Do you have any suggestions? Perhaps a magic item that could do the protection?

I’m not concerned as to which version the spell/item comes from.

My custom field User address_3 before city

I have a little question, I managed to create a new field in the administration user but I would like to display it between address 2 and the city and I do not see how to do it, can you help me?

On function.php I put that:

add_action( 'show_user_profile', 'extra_user_profile_fields' ); add_action( 'edit_user_profile', 'extra_user_profile_fields' );  function extra_user_profile_fields( $  user ) { ?>      <table class="form-table">     <tr>         <th><label for="address"><?php _e("Address 3"); ?></label></th>         <td>             <input type="text" name="address_3" id="address_3" value="<?php echo esc_attr( get_the_author_meta( 'address_3', $  user->ID ) ); ?>" class="regular-text" /><br />         </td>     </tr>     </table> <?php } 

How to calculate the probabilities for eliminative dice pools (dice cancelling mechanic) in Neon City Overdrive?

The game Neon City Overdrive uses the following resolution mechanic for checks:

  1. create a pool of Action Dice and (possibly) another pool of differently-colored Danger Dice (all d6, generally up to 5 or 6 dice in each pool)
  2. roll all the dice
  3. each Danger Die cancels out an Action Die with the same value – both are discarded
  4. the highest remaining Action Die (if there is any) is the result (the precise meaning of which is irrelevant for the purposes of this question)
    • any extra Action Dice showing 6 (i.e. in addition to the single highest die read as the result) provide a critical success (called a boon)

I’m struggling to find the proper way to model the probabilities of this mechanic in anydice.

I realize that a good starting point would be this answer to a very similar question regarding the mechanic in Technoir (which clearly was a source of inspiration for Neon City Overdrive). Unfortunately, despite my best efforts I can’t say I fully comprehend how the code provided there works, and there’s an important difference between the two games: in Technoir a single "negative die" eliminates all matching "positive dice", whereas in NCO this happens on a one-to-one basis.

I would be very grateful for any help.

Visit given city before a given cumulative distance in the traveling salesman problem

I would like to add an additional constraint to the traveling salesman problem: that a given city is visited within a given distance (say 100) from start. Is there a way to do this? My question is related to this unanswered CS question.

I have a mixed integer program using the R package CVXR that find the shortest route without subroutes (see below). The city order is represent in the vector node_order. The strategy I’ve pursued so far is:

  1. Re-organize node_order so that the index is the order and the value is the city id
  2. Look up the associated distances in distances
  3. Compute a vector with the cumulative sum of these distances.
  4. Add the constraint that city i must occur before the first index in (3) exceeding the distance constraint for that city.

The issues I’ve encountered with this approach is that I have not found a way to include finding-index-by-value into the optimization in CVXR. This is needed in both step (1) and (4) above. Maybe this is possible after all, or there is another approach? I am willing to use other packages than CVXR and other software than R.

My current program:

library(CVXR)  # Make distances N = 10 distances = matrix(1:(N*N), ncol = N)  # Flag 1 iff we travel that path. 0 otherwise do_transition = Variable(N, N, boolean = TRUE)  # Minimize the total duration of the traveled paths. objective = Minimize(sum(do_transition * distances))  # Only go one tour. Order is 1:(N-1) node_order = Variable(N-1, integer = TRUE) ii = t(node_order %*% matrix(1, ncol = N - 1))  # repeat as N rows jj = node_order %*% matrix(1, ncol = N - 1)  # repeat as N cols   # Constraints constraints = list(   do_transition * diag(N) == 0,  # Disallow transitions to self (diagonal elements)   sum_entries(do_transition, 1) == rep(1, N),  # Exactly one entrance to each node   sum_entries(do_transition, 2) == rep(1, N),  # Exactly one exit from each node   (jj - ii) + N * do_transition[2:N, 2:N] <= N - 1,  # One tour constraint (no subtours)   node_order >= 1,   # This interval represents order as ranks (1 to N-1)   node_order <= N-1 )  # Find optimum solution = solve(Problem(objective, constraints)) 

A bit of code pertaining to my current (unsuccessful) attempts:

# Get tour order #tour = order(c(NA, result$  getValue(node_order)))  # R solution tour = rep(NA, N-1) tour[result$  getValue(node_order)] = 2:N  # Get tour distances distances_optim = diag(distances[tour, tour[2:N]])  # Tour cumulative distances distances_cumul = cumsum_axis(distances_optim) 

Three City Scheduling

I came across the following interview question

There are 2N people a company is planning to interview. The cost of flying the i-th person to city A is costs[i][0], and the cost of flying the i-th person to city B is costs[i][1].

Return the minimum cost to fly every person to a city such that exactly N people arrive in each city.

The solution to this involves greedy approach, where we sort the array based on the “profit” parameter. profit of choosing city A for a candidate i is defined as costs[i][1] - costs[i][0] and choose the top half elements from the sorted array to go to A and rest to B.

What if this question is modified to 3 cities and you have find optimal partition of n/3 chunks? Will greedy algorithm still work?

Which is the best URL structure for Targeting Multiple city keywords (keyword also included in domain name)?

Suppose I have keyword in Domain Name ( here SEO is the keyword) and I want to rank my website on following keywords “SEO Company in Delhi / SEO Agency in Delhi / SEO Service in Delhi / SEO Consultancy in Delhi” .

Here Delhi change with City Name like Mumbai, Kolkata, Jaipur, Noida etc. I have Multiple city options in my website.

Which is the best URL Structure?







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