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WackoMcGoose

Block'hood Min'max 05: The Price of Oil

Jun 28th, 2022
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  1. Here's my raw notes and train of thought when coming up with the solution to this puzzle. It, uh, sure is a thing.
  2.  
  3. Video link: https://youtu.be/DPSE89iI8N4
  4.  
  5. -Challenge 5: "The Price of Oil"
  6. -Produce 1000 Electricity, keep Sickness < 100
  7. -8x8 space, Elevators available, 10 z-levels
  8. -Blocks:
  9. -Corridor: Money 0.5/None
  10. -Elevator: Money 1 Electricity 0.2/None
  11. -Lamppost: Electricity 1 Water 0.5/Community 1 Leisure 2
  12. -Oil Well: Money 1/Oil 4 Inorganic Waste 4 Greenhouse Gas 1
  13. -Oil Tank: Oil 4/Oil 2 Money 8 Greenhouse Gas 0.5
  14. -Water Tower: Money 2/Water 8
  15. -Oil Generator: Oil 2 Money 1/Electricity 20 Greenhouse Gas 6 Sickness 4
  16. -Sprinklers: Electricity 0.5 Water 1/Groundwater 3
  17. -Clinic: Electricity 1 Labor 1 Knowledge 1 Plastics 1/Community 2 Sickness -5 Fitness 2
  18. -Plastics Factory: Labor 4 Electricity 1 Oil 2/Money 12 Plastics 6 Inorganic Waste 4 Greenhouse Gas 3
  19. -Large Apt: Fresh Air 1 Electricity 1 Water 2 Leisure 3/Youth 3 Greywater 3 Organic Waste 3 Consumer 5
  20. -Small Apt: Fresh Air 1 Electricity 1 Water 1 Leisure 1/Labor 3 Greywater 2 Organic Waste 1 Consumer 2
  21. -School: Labor 1 Youth 8/Knowledge 6 Community 2
  22. -Library: Community 2 Electricity 0.25/Knowledge 4
  23. -Grass: Groundwater 1/Leisure 3
  24. -Pond: Groundwater 1/Water 0.5 Saltwater 1 Leisure 1 Groundwater 1
  25. -Sand: Free/Leisure 0.5
  26. -Beech Tree Grove: Groundwater 3 (Greenhouse Gas 3 Pollution 1)/Fresh Air 4 Wilderness 3 Leisure 1 Pollution -0.2
  27. -Elm Trees: Groundwater 1.5 (Pollution 0.5)/Fresh Air 2 Wilderness 1.5 Leisure 1 Pollution -0.2
  28. -Ash Tree: Groundwater 1 (Pollution 0.2)/Fresh Air 1 Wilderness 1 Leisure 2
  29. -Unusable blocks (required input isn't produced by anything):
  30. -none
  31. -Valid blocks minified (delete produced that isn't consumed, or optional consume that isn't produced):
  32. -Corridor: Money 0.5/None
  33. -Elevator: Money 1 Electricity 0.2/None
  34. -Lamppost: Electricity 1 Water 0.5/Community 1 Leisure 2
  35. -Oil Well: Money 1/Oil 4 Greenhouse Gas 1
  36. -Oil Tank: Oil 4/Oil 2 Money 8 Greenhouse Gas 0.5
  37. -Water Tower: Money 2/Water 8
  38. -Oil Generator: Oil 2 Money 1/Electricity 20 Greenhouse Gas 6 Sickness 4
  39. -Sprinklers: Electricity 0.5 Water 1/Groundwater 3
  40. -Clinic: Electricity 1 Labor 1 Knowledge 1 Plastics 1/Community 2 Sickness -5
  41. -Plastics Factory: Labor 4 Electricity 1 Oil 2/Money 12 Plastics 6 Greenhouse Gas 3
  42. -Large Apt: Fresh Air 1 Electricity 1 Water 2 Leisure 3/Youth 3
  43. -Small Apt: Fresh Air 1 Electricity 1 Water 1 Leisure 1/Labor 3
  44. -School: Labor 1 Youth 8/Knowledge 6 Community 2
  45. -Library: Community 2 Electricity 0.25/Knowledge 4
  46. -Grass: Groundwater 1/Leisure 3
  47. -Pond: Groundwater 1/Water 0.5 Leisure 1 Groundwater 1
  48. -Sand: Free/Leisure 0.5
  49. -Beech Tree Grove: Groundwater 3 (Greenhouse Gas 3)/Fresh Air 4 Leisure 1
  50. -Elm Trees: Groundwater 1.5/Fresh Air 2 Leisure 1
  51. -Ash Tree: Groundwater 1/Fresh Air 1 Leisure 2
  52. -Minimum solution:
  53. -Oil Wells are self-desynergizing and can only be placed on the bottom level
  54. -1x Oil Well 1x Oil Generator 1x Plastics Factory 1x Clinic, fully resolve Oil/Plastic/Sickness/Electricity chain
  55. Electricity 20-2 Sickness 4-0(-5)... Community 2-0 Greenhouse Gas 10-0(-0) Knowledge 0-1 Labor 0-5 Money 12-2 Oil 4-4 Plastics 6-1
  56. -1x Library, trade Community for Knowledge
  57. Electricity 20-2.25 Sickness 4-0(-5)... Community 2-2 Greenhouse Gas 10-0(-0) Knowledge 4-1 Labor 0-5 Money 12-2 Oil 4-4 Plastics 6-1
  58. -2x Small Apt 2x Ash Tree 1x Sprinklers 1x Water Tower, resolve Labor and the Small Apts' needs too
  59. Electricity 20-4.75 Sickness 4-0(-5)... Community 2-2 Fresh Air 2-2 Greenhouse Gas 10-0(-0) Groundwater 3-2 Knowledge 4-1 Labor 6-5 Leisure 4-2 Money 12-4 Oil 4-4 Plastics 6-1 Water 8-3
  60. -everything is resolved, 11 blocks
  61. Tally: 1x Oil Well 1x Water Tower 1x Oil Generator 1x Sprinklers 1x Clinic 1x Plastics Factory 2x Small Apt 1x Library 2x Ash Tree
  62. Build order: Oil Well, Oil Generator, Water Tower, Sprinklers, Ash Tree x2, Small Apt x2, Plastics Factory, Clinic, Libra...
  63. -oh no... clinic and library are deadlocked
  64. -quick, add a Lamppost! and replace the 2x Ash Tree with an Elm Trees!
  65. Electricity 20-5.75 Sickness 4-0(-5)... Community 3-2 Fresh Air 2-2 Greenhouse Gas 10-0(-0) Groundwater 3-1.5 Knowledge 4-1 Labor 6-5 Leisure 3-2 Money 12-4 Oil 4-4 Plastics 6-1 Water 8-3.5
  66. -everything is resolved and hopefully no deadlocks (need two prod cycles for Lamppost for enough Community to kickstart Library-Clinic pair, but still acceptable), still 11 blocks
  67. FINAL tally: 1x Lamppost 1x Oil Well 1x Water Tower 1x Oil Generator 1x Sprinklers 1x Clinic 1x Plastics Factory 2x Small Apt 1x Library 1x Elm Trees
  68. Build order: Oil Well, Oil Generator, Water Tower, Lamppost, Sprinklers, Elm Trees, Small Apt x2, Plastics Factory, Clinic, Library
  69. MINIMAL SOLUTION VALIDATED
  70. -Maximum solution:
  71. -Oil Wells are self-desynergizing and can only be placed on the bottom level, so hard cap of 32 Oil Wells, placed diagonally
  72. -additional ratioing: 1 Plastics Factory can support 6 Clinics, Clinics and Libraries are 1:1 but at least 1 Lamppost is needed to trigger initial Library prod due to Community, 3.33 Small Apts are enough Labor for a Clinics-Factory set (which might drop to 3.0 Small Apts with synergy?)
  73. -an Oil Well supports 2x Oil Generators, but remove 1 Oil Generator to support 1 Plastics Factory supporting 6 Clinics which reduces Sickness by 30... and since that also does -4 Sickness from the generator removal... multiples of 34 Sickness
  74. -also since there's no way I'll be able to fill 640 blocks with things all contributing to the Electricity chain, let's have an additional goal to nullify all that Greenhouse Gas... yeah, we have to redefine MAXIMUM here as "the best hood we can make that's balanced and produces as much of the target resource as is viable, it doesn't have to fill all available blocks"
  75. -32x Oil Wells, the most that can be placed due to self-desynergizing
  76. Electricity 0-0 Sickness 0-0(-0)... Greenhouse Gas 32-0(-0) Money 0-32 Oil 128-0
  77. -64x Oil Generators, the most Electricity possible to produce, but let's see how much Sickness that spews out...
  78. Electricity 1280-0 Sickness 256-0(-0)... Greenhouse Gas 416-0(-0) Money 0-96 Oil 128-128
  79. -256/34 = 7.53, but we're rounding up because the Clinic can't synergy, so 8...
  80. -remove 8 Oil Generators, add 8 sets of Plastic Factory and Clinics (8x Plastic Factory 48x Clinic)
  81. Electricity 1120-56 Sickness 224-0(-240)... Community 96-0 Greenhouse Gas 392-0(-0) Knowledge 0-48 Labor 0-80 Money 96-88 Oil 128-128
  82. -12x Library for Knowledge, plus 1x Lamppost to kickstart Community gen
  83. Electricity 1120-60 Sickness 224-0(-240)... Community 97-24 Greenhouse Gas 392-0(-0) Knowledge 48-48 Labor 0-80 Leisure 2-0 Money 96-88 Oil 128-128 Water 0-0.5
  84. -27x Small Apt for Labor (can probably get away with less due to synergy, but meh)
  85. Electricity 1120-87 Sickness 224-0(-240)... Community 97-24 Fresh Air 0-27 Greenhouse Gas 392-0(-0) Knowledge 48-48 Labor 81-80 Leisure 2-27 Money 96-88 Oil 128-128 Water 0-27.5
  86. -25x Beech Tree Grove for Fresh Air and Leisure (other trees work too, but we're doing this as it's the only kind to eat Greenhouse Gas)
  87. Electricity 1120-87 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 0-75 Knowledge 48-48 Labor 81-80 Leisure 27-27 Money 96-88 Oil 128-128 Water 0-27.5
  88. -25x Sprinklers for Groundwater
  89. Electricity 1120-99.5 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 75-75 Knowledge 48-48 Labor 81-80 Leisure 27-27 Money 96-88 Oil 128-128 Water 0-52.5
  90. -4x Water Tower to kickstart Water supply... it's not enough, but it's all we can do with the little Money left
  91. Electricity 1120-99.5 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 75-75 Knowledge 48-48 Labor 81-80 Leisure 27-27 Money 96-96 Oil 128-128 Water 32-52.5
  92. -how then to get the remaining Water? ...why, Ponds of course! each one consumes and produces one Groundwater while spitting out half a Water out of nowhere (plus a Leisure, I guess)
  93. -we could reduce the number of Beech Tree Groves and get Leisure from Ponds, buuut... I still want to nullify all that Greenhouse Gas, for funsies
  94. -41x Pond to bring Water up to snuff
  95. Electricity 1120-99.5 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 116-116 Knowledge 48-48 Labor 81-80 Leisure 68-27 Money 96-96 Oil 128-128 Water 52.5-52.5
  96. -everything is in balance, and this is definitely the biggest amount of Electricity doable given the Oil Well constraint
  97. -except hold up, we need height accessibility... 1 Elevator for every (z-level capacity - 1 = 63) blocks
  98. -5x Elevator for vertical access
  99. Electricity 1120-100.5 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 116-116 Knowledge 48-48 Labor 81-80 Leisure 68-27 Money 96-101 Oil 128-128 Water 52.5-52.5
  100. -cursors, we're over Money budget... replace 3x Water Tower with, um, 48x additional Ponds... and another Elevator because now we need access to 6 z-levels
  101. Electricity 1120-100.7 Sickness 224-0(-240)... Community 97-24 Fresh Air 100-27 Greenhouse Gas 392-0(-75) Groundwater 164-164 Knowledge 48-48 Labor 81-80 Leisure 68-27 Money 96-96 Oil 128-128 Water 52.5-52.5
  102. -now all is balanced and accessible, 1019.3 excess Electricity per cycle!
  103. Final tally for "as much Electricity as possible": 6x Elevator 1x Lamppost 32x Oil Well 1x Water Tower 56x Oil Generator 25x Sprinklers 48x Clinic 8x Plastics Factory 27x Small Apt 12x Library 89x Pond 25x Beech Tree Grove
  104. -hmm... can I still eat all the Greenhouse Gas? let's assume 7 usable z-levels, with the top being only non-accessibles like Ponds and Beech Tree Groves... block budget 448, we're at 330 right now with the above solution
  105. -currently 317 excess Greenhouse Gas... a Beech Tree Grove takes out 3 (not counting synergy)... to get one, I need 1x Beech Tree Grove 1x Sprinklers 2x Pond, for 4 blocks
  106. -I'd need 106x of the above units to do that, which means 424 more blocks... not only does that blow the 448 budget, that blows the budget of the ENTIRE HOOD. so nope!
  107. -alright, so how many CAN I add in? 448 - 330 = 118, / 4 floored = 29. we can add 29 units, mostly for funsies at this point.
  108. -29x Beech Tree Grove 29x Sprinklers 60x Pond (why not have 2 extra Ponds for buffer)
  109. Electricity 1120-115.2 Sickness 224-0(-240)... Community 97-24 Fresh Air 216-27 Greenhouse Gas 392-0(-162) Groundwater 311-311 Knowledge 48-48 Labor 81-80 Leisure 205-27 Money 96-96 Oil 128-128 Water 82.5-81.5
  110. Final++ tally for "welp, tried to cancel the greenhouse gas": 6x Elevator 1x Lamppost 32x Oil Well 1x Water Tower 56x Oil Generator 54x Sprinklers 48x Clinic 8x Plastics Factory 27x Small Apt 12x Library 149x Pond 54x Beech Tree Grove, 448 blocks, 1004.8 excess Electricity per cycle!
  111. -Build order:
  112. -let's think of this in terms of 16 2x2 stacks... except, the 16th stack needs to have the elevators (and probably anything else weird), so let's see what fits into 15s
  113. -for each of the 15 2x2 stacks:
  114. -2x Oil Well (30/32 used, 2 left)
  115. -3x Oil Generator (45/56 used, 11 left)
  116. -3x Sprinklers (45/54 used, 9 left)
  117. -3x Clinic (45/48 used, 3 left)
  118. -1x Small Apt (15/27 used, 12 left)
  119. -9x Pond (135/149 used, 14 left)
  120. -3x Beech Tree Grove (45/54 used, 9 left)
  121. -still to be allocated: 6x Elevator 1x Lamppost 8x Plastics Factory 12x Library 1x Water Tower, plus 2x Oil Well 11x Oil Generator 9x Sprinklers 3x Clinic 12x Small Apt 14x Pond 9x Beech Tree Grove
  122. -stack 16:
  123. -2x Oil Well (32/32 used, 0 left)
  124. -3x Oil Generator (48/56 used, 8 left)
  125. -1x Sprinklers (46/64 used, 8 left)
  126. -1x Water Tower (1/1, 0 left)
  127. -3x Clinic (48/48 used, 0 left)
  128. -2x Pond (137/149 used, 12 left)
  129. -6x Elevator (6/6 used, 0 left)
  130. -1x Lamppost (1/1 used, 0 left)
  131. -still to be allocated: 8x Plastics Factory 12x Library 8x Oil Generator 8x Sprinklers 12x Small Apt 12x Pond 9x Beech Tree Grove
  132. -to 12 of the stacks, add 1x Library 1x Small Apt 1x Pond
  133. -to 8 of the stacks, add 1x Plastics Factory 1x Oil Generator 1x Sprinklers
  134. -to 9 of the stacks, add 1x Beech Tree Grove
  135. -Block-by-block build order:
  136. -Stack 1: 6x Elevator 2x Oil Well 1x Lamppost, 3x Oil Generator, 1x Water Tower 1x Sprinklers 2x Pond
  137. -Stack 2: 2x Oil Well 1x Library 1x Beech Tree Grove, 1x Clinic 3x Oil Generator, 1x Small Apt 3x Beech Tree Grove, 1x Small Apt 3x Sprinklers, 1x Clinic 1x Oil Generator 1x Plastics Factory 1x Pond...
  138. ASDFHJKL MY BRAIN HURTS WHY IS THIS ONE SO HARD
  139. -you know what? maximal solution will be left as an exercise to the viewer
  140. MAXIMAL SOLUTION TO BE VALIDATED (or maybe not)
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