Duplicate Test Map

- spreadsheets (openoffice would be best) to do a detailed turn by turn plan off every minor detail to reach the planned goal (therefore you need the save of the sandkasten for every turn, or you go crazy planning food, prod, tiles for every city and all worker actions and unit movements):crazyeye:
I have a spreadsheet that automates quite a lot of the crazy planning you refer to here. Worker actions are not automatically calculated, but food, production, tiles, research, overflow, etc etc, are all taken care of. It's MS Word only though, since it uses macros extensively.
 
Maybe we could start C&D department thread and see how we should go about it. Also we could discuss what we would use there. I'm not that good in these calculations but would like to learn how this whole analyze thing is being done.
 
Now that we have a starting position, how do we proceed with this? Should someone take the lead on a test map, so we don't waste multiple efforts? With maybe a few others as dedicated helpers if needed for the daily updates (I could be one). The start location is about as straightforward as it gets, I suppose, but would still be good to get organized for the future.

@Snaaty, were you able to procure that app from the German forum?

@Niklas, could we see your spreadsheet?
 
Here are the sheets in that document:
  1. Data: Maps tiles to yields and turns to years. It's just an index.
  2. Setup: Fill in some details about the game at startup, should be self-evident.
  3. Capital: This is where you start entering data.
  4. Town #2: It's almost the same as the Capital sheet. When you need sheets for more towns, just make a copy of this sheet (and do a slight tweak on the capital sheet).
  5. Worker Moves: Just for convenience, nothing from it is automatic.

Here's a quick rundown of what the different columns on the Capital sheet are for:

Turn, Year: Doh. The only thing noticeable is that if you extend the sheet beyond the pre-existing 50 turns, these columns will be automatically filled in with the proper values.

Events: This column is just for noting down important things that happen, to get a good overview. Manually filled in.

Size: The size of the city. To get started using the sheet, overwrite the 0 with a 1 on the turn you found the city. In our case that would obviously mean in the row for 4000 BC.

prod: Internal field (it's the number of non-angry citizens), hide this column.

Happy, Health: Happiness and health limit for the city (i.e. :) - :mad: and :health: - :yuck: respectively). Must be manually filled in.

Whip: On the turn you whip, fill in the number of pop that gets whipped. Remember to update the happiness limit.

Anarchy: Fill in a 1 if the city is Revolting (either because the whole empire is in Anarchy, or because of a slave revolt or foreign culture revolt). You can safely hide this column for this game since we are SPI.

Citizens: This is where the really fun stuff starts. This is where you fill in the values of the tiles that your citizens are working. The values to fill in are those found in the Data sheet, in most cases it should be intuitive once you start using them.

Column 0 is the city center. If we settle on the plains hill, this column should be "CC +", for a city center with an extra hammer. If you want you can fill in CC + up to turn 50, and then hide this column, it isn't likely to change (unless we find that we've settled on Copper or the like).

Columns 1 through 25 are the actual citizens. Yeah, the sheet only works up to size 25, but I've never had a problem because of it. In the early game you can safely hide all columns above 8 or so. Note that the sheet will color in light green those fields that represent working citizens. Those are the fields that should be filled in. Fields representing angry citizens will be colored red.

Great People: These are for settled GPs. Obviously ignore for now, you can safely hide them.

The rest of the sheet is what keeps track of the accumulated food, hammers and beakers. Many of these columns can be hidden to get a better overview:

Food: Calculates the food in the bin on any given turn, and automatically calculates growth.
Spoiler :

corr: Manual field, use it to insert corrections. This can be because you haven't kept up and are sloppy, but could also be that you got a surplus harvest event or the like. Hide.

in bin: This field tells you how many :food: you have in the bin at the start of the turn.

bfpt, extra, fpt: bfpt is the :food:/t you get from the worked tiles (minus what's eaten by the citizens of course). extra is typically used if you have a Baray. Since we're not Khmer, both these fields can safely be hidden, leaving only the fpt field which is the sum of the other two. Note: The fpt field will be colored green if the city suffers from unhealth.

prod: Fill in a 1 in this field if you are currently building a settler or worker. It redirects the food yield to production.

granary?: Fill in a 1 on the turn you complete the granary. From that point on, the sheet will start counting with a granary.

in granary, after, granary after: in granary is how many bushels are already in your granary (this is a value you don't see anywhere in the game, it's calculated behind the scenes). after and granary after calculates how many :food: will be in the bin and in the granary after this turn's fpt is added. Personal preference whether you want to hide the "after" field, the other two are probably best hidden.

growth: Automatically inserts the amount needed for growth, on the turn when the city grows. Keep visible.

Typically you would thus leave the fields "in bin", "fpt", "prod" and "growth" visible and hide the rest.

Production: Calculates the hammers in the bin.
Spoiler :
corr: Like with food, use to make corrections. More interesting than the food case, since you typically use this when you switch things in and out of the queue.

in bin: The number of :hammers: in the bin at the start of the turn.

overflow: Overflow from a build completed last turn.

bhpt: The base :hammers: from tiles and specialists, before modifiers.

extra: A bit more interesting than the food equivalent. Here you add extra hammers from whips, chops, and :hammers:-producing buildings like AP-boosted temples.

%+: Any production multipliers on the current build, e.g. from Forge, Bur, Resources etc.

hpt: The actual hammer yield this turn, after modifiers are added.

after: Hammers in bin after this turn's yield is added.

cost: Here you need to manually fill in the cost of a build that completes, e.g. 15 for a warrior or 100 for a settler. Write the value on the turn where the "after" value exceeds the intended cost, to get overflow calculations right.

Typically in the early game you would have "in bin", "hpt", possibly "after", and "cost" visible, but unhide "corr", "extra" and "%+" as they become relevant.

Commerce: Calculates the raw commerce output of the city.
Spoiler :
bcpt: Base commerce yield from tiles.

trade: Commerce from trade routes - must be manually filled in.

%+: 50 if Bur, otherwise hide.

comm: Total commerce output this turn.

Typically hide all except "comm" in the early game.

Research: Calculates the beaker output of the city.
Spoiler :
%: Your research slider setting.

bcom: Base beakers from commerce, i.e. commerce output times slider setting.

repr: Put a 1 in this field if you are in Representation. Will affect specialist yields.

bbpt: Base beakers from specialists.

extra: Any extra base beakers. Typically used for GLib scientists, or Sankore-powered temples.

%+: Your research modifier, e.g. from Library etc.

bpt: Total beaker output from the city.

Typically only "%" and "bpt" are needed early on.

Total Research: Calculates your empire-wide research yields. Note that this area only appears on the "Capital" sheet, and handles the output from all cities.
Spoiler :
corr: Like before, use for corrections. Useful when switching to a different tech midway.

in bin: Total amount of accumulated beakers towards the current tech at the start of the turn.

overflow: Overflow from completing a tech last turn.

other: An internal accumulator field that sums up the beaker output of all other cities. Hide. This field must be tweaked when you add more cities beyond the first two.

tot bpt: Your empire's beaker output this turn. Should be the same value as the one printed by the slider.

prereq: Fill in your prereq multiplier bonus for the current tech. Should always be 0, 20, 40 or 60.

contact: The number of contacts you have that know the tech you are researching.

after: The amount of beakers you will have gathered after this turn.

cost: Fill in the cost of the tech on the turn the "after" column exceeds the cost, just like for production.

Early on, you typically only care about "in bin", "tot bpt", "prereq", "after" and "cost".

GPP: Calculates Great People Points.
Spoiler :
corr: Only useful when you've screwed up somehow and cba to fix it properly.

in bin: The number of GPP in bin at the start of the turn.

GPPpt: Raw GPP/t calculated from running specialists.

extra: Fill in raw GPP from wonders.

%+: Your GPP modifier. Starts at 100 for us since we're PHI.

after: Total accumulated GPP after this turn.

cost: Fill in the cost of generating a GP. Must be manually calculated.

Early game you want "in bin", "GPPpt", "after" and "cost" visible (after filling in 100 in the whole "%+" column).

Culture: Calculate culture output from the city. Quite un-automated overall.
Spoiler :
in bin: The amount of culture you've amassed at the start of the turn.

cpt: Manually filled in value for raw culture in the city. Not even artists are auto-calculated.

%+: Any culture modifiers, e.g. FS, Hermitage etc.

after: The amount of culture in the bin after this turn.


Here's an example to show you what it may look like for our start, with the unnecessary fields hidden. I haven't put any thought into what would be best to do, I've just tried to get test values in there.
Spoiler :


"Rice u r" means unimproved riverside grassland Rice. "Rice r", same but improved. "Gems h" means mined Gems on a grassland hill.

Notice how the "prod" column redirects food yield to production. Notice also how I switch the warrior in and out of the queue (marked by (Warrior) in the events column), by putting the proper values in the "corr" field for prodution.


If you have questions, ask away! :)
 
Niklas, where is the link where I can downlad those spreadsheets? Thanks
 
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