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#1 |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Black Boxes and Stat Calculators
I have been asked more than once about the Excel spreadsheets I have used to calculate stats for my two NESes. I have taken my most recent version, cleaned it up, added useful notes and instructions.
This model has places for over 40 players, 4 cradles, and includes fixes and changes for problems that had crept into my last used model. I have removed references to the Forge of Empires. To the best of my knowledge all the various links work and you can see a variety of ways that data is moved around and manipulated. This is a very complicated model and may not be useful for all, but it may be helpful in thinking about how to create a stat calculator for your specific game. I will be happy to answer any questions you have about the spreadsheet or how to change it to suit your needs. The place to begin is with the "Nation 00" tab. This is the master tab for all the other nations and has a variety of notes explaining how some things work. I have posted two versions, one for Office 2007 users and the other for those using Office 2003. I cannot open the Office 2003 version it that environment, so I cannot see if the backward translation went smoothly. Let me know if it appears to have problems.
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Only kindness matters. Last edited by Birdjaguar; Nov 01, 2008 at 03:16 PM. |
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#2 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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HOLY DINOSAURS, BATMAN!!!
Extremely nice job Birdjaguar, thanks a bunch. ![]() Will post questions later if there are any, which I doubt, after I digest this masterpiece. Edit: Do you have the technologies listed in the page farthest to the left affect the stats once researched? If so, how? Edit2: It works fine with Excel 2003. So no worries there. Last edited by Matt0088; Nov 01, 2008 at 03:42 PM. |
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#3 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
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Only kindness matters. |
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#4 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Is this the original version of the calculator that you started BirdNESII with? Or did you make some changes according to the discussion you had with Abbadon & others near the end of the General BirdNESII thread?
Reegarding tech, I think that following what EQ is doing in ABNW with Techs would be best. However, I personally think that you shouldn't list how much this or that tech costs. Its not like in OTL that scientist know that their going to finish X tech in X amount of time. |
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#5 | ||
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
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Only kindness matters. |
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#6 |
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Draconic Mod
Join Date: Jul 2007
Location: Update Workshop
Posts: 11,354
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Maybe have it a little random. With a dice roll. So a nation might be lucky on an endever and unlucky in another or just plain get a random thing that is usefull. That can be blackboxed really well. Like "Try to find a harder metal" would be an example of spending and responses can be "Your people failed" "Ore is found but can't be purifyed" "You discovered and used Iron!" ect. Then we will post a direction and amount the nation as a whole will focus on that direction. (so 2/3 of Private IC in a modern nes means two out of three are working on that) I should try to find a balance for a few techs...
__________________
IOTerraNES: The Civil Experiment Finally Presents Update 18: When -DAMNYOUAUTOCENSOR- Hits The Fan
A brand new beginning reaches the end of one era. Join now to help shape Part 2! The WikiThe Twitter Feed I don't know. Creativity isn't really my thing. presents you a world of cooperative storytelling. Mixed in dieselpunk style airships, floating islands, new ideologies, and scheming of the first class! #nesdnd and it's Public Files Can a noob DM handle 12 players? Join us and find out. |
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#7 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Questions regarding Nation 00 page: (If your wondering why I have things in quotes, well.. I don't know, just felt like it)
1. You wrote about green cells. However, unless there is a error with my excel, I see no green cells. Which cells are green, or are the purplish cells suppose to be green? 2. To the right of the government practices through trade cells, you have five mostly empty columns of cells. What do they do? 3. I'm I correct in assuming that where you have "Items researched listed here" to the left of the cells mentioned above, that is where you list things you research? More specially the items in the tech page? Is there any other things that go here? 4. In the first Tech Points cell, you have .40, whats that? What are the cells to the right for? Further right, you wrote "Not currently used", why? What will it be used for? 5. I'm I correct in assuming that the Tech Divisor numbers are used to control tech progress if it accelerates out of control or slows down to a snail's pace? 6. Same question as for tech points, except for Tech progress. 7. Is the area divisor used to control the area number, like the tech divisor? 8. Why do you have a pixel cell for diversity/policy effects? 9. What are you're characteristics for each level of land base? 10. Is the population divisor used to control the population number, like the other two divisors already mentioned? 11. What's the red cell in the confidence base used for? 12. How do you measure how each country has a natural resource? Via using a natural resources map? 13. How do you measure each level of "At home War & Rebellion: -5 to 0"? I mean, how do you determine the difference between -4 and -1? 14. Same as question 13, except regarding "Foreign Wars: -5 to +5". 15. Same as question 13&14, but for Natural Events? But here, do you have a chart of natural events and effects? 16. What do all the cells in the "Stability" row mean/do? 17. Same as question 16, but regarding "Civilian Leadership/max". I have the rest of the questions later, but I'm keeping the current questions quantity small, just to make it easier to dicuss your anwsers. Last edited by Matt0088; Nov 04, 2008 at 07:25 PM. |
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#8 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Here are a few answers:
Quote:
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Only kindness matters. |
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#9 |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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The remaining answers:
2. To the right of the government practices through trade cells, you have five mostly empty columns of cells. What do they do? ATM they don’t do much. I use column B for entry of tech related spending. My original intent was to have a time component spread across the page, but that got dropped. I column G I list specific things that players research to match the spending in column B. 3. I'm I correct in assuming that where you have "Items researched listed here" to the left of the cells mentioned above, that is where you list things you research? More specially the items in the tech page? Is there any other things that go here? Nothing at the moment. The whole tech development is not actually working. There is no reason the tech tab and those spaces couldn’t be linked. 4. In the first Tech Points cell, you have .40, what’s that? What are the cells to the right for? Further right, you wrote "Not currently used", why? What will it be used for? If you use the “trace precedents” arrows you will see how the .4 is calculated. ATM it does nothing. I have tried to build lots of checks and balances into this system to prevent/control runaway stat inflation or progress because of some overlooked flaw in my thinking: the “Abaddon effect”. Row 48 is a way that I could use to slow down or speed up tech progress for any nation if the situation called for it. Since the tech model was never completed, it does nothing now. 5. I'm I correct in assuming that the Tech Divisor numbers are used to control tech progress if it accelerates out of control or slows down to a snail's pace? Yes, exactly. The tech interface is crying out to be added, but for a fresh start game it is a complicated undertaking. 6. Same question as for tech points, except for Tech progress. In the tech spending section, only rows 42-46 have any effects. If you click on any of B42-B46 and follow the “trace dependents” arrows you can see exactly which cells they affect. 12. How do you measure how each country has a natural resource? Via using a natural resources map? I only had a climate map and then placed some resources on that for discovery by players. It was not a well defined system. 13. How do you measure each level of "At home War & Rebellion: -5 to 0"? I mean, how do you determine the difference between -4 and -1? I just used my judgment for how to “score” the effects of war and rebellions based on the effect I wanted to create and the events that were unfolding, mostly changes were in the -1 to -2 range. The nice thing was that I could make a change and immediately see the effect on all stats. If it was too severe, I lessened it. 14. Same as question 13, except regarding "Foreign Wars: -5 to +5". Same answer, except that it is possible for a foreign war to improve things if it is a popular war. Foreign wars only affect stability while at home wars have more effects. 15. Same as question 13&14, but for Natural Events? But here, do you have a chart of natural events and effects? No chart, but it would be easy to create one. A number here again only affects stability and so if a natural event happens, I would apply a number that had the effect I wanted. 16. What do all the cells in the "Stability" row mean/do? The numbers in the stability row feed right to left to calculate stability. Cell C69 incorporates the tax rate into the formula, so if the tax rate goes over 50% or if cells D69 and E69 increase, stability decreases. TBH, I cannot recall exactly why I have two input cells D69 & E69, but they enable me to fine tune stability. I created those inputs in response to some event in the game. D69 is probably sufficient 17. Same as question 16, but regarding "Civilian Leadership/max. Here again the note cell references are wrong. I am looking for all those and will post a fix. Column B is the player spending total, column C the maximum level allowed based on policies and progress constraints and the blue cell in column D is the bonus of a legal system on overall leadership. I hope these answers are clear, if not let me know.
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Only kindness matters. |
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#10 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Just to scale down the number of questions(I have many more, we can take this to PMs if you want). I'm I correct in assuming that anything technolog related is not currently implemented?
I also remember you mentioning in the BirdNESII rules that you could tweak the rules if anything went considerably unrealistic, is this what some divisors do? If so, which ones? |
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#11 | |
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Deity
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TBH I think with you having that secret "leveler" all your other checks and balances are not needed. An also that you turn the NES into too much of a "NannyNES" where no-one can ever get a decisive lead and make changes in the world. I see this happening in your 2nd NES where civilization has passed through many eons without any real winners or losers. |
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#12 |
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Draconic Mod
Join Date: Jul 2007
Location: Update Workshop
Posts: 11,354
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There should be a "Dynamics" stat. Smaller kingdoms are naturally undynamic but a increasing profit in trade might increase it. A police state is undynamic but an overexpanded empire is. Dynamic just means how likey of new rule (player takes a turn break of anarchy ect) or insurection. Let players move as fast as they want and off them as they watch their empire collaspe! More slower, I.E. under a number means safer. It would be based on all states and a random number.
__________________
IOTerraNES: The Civil Experiment Finally Presents Update 18: When -DAMNYOUAUTOCENSOR- Hits The Fan
A brand new beginning reaches the end of one era. Join now to help shape Part 2! The WikiThe Twitter Feed I don't know. Creativity isn't really my thing. presents you a world of cooperative storytelling. Mixed in dieselpunk style airships, floating islands, new ideologies, and scheming of the first class! #nesdnd and it's Public Files Can a noob DM handle 12 players? Join us and find out. |
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#13 | |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Quote:
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#14 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
Correct, tech progress items arenot impleemented beyond a manual entry based on player orders. Yes, really all the divisors can be used to tweak things that get out of hand. Mainly though, in practice I found that they were most useful as ways to respond to players orders createdsome change in the fundamental of their nation and set it apart from the others. Players would institute various policies that would address some problem; I could then adjust a divisor to reflect that change. Typically column B entries were all about spending and the other columns about policy. For example, if a player spends 1 EP to set up a spy ring in a neighboring nation, then I add 1 EP to B74. That change will add to national upkeep in B104. If a player establishes a policy of recruiting foreign traders to spy on neighbors, then I add up to 1 EP to C74 increasing the espionage divisor which lowers the upkeep tallied in B104. Now if a player dumps, say, 5 EP at one time into either, then it is easy for some stat to get whacky and distort available spending unrealistically. Such a big increase in espionage would raise upkeep quickly and may reduce available spending to a negative number in a single turn. If that happens, I can use the divisor in C74 to bring things back into a more normal range and adjust things more slowly over a few turns by using fractional increments of change. A good way to see how things work is to begin with zeros in all the yellow cells and then change one cell to a 3 or 4 and see what happens. Experiment and keep your eye on the "posted stats" at the top to see how what the player will see changes.
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Only kindness matters. |
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#15 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
Your other points are important ones, but I need more time than I have now to address them and will do so later.
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Only kindness matters. |
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#16 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
__________________
Only kindness matters. |
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#17 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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The rest of the batch of questions for the Nation00 page:
Hope this isn't too much to ask or seem to greedy for help from you. Sorry if it is. |
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#18 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Your questions, or anyone else's are just fine. I'm glad to answer them. I will do this in batches.
Quote:
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Only kindness matters. Last edited by Birdjaguar; Nov 11, 2008 at 11:46 PM. |
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#19 | |
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Quark Habitat
![]() Join Date: Dec 2001
Location: Albuquerque, NM
Posts: 25,119
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Quote:
__________________
Only kindness matters. |
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#20 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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Taking the short discussion in the NES idea thread to this one, a couple ideas regarding FoE.
1. A idea I had a while back, inaccuracies with the stats. To give a more realistic feel as being a leader of a nation, the stats posted on the front page can be inaccurate, anywhere frfom 20% under or over the actual number. This would be a bell curve. Heck, if you implement this, you don't have to even tell players, because how will they notice? Just more fun for you the mod. May make the game events more decisive, with players acting on incorrect decisions resulting in bad outcomes. 2. Speaking about decisiveness, and I'm going in about what I've read in that FoE Discussion Thread towards the end(I've only read some updates), make casulties in battles etc. I mean, lots more casulties. Although this is straying from realism, it (should) be increasing player interest. I mean, although I love the realisticness, I don't if it takes 500 years and 10-15 updates to get something military done. To LINESII, it has highly unrealistic casulties, but is anyone complaining about that, no. Also in LINESII, things happen mcuh quicker, like in 1-4 updates, the Great War in it was only 4 and about 200 years, A Great WAR. 3. Lastly, regarding updating, although your updates are quite nice, they should time a large amount of time to do. My thought was to cut the length per event/issue/war down. Like to PureNES levels, or even to LINESII level. The latter is still awesome even thought the update length is shorter for the sizze of the NES compared to others. Just my thoughts on the matters you mentioned. |
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