"Babylon II" - Civ3 Culture Flip Calc

Looks good. This is one of the Best Versions of the Program :).
 
Umm... doesn't ANYONE have any comments on mine? :(
 
Yours gives differant results than the other one:

I did everything the same,

and w/ annares' I got 0% and 0% (for 1 and 10 turns respectively)

with yours I got ~.8% and ~10% (for 1 and 10 turns, respectively)
 
Tell us the numbers Hygro so we can see where one of them is going wrong.
 
Here's the two results. Don't mind the promotion of my currently favorite station :D

 
P=[(F+T)*Cc*H*(Cte/Cty) - G]/D

P = probability that it will flip this turn
F = # foreignors, with resistors counting double
T = # working tiles under foreign control (out of the max of 21, no matter what the cultural
boundaries are atm)
Cc = 2 if foreign civ has more local culture than you, 1 otherwise
H = .5 for WLTKD, 2 for disorder, 1 otherwise
Cte = Total culture of the foreign civ
Cty = Total culture of your civ
G = # garrison units ( n / d )
D = factor based on relative distance to capitals

Now reorganizing this gives the required garrison as:
G = (F+T)*Cc*H*(Cte/Cty)

F + T = 26, Cc = 1, H = 1, (Cte/Cty) = 0.25

G = (F+T)*Cc*H*(Cte/Cty) = 6.5 , so 7 troops will stop flips.

Calculating P:

P = ((26 * 0.25) - 16)/D , which is less than zero.
 
Great Work. Keep it up. I think you are heading in the right direction Chieftess.

Just how do you get the culture level for the AI?

What this needs most is allowing it to calculate the distance from the save file (and reading the other data to).
 
Hygro - I found a bug in my garrison data. There was a typo, which was fixed. It works now. I'm also adding an "AI controls the city" switch. Then I'm going to try and get the file data.

Anyone know how from Visual Basic?
 
v. 1.02 uploaded!

Desperately Needed:

Save info for:

All cities of each civ.
City locations (for the capitals)
Current culture of each civ
units in the city
Citizens in the city (foriegn, resisting, native)
City status (WLTKD, rioting, normal)
culture of the city for each civ.
 
Civ3 Culture Flip Calc v1.03 uploaded!

What's New/Fixed/Added

- Error checking improved for each data field
- Ability to enter a value into the "AI Controlled Tiles" combobox instead of having to click


This phase is pretty much done - unless anyone finds any typos or other bugs.

I still need testers! I have ZERO!
 
I'll test yours if you test mine. :)
 
Is there a create the best Culture flip calculator contest going on somewhere? ;)
...
Maybe if I added a calculator to C3MT I could take part in the contest too... Nah, too mush work involved :D I'll let you play your game. ;)
 
Originally posted by Gramphos
Is there a create the best Culture flip calculator contest going on somewhere? ;)
...
Maybe if I added a calculator to C3MT I could take part in the contest too... Nah, too mush work involved :D I'll let you play your game. ;)

It was just sponteneous! :D
 
Hi CT :)

I am testing yours already ;) so you can sign me up. I can be pretty nitpicky about stuff which may or may not be what you want :D but let me know.

One thing yours has that anarres lacks, the reqd. garrison figure, this is extremely useful! You could perhaps have it give a (rounded up) integer value though (nitpicking...).
The visual sample for working out the ratios is also a very very good thing - espeically for ppl like me who sometimes 'just don't get it' (even though there is only one way to do it, the sample meant I knew I was doing it right.) I would maybe consider moving the ratio help button to the same place as the view sample button, or even integrating the 2 screens into 1... but again, I'm nitpicking....

Good Job :goodjob:
 
Ill be still continuing Beta Testing this Utility Program, along with another Mod for another game that I am also Beta Testing.

Boy how much fun being a Freelance Beta Tester is.
 
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