Civ Assist

bluebox said:
no probs while installing, it works fine on my system. remarks:
1. Base Terrain: agricultural desert bonus is not added; why not add worker turns needed? this could be cumulative (mine + road + railroad = so-and-so many turns). and what about "city" improvement? if i got a city on any terrain (where it is allowed ;) ) how much power will this tile have?
On the other hand: why did you put that tab in? it's a kind of interactive civilopedia for tile values, right?
I haven't put in the civ trait modifiers at all. Will work on it. I put this feature in because I used to often find myself irrigating when I should mine and mining when I should irrigate. BTW - the bottom-right-hand corner of that tab has worker actions, but they're disabled 'cause I haven't implimented them properly yet (need to sort-out govt, trait, slave and tech modifiers first).

2. Territory: Exploration info doesn't take water tiles into account, at least not from my save. Terr. stats about worked and unworked tiles are all 0. and I am not in anarchy.
the worker stats are pretty interesting, i will see how they can be helpful to plan my games.
I'll look into this. :)

3. all tables: columns still cannot be sorted :( . this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?
The corruption tiles are sorted, but the rest aren't. The main problem with the control is that sorting is done alphabetically, so '10' comes between '1' and '2', hence the ugly formatting to 2 sig. figs. I have a work-around, and have put it into a function that I can just pass the list-view to, so just need to impliment it. :)
 
Scuffer said:
This is a lovely piece of kit, it really is.
Now for the question to mark me out as a fool, and apologies if this is in the wrong thread:
What are the four buildings for corruption in the city screen? Courthouse & Police station presumably, plus Forbidden Palace as a third. My capital has a 0 in the column so I guess Palace isn't the fourth. I've checked the improvements and wonder list and can't see another. Thanks.
As a quick check, can you close-down the app and then restart it and reload the file? It might be that I don't reinitialise the counter. The Forbidden palace and SPHQ are only included in corruption calcs, not in the city tab as corruption-reducing buildings.

LAW_FREAK said:
I'd love to try it but I get this error

Run-Time Error '63':
Bad Record Number

Is there a way to fix this
Thanks
I've got a few of these as well :blush: Might be a problem with the version I posted last night....

microbe said:
My Winzip doesn't recognize this file (win2k).
Well, it was compressed via XP, so should work. Can you try downloading it again? (right-click, "save as" instead of clicking on it perhaps?). Mind you, if the version I posted last night has the 'bad record number' error anyway... :(
 
ainwood said:
I was working to add one for settler-factories, to tell you when you no longer have 5 food surplus
Now, THAT IS a Good Idea! :goodjob:
 
I skimmed the thread, but didn't see it mentioned - are you going to add a city-about-to-riot alert? This is the one thing I use these utilities for more than any other. That way, I know that if I manage a city and it's fine, then I don't have to check it until growth again. On second thought, maybe the citizen added thing is even better, but I really need the riot alert. I WAY too lazy to do the MM otherwise. :blush:

Otherwise, great tool. :)
 
OK, you're right - I see it now. Isn't it supposed to pop to the front or something?

As a rule, I won't check it every turn, unless there is something I want to know. I just had cities riot on consecutive turns in my COTM because it either didn't alert me, or I wasn't aware of the alert....:hmm:
 
On the alerts tab, hit the "Show Form" button. That will put the alert window on top of your game.


EDIT- I AM the typo king.
 
On your base terrain tab, would it be possible to include those resources from other tiles that could come to grassland? Like, say, marsh fish or jungle oil?
 
Dianthus said:
How about Secret Police HQ? (Assuming you're using [c3c])

I'm a vanilla man, so I guess that explains it, cheers.

EDIT: just read a subsquent post from ainwood. I've tried closing the app and reloaded a variety of saves, but all the cities come like this under the coruption header:

y%: x of 4

Autosave on a random map, patched etc. All I was wondering was if there was an improvement I'd missed - it's a cracking little utility.
 
Scuffer said:
I'm a vanilla man, so I guess that explains it, cheers.

EDIT: just read a subsquent post from ainwood. I've tried closing the app and reloaded a variety of saves, but all the cities come like this under the coruption header:

y%: x of 4

Autosave on a random map, patched etc. All I was wondering was if there was an improvement I'd missed - it's a cracking little utility.
Bona-fide bug - fixed now, thanks. :goodjob: I was counting the buildings in two different places!
 
Nice! It works with scenarios now - Atleast Rhye's of Civilization anyway. Great work ainwood.
Question: Does it work out corruption, maintenance, government switches, etc. from savgame-information or from standard Civ-rules? Put in other words, can I rely on the information given, even if I play a scenario with lots of rule changes?
 
Three_Crowns said:
Nice! It works with scenarios now - Atleast Rhye's of Civilization anyway. Great work ainwood.
Question: Does it work out corruption, maintenance, government switches, etc. from savgame-information or from standard Civ-rules? Put in other words, can I rely on the information given, even if I play a scenario with lots of rule changes?
It uses in-game rules, so in theory it should work.

However, note that the corruption calcs are still a bit dodgy, and so they might be a few gold per turn out; or even a lot out!

I will try and tweak it over the weekend. :)
 
Turner_727 said:
On your base terrain tab, would it be possible to include those resources from other tiles that could come to grassland? Like, say, marsh fish or jungle oil?

/me pokes ainwood
 
ainwood said:
... I put this feature in because I used to often find myself irrigating when I should mine and mining when I should irrigate. BTW - the bottom-right-hand corner of that tab has worker actions, but they're disabled 'cause I haven't implimented them properly yet (need to sort-out govt, trait, slave and tech modifiers first).
I see, because it supports the govt. modifiers. That's a good idea!

Q: did you get my idea of the city tiles' boni? iirc, gold is added to the city tile, food is not, shields sometimes. a city tile always counts as roaded which might add another piece of gold, but you can't see it. does river bring an extra gold in the city, too? i don't know.
a precalculation would be helpful e.g. when you want to decide if you build a city actually on a resource or next to it.


dl'ed 1.0.2. works fine. remarks:
1. it always starts with the territory tab on top, now. is this intended? (this is no big deal, really!)

2. general info: version no. for c3c games incorrect: it shows 1.15 when it is 1.22, indeed. This wasn't so in 1.0.1 :crazyeye:

hope i could help :)
 
Turner_727 said:
/me pokes ainwood
/me tries to hide from Turner, 'cause that sounds difficult. But seeing as I'm the sort of person who hates to leave a challenge unattempted (or worse, let it beat me), so I will probably do it at some point...

bluebox said:
Q: did you get my idea of the city tiles' boni? iirc, gold is added to the city tile, food is not, shields sometimes. a city tile always counts as roaded which might add another piece of gold, but you can't see it. does river bring an extra gold in the city, too? i don't know.
a precalculation would be helpful e.g. when you want to decide if you build a city actually on a resource or next to it.
It also depends on city size and traits. I'll try to add this in. :) How would you like it? Base values for a 'town', with the tooltip giving the city and metro values? Or where the user can select the settlement size from a drop-down?
1. it always starts with the territory tab on top, now. is this intended? (this is no big deal, really!)
It was just the last tab I looked at before recompiling. Will fix it for the next version.
2. general info: version no. for c3c games incorrect: it shows 1.15 when it is 1.22, indeed. This wasn't so in 1.0.1
Not sure why this was happening. :confused: Easily fixed though.
 
grs said:
20k calculator does only calculate the base culture of a wonder/improvement. It should use the actual (including age bonus).
It does use the age bonus in calculating the number of turns. I'll add another column in to report the current culture / turn of each improvement.

I was also thinking about removing entries for all buildings that don't produce culture. :)
 
ainwood said:
It does use the age bonus in calculating the number of turns. I'll add another column in to report the current culture / turn of each improvement.

I was also thinking about removing entries for all buildings that don't produce culture. :)

Nope, it does not. I says my 20k city gets 79 per turn while it should be 98 and it gives an ETA of 1840AD which should be 1796AD.

Besides the above: It would be awesome, if it could actually calculate the turn on which the building gets the bonus and use the double culture rate in it's ETA calculation.
 
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