Civ Assist

Ainwood,

This is a truly great tool. So far I've spent most of my time looking at the corruption tab as that is telling me more info than I've ever seen before.

What is alarming to me is that in looking back at a good cross section of my games from the last 6 months is that in all cases and at all ages I would have been better off in Monarchy instead of Republic. Even if you take away unit support, the corruption difference between Monarchy and Republic does not outweigh the threat of WW. Add to that MP's from Monarchy.

For example from my GOTM30 (space ship victory), 760ad Republic 467 beakers, 155 corruption, Monarchy 459 beakers, 163 corruption. Just 8 beakers difference in corruption. These values are before any unit/building maintenance.

For example from my COTM2 (dom win), 690ad, Republic 323 beakers, 328 corruption, Monarchy 310 beakers, 341 corruption

Am I missing something? What have I forgotten about Republic that makes it worth switching to over Monarchy?

smackster
 
You haven't missed anything - I have! The repulbic trade bonus is not implimented properly - am working on fixing the problems with that this weekend (and have fixed some seriously-screwy other problems with corruption as well). I will also need to sort out the trait bonuses for city centers to get the comparisons accurate.

I plan on finishing it this weekend - so far its looking quite good though, as I'm getting maximum errors of one gold / turn, and 90+% of cities are correctly-calculated. :)
 
ainwood said:
You haven't missed anything - I have! The repulbic trade bonus is not implimented properly - am working on fixing the problems with that this weekend (and have fixed some seriously-screwy other problems with corruption as well). I will also need to sort out the trait bonuses for city centers to get the comparisons accurate.

I plan on finishing it this weekend - so far its looking quite good though, as I'm getting maximum errors of one gold / turn, and 90+% of cities are correctly-calculated. :)
Phew, I'm glad this time it was the software. On a positive note it really made me look at unit support for my current game, and improved things considerably.

The calculations in Anarchy don't look right either.

smackster
 
It would be nice if you could combine your game setting extractions utility with civassist. If you do could you change the save as .txt function so that it can compile all the game settings to one file.
Thanks
 
The number of 'bare' squares worked - does this include coast/sea tiles?

Neil. :cool:
 
In a current game, the numbers for domination limit were strange. I'll list all statistics that could be applicable.

Total tiles: 5000
Total explored: 1558
Land: 1221

Tiles owned: 221
Domination tiles: 221

Domination limit: 4672.65725288832(E sti
Tiles to limit: 4451.65725288832(E sti
 
TimBentley said:
In a current game, the numbers for domination limit were strange. I'll list all statistics that could be applicable.

Total tiles: 5000
Total explored: 1558
Land: 1221

Tiles owned: 221
Domination tiles: 221

Domination limit: 4672.65725288832(E sti
Tiles to limit: 4451.65725288832(E sti
Civ3 vanilla by any chance? Its fixed, but I haven't released that version yet. :)

eldar said:
The number of 'bare' squares worked - does this include coast/sea tiles?

Neil.
I think it does... I'll fix that as well. :)
 
Hello Ainwood, everyone,

I downloaded Civassist 1.0.5. last night. Running the XP OS and C3C, I got the error that others have mentioned -- Runtime Error '9', Subscript out of range.

This DOES NOT happen with the initial save, such as the typical 4000BC first save of a 'New Game' or the first save of a Conquerors scenario in C3C.

It happens with the subsequent autosaves and manual saves of the aforementioned type of games.

Also, something peculiar happens that means nothing to me but may help Ainwood:
1. I start Civassist 1.0.5.
2. I double click the 4000BC save and it runs fine.
3. Then I click "Quit" and Civassist closes but the "Cho[o]se file to load" box opens up.
a. If I choose the 4000BC file then the "Cho[o]se to load" box closes and Civassist does not start--as if nothing happens.
b. If I choose another, a post-initial save, then the " Runtime Error '9' " pops up.

I think I read all the postings thus far so forgive me if I did not see any solution other than e-mailing a save file. I just hope to be able to help somehow since this seems to be a great time-saving and fun-preserving utility.
 
Bingo!
Victory points unchecked, "New Game" in C3C and no problems. Auto and manual loading of at least the first 3 saves ok.

When you put the new version up I'll try my other saves from the Sengoku scenario.

:)
 
One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.

The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially

For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)

For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
 
RFHolloway said:
One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.

The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially

For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)

For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
That would be great, I have no idea why most modern strategy games have no support for printable reports. I know the OLD version of MapStat (For PTW, not CRPMapStat) had an Export City Stats option, that basically included everything from the F1 screen, and could be imported directly into Excel. (I would then have to manually note what improvements the cities had, what they were building, etc). But I used it often for planning, especially when travelling. A similar function for C3C would be great. :)
 
RFHolloway said:
One point and one request.
Am using it for GOTM4 now and after war with a certain civ and having made peace with them again, I can no longer see the number of cities on the general info tab.
Can you see other info like resources etc that they have? It might be a flag not being reset properly. :hmm: Presume you've let it load the next save (or saved and used the 'quick load')

The request is - could you add a button which would save all the information that you have extracted to a text file. That way when an empire gets really large I can load it up in excel and search through for useful cities, or print it out and review away from a keyboard (that helps to slow down my play!) Obviously the information that could be useful in that situation is far more than in your current tool , but to be honest whatever you have got would be great, especially
Its possible... Quite a bit of work though, so will be down the priority list.

For cities
Population and happiness
Current rates of production for FSC (you have this already)
Current status of food and shield bins (usful for managing shield and food wastage)
What improvements these cities have (e.g. find highest commerce city without a bank)
Location (measured from capital?)

For units
Basically what f3 shows, unit types and numbers but split into regular vet elite etc
I presume that's the stuff you want off-line? The stuff that isn't currently available will probably be added. I am putting together another 'city' tab, that will show useful stuff, although distance and rank can be added to the corruption screen. BTW - for the military splits, I think Dianthus' Stats program has the military advisro breakdowns. :)
----
Current status is that I'm really spending some time fixing bugs and making the calculations more robust before I add more features. The more I look at the corruption model (which was one of the things that I really wanted this for for my own use), the more gaping holes I find in it. I've improved it, but its still out by a bit (C3C is a mess; PTW/Civ is out by about 1GPT in approx. 10% of towns; government changes are still hopelessly wrong, which is annoying cause this is the main value that I see in it!)
 
Another little feature request for your great tool:
In the Overview tab you list the accumulated culture of the civ. I often also would like to know how much culture I'm producing in one turn without having to skip the turn and subtracting values (for example to estimate a Culture100K win).
It doesn't have to be in detail like the 20K tab, which counts the double culture bonus, just a number would be fine...

Thanks for reading!
 
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