Civ Assist

socralynnek said:
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!
That ones easy - done. It will be on the "General Info" page in the next release. :)
 
Another request, but a small one, I think. Could the technology tab also show the propability of obtaining a scientific great leader? ofcourse it will not be accurate until contacts have been made with every civ.
 
ainwood said:
That ones easy - done. It will be on the "General Info" page in the next release. :)

Thanks. There is no way in Civ3 to find that out in the game, except for counting...
 
Three_Crowns said:
Another request, but a small one, I think. Could the technology tab also show the propability of obtaining a scientific great leader? ofcourse it will not be accurate until contacts have been made with every civ.

the chance is 5% for scientific civs and 3% for non-scientifics. that figure doesn't change ever in the game, no matter if you know noone or everyone

the only difference is if some else (you know) has got the tech. in that case the chance is 0%. so CivAssist could possibly tell you "you are researching xyz and (still) have a [3|5]% chance of getting an SGL if you are first to it"

or am i understanding you wrongly?
 
Yes, but...
socralynnek said:
The formula is based on the information, that each time, you are the first to get atech, you have a 3% (5% for scientific civs) to get a Scientific Great Leader.
 
see turner's post

Three_Crowns said:
Oh, I thought that the probability dependet on the number of techs you are ahead of everybody else. See: http://forums.civfanatics.com/showthread.php?t=69141

it shows the chance you have to get 1 or more SGLs for every tech you're first to discover.

it a simple calculation:

chance of at least one SGL = 1 - ((1-r) ^ t)
r is 0.03 (3%) for normal civs and 0.05 (5%) for scientific ones.
t is the number of techs you research as first.

(1-r) is the chance NOT to get it, (1-r)^t the chance that you don't get one over t techs.


but enough threadjacking ;)

great tool ainwood!
any MP plans? ;)
 
Nice Tool,but tell me what is this for an error?

"Bad record Number"
 

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It depends on what version you are running!

I have fixed quite a few bugs, but haven't released an updated version for a while. Reason being is that there is still quite a lot outstanding on tweaking the features and calculations (especially the corruption model). I was a bit reluctant to present another incomplete version. However, I will post an update tonight / tomorrow that fixes a lot of these bugs, but just be aware that its still not the 'final' version.
 
Code:
V 1.0.6
*  Improved worker for trade checks.
*  Improved corruption calcs for PTW / CIV.
*  Fixed problem with victory points causing Subscript out of range errors in C3C.
*  Widened Traits label on general screen.
*  Fixed explored tile counts for Civ3.
*  Rounded domination tile estimates on territory screen.
*  Added version number to start screen caption.
*  Bought main window to foreground when closing alert form
*  Added turn and year to alert lists.
*  Forced update of alert list when opening.
*  Moved ‘show form’ button to main tab, rather than alerts.
*  Made listboxes un-editable
*  Improved Listview behaviours – gridlines, show row select etc.
*  Added extra resources to underlying terrain (eg forest and jungle resources to grassland and plains)

V 1.07
*  Added directory select button to main form.
*  Improved ‘optional skipped’ text box.
*  Improved Marsh drawing on terrain tab.
*  Re-Wrote code for building improvements (more efficient, more stable, more accurate!)
*  Added proper building maintenance checks to scenario corruption (now calculates correctly if current govt is anarchy).
*  Improved Luxury & Science sliders on corruption tab (easier to use, drag behaviour better).
*  Fixed issue with scenarios with no FP able to be built cause subscript out of range errors.
*  Added settlements and trait calculations for base terrain.
*  Added option to disable pic drawings on base terrain sheet.

V 1.0.7 attached to first post. If that zip file is corrupted ( :eek: ), then you can download the .exe only here.

Please note - this is still a bug-fix revision - probably pretty obvious because there are now two blank tabs! :blush:
 
Any chance you can add the seed extract into the general info tab? Or do you already have another util that does that?
 
Hi,

Played a bit with the corruption tab and found something strange, maybe you allready know of it.

If I open the corruption tab it displays these numbers, see corruptionfirst.jpg
After I changed the governmenttype and return to Republic the numbers have significantly changed. Are they calculated in a different way? After hitting the restore button the original number appear.
 

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smackster said:
Ainwood did note previously that there is a problem with the calculations in the government corruption tab, and that he was still working on it.

I know. But I found it strange that when two calculations with the same parameters result in completely different results. I didn't check which of the two was corresponding best to the game itself.
 
Michelangelo said:
I know. But I found it strange that when two calculations with the same parameters result in completely different results. I didn't check which of the two was corresponding best to the game itself.
The first corruption stats you see are collected directly from the savegame. They are not calculated. The program counts who many shield/commerce are producted/wasted in every city and display it. The information is also in the domestic advisor panel.

When you change government type in civassist, it tries to calculate the corruption that would be. Switching back to republic also uses the equations. The problem is that the corruption equations are not perfect and the results are not exactly the same as in the game.

In your pictures, we see the shield/waste are the same but the commerce is definitively wrong.

I am pretty sure of what I said but, as I am not the one who coded the program, i may be wrong.
 
@Turner: This is designed to be spoiler-safe. I have another utility to extract the seed. Might consider adding it, but am concerned about the spoiler possibilities with the seed.

@Michelangelo: Firecrack got it 100% right.:thumbsup: The first value is extracted, the second is calculated. If you hit the 'restore' button, then the 'extracted' values are shown again.

@Firecrack: No, the SPHQ only works in communism. However, the C3C base corruption calcs as presented are still pretty awful, and I really want to get them fixed.
 
Ainwood, since the utility reads the save file, something to consider for the next update.

Oystein has done a wonderful little study of how espionage missions work HERE

The part of it that I thought you might be able to incorporate is the 'flag' part. Oystein has discovered that when you fail a spy mission, a flag is put on the save file, indicating that all subsequent spy mission will fail until the flag is removed. Apparently, there is a 33% chance that the flag will be removed each turn. So it is *technically* possible that the flag would remain for ten or twelve turns.

Is there some way that you could incorporate something to show us if the flag remains on the save file? Oystein has indicated he would be happy to show you exactly where the flag in the save file is. Might be something of a spoiler, but otherwise it's a shot in the dark for espionage missions....
 
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