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CRpSuite : Playing aids and game analysis utils 2.11.0

Yes, and also in most competitions.

If a way to cheat exists then you can bet your money someone is cheating with it. :(
 
I've just released a new version of CRpSuite, which can be found on my website, that fixes the most urgent known bugs.

Bugs fixed in 2.7.1 :
  • CRpMapStat - Fixed problem with data not shown after making peace.
  • CRpMapStat - Fixed domination limit.
  • CRpStats - Fixed problem with missing Slaves column.
  • CRpStats - Added check for Multi-player
 
ainwood said:
What are your thoughts on the 80%? Doing some test myslef, I am wondering whether a better measure would be >80% of the domination tiles visible.
I haven't had much of a chance to use it yet (still got quite a bit of CGOTM02 to go!). Nobody has complained yet.... :mischief:

Still, if you're happy to relax the 80% then I am too!
 
ainwood meant more feedback about the domination limit only using visible tiles until 80% of the map is uncovered! Still, I am intending to do the password thing at some point. Someday. Soon(ish). After the next thing I add before the MP support.

Oh, and there's only one guy working on this project. He's just spending so much time on it when he should be playing Civ that it looks like there are more ;).
 
I agree that it should be a % of domination limit and not total tiles, as some continents/archipelgo maps can have over 20% that you won't explore for a long time. 80% seems a bit low for dom limit though, maybe 90%? (so you don't need all those one square islands, but most of the continental landmasses).
 
I've just released a new version of CRpSuite, which can be found on my website.

New features in 2.7.2 :
  • CRpMapStat - Fixed domination limit (really is fixed this time!).
  • CRpMapStat - Fixed worker detection for non-English language versions.
  • CRpMapStat - Added Flipping tab, showing cities order by probability of culture flipping (thanks for the idea Annares).
  • CRpStats - Fixed problem with missing Slaves column (really is fixed this time!).
  • CRpStats - Fixed slave detection for non-English language versions.


The Flipping tab is the main new addition. By default this doesn't use any information you couldn't find out yourself, but as a result can overestimate the flip probability and the number of garrison troops required. This inaccuracy is because:
  1. It's not possible to know the exact culture of the other civ. I've rounded the culture to the resolution that would be available if you counted the number of pixels for yourself and the other civ on the culture histogram (~600 pixels).
  2. The more major one, it's not possible to know whether the other civ has higher local culture that you in the city. I've assumed the other civ does, unless the city has only ever been owned by you.

This default setting can be overridden in the preferences view by clicking the checkbox marked "Accurate Flip calculations (using Spoiler info)".

Here is a screenshot of the tab, the lower one showing the accurate calculations:
CRpMapStatFlipping.png

Note that in this example the spoiler version is very similar to the inaccurate one, apart from Pamplona, and that's because I've actually built more culture in Pamplona than the Egyptians did.
 
As another point for discussion, the 'have more local culture' is a flag for yes or no - the actual number is irrelevent. Based on that logic, I was thinking that in most cases you would know who has the greater local culture (if you'd been really observant). Lets say you captured another city. From the cultural boundary size, you know whether its got 0 to 10; 10 to 1000 or 1000+ culture (there or there abouts). If it has under 10, then chances are you'll know if you have more. Ditto for 1000+ (for most of the game, anyway). The dodgy bit is to 10 to 100 area.

Why don't you just add details that gives the two extremes? Eg:

Code:
Flip Chance        Garrison
0.33 / 0.16        7 / 4

The first number is the chance if they have more local culture; the second is if you have more local culture.

That's what I might've done... :mischief:


P.S. - why not highlight the ones where the garrison is too small?
 
The addition of the Flip Tab was a Great Move, Dianthus!! (Thanks also to anarres for the Flip Calc.) :goodjob: :goodjob:

I noticed that my Capital City was listed in the Flip Tab (I had added foreign workers for a quick population boost at Sid!)......BUT, my understanding is that Capital Cities cannot Flip!?

:)

BTW, changing the subject, hopefully my request for listing cities with increase-in-population-this-turn is still on the (back) burner? It's very useful to only have to look at cities when:
1. They show as unhappy (CRpSuite OR Domestic Advisor [F1] List Scan)
2. They complete production (Civ Preference)
3. They increase in population (NO indicator at present!)
3a. They will decrease in population next turn! (Ditto)

:)

Also, if you're going for a Domination Victory, do you show the number of "Happy People" to generate in order to satisfy that part of the Win? (viz. 66 or 66.67% of World Pop)? :)
 
Question - With your feature of copying games to a different directory....can this be a compressed directory (WinXP)? The save files get awful big awful quick on the Huge maps....
 
ainwood said:
As another point for discussion, the 'have more local culture' is a flag for yes or no - the actual number is irrelevent. Based on that logic, I was thinking that in most cases you would know who has the greater local culture (if you'd been really observant). Lets say you captured another city. From the cultural boundary size, you know whether its got 0 to 10; 10 to 1000 or 1000+ culture (there or there abouts). If it has under 10, then chances are you'll know if you have more. Ditto for 1000+ (for most of the game, anyway). The dodgy bit is to 10 to 100 area.
I did actually think about that. I thought about it a bit more though and came up with the following problems, so didn't use it:
  1. At time of capture you only know about the influence of the civ who owned the city at that point. Other civs could have owned the city before that point and accumulated more/less culture.
  2. The influence is not always observable, I.e. if the city is surrounded by other citys belonging to the same Civ, or near other high influence citys.



ainwood said:
Why don't you just add details that gives the two extremes? Eg:

Code:
Flip Chance        Garrison
0.33 / 0.16        7 / 4

The first number is the chance if they have more local culture; the second is if you have more local culture.

That's what I might've done... :mischief:
I thought about doing that, then just decided to show the worst case. Would the best case be useful too?



ainwood said:
P.S. - why not highlight the ones where the garrison is too small?
Now that is a good idea :goodjob:. I'm not sure about notification, though I suppose I could notify if the number of garrison troops changes.



MSTK said:
BTW, I'm curious about if you are considering the "story" idea or not...
I am. It's currently number 2 on the TODO list on my website.



MSTK said:
I thought that you could onyl have that number if you have Spoilers...
It's possible to know a range for the culture at the point you capture a city. I.e. If the city hasn't culture expanded then it has 0..9 culture. If it's only expanded once then it has 10..99 culture... etc. That's what ainwood is talking about. He's not suggesting using spoiler information!



EMan said:
I noticed that my Capital City was listed in the Flip Tab (I had added foreign workers for a quick population boost at Sid!)......BUT, my understanding is that Capital Cities cannot Flip!?
You're right EMan, that's an oversight on my part. I'm not so sure about Forbidden Palace though. Can that flip?



EMan said:
BTW, changing the subject, hopefully my request for listing cities with increase-in-population-this-turn is still on the (back) burner? It's very useful to only have to look at cities when:
1. They show as unhappy (CRpSuite OR Domestic Advisor [F1] List Scan)
2. They complete production (Civ Preference)
3. They increase in population (NO indicator at present!)
3a. They will decrease in population next turn! (Ditto)
Yes, that's planned. It's currently number 4 on the TODO list on my website.



EMan said:
Also, if you're going for a Domination Victory, do you show the number of "Happy People" to generate in order to satisfy that part of the Win? (viz. 66 or 66.67% of World Pop)? :)
I don't. Have you ever had trouble with not getting enough population for domination? I've never seen a case of meeting the territory requirements but not the population!



Turner_727 said:
Question - With your feature of copying games to a different directory....can this be a compressed directory (WinXP)? The save files get awful big awful quick on the Huge maps....
Yes, compressed directories can be used. I haven't actually tried it, but compressed directorys (NT 4, W2K & XP) look just like normal directorys to programs that use them.
 
Dianthus said:
Have you ever had trouble with not getting enough population for domination?
NO, not until the current game I'm playing at Sid! ;)

The ONLY way I think I can win it is with a Domination Victory AND, I think I'll get the Land-tiles criteria met BEFORE the Population criteria!? :)

Of course C3C gives you a pretty good idea how close you are BUT vanilla Civ & PTW don't! :)

P.s. Thanks for keeping the "City-Population-Increase-This-Turn" on the TO DO List! :goodjob:
 
Wow, that could be nasty. I built my FP in enemy lands during CGOTM02, it would have been pretty annoying if that had flipped. That reminds me, I must do a spoiler post...
 
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