Resource icon

CRpSuite : Playing aids and game analysis utils 2.11.0

ainwood said:
@Anarres: Are you sure about no cap on civ culture ratio? If you modded the palace not to produce culture, then the first person to build cultural improvements would automatically have every non-capital city flip to them. :hmm:
Not quite true. The culture can be irrelevant. There is a 0% flip probability for a town no matter what the local/global culture if there are no foreign citizens and none of the surrounding 21 tiles are owned by another civ.
 
anarres said:
Dianthus, just to check: did you set a cap on the distance ratio of 0.25 to 4?
I just checked to be absolutely sure, and yes, there is a cap on the ratio.
 
Dianthus said:
Not quite true. The culture can be irrelevant. There is a 0% flip probability for a town no matter what the local/global culture if there are no foreign citizens and none of the surrounding 21 tiles are owned by another civ.
Ahh - good point. I looked at infinity as a numerator and got ahead of myself. Still - would be interesting for (say) a borg scenario - have only borg buildings that can generate culture, and as soon as they establish a foothold, (city tile or citizen in city) then it flips.
 
Well, I missed the fun. It would be interesting to see if you could get guarenteed flips with no culture. :)
 
Thanks for the utility....

One question....

How should I read the "boarder dist" and "influence" columns on the Culture tab?
 
jb1964 said:
Thanks for the utility....

One question....

How should I read the "boarder dist" and "influence" columns on the Culture tab?
You know, that's one of the oldest features, and this is the 1st time anyone has asked a question about it! I'm not sure if that means everyone else understands, or that they're not interested :).

Border distance is the distance from the city centre to the closest border. Influence is the distance your borders would be at if there were no other enemy cities pushing them back. Distances are measured in the same way as shown by the CRpRings application.

The idea is that if the influence >= border distance then a cultural increase could push the borders back, so gaining territory.
 
I've understood what you meant by it. I use it a lot in a close to domination situation.
 
Sir Bugsy said:
I use it a lot in a close to domination situation.
No kidding! I've stayed exactly one tile under domination for hundreds of turns without ever having to reload because of this utility!
 
This utility pretty much put me out of delurking mode. Thanks a bunch for it. Definitely takes the effort out of finding trades if nothing else. Alerting of new trades is just excellent.
 
Dianthus,

akots mentioned somewhere that this gives spoiler info in PBEM games (like techs your opponents have, their gold, territory, etc). Is there any change of at least being able to turn this spoiler info off? Preferably this wouldn't be available at all. :)
 
anarres said:
akots mentioned somewhere that this gives spoiler info in PBEM games (like techs your opponents have, their gold, territory, etc). Is there any change of at least being able to turn this spoiler info off? Preferably this wouldn't be available at all. :)
Thanks for pointing that out anarres. I wasn't aware of this, it's the first I've heard of it. I guess this is because the diplomacy with human players doesn't reveal this stuff? (I'm thinking of the techs/gold here, territory should be OK).
 
Yep, with a human opponent you can't see anything on their side of the diplo at all.

What you can see is techs you can sell them, so if they are missing anything it appears in your side of the diplo screen to sell (this is of course only the next 'level' of techs they are missing - if they are an age behind they will still only see the immediately missing techs).

Edit: I'm not suggesting you work out this known tech information, it seems waaay to complex to easily add in. I'm suggesting all tech info is hidden against a human).

Along with this it means you don't get info on gold or on territory size, or culture, and possibly other stuff I don't know about (since I've never loaded a PBEM save with it). Not sure why you think we have access to territory info against a human, or even an AI until the map is known...
 
OK, I've definitely got some work to do on techs/gold.

I'm assuming territory is known from having visibility of the map. This should work exactly the same for PBEM as for single player (unless you're telling me different).

For culture I'm rounding to the culture/pixel as visible on the histogram. You still have a histogram in PBEM, right?

City Count is the other one I'm assuming is known from the diplomacy screen. Are the opponent's cities visible in the diplomacy screen for PBEM? (I'm guessing not).

Edit: The tech thing should be easy enough. I'm already doing all of the hard checks. The "Techs to sell" should still work OK. I just need to not output anything in the "Techs to buy" for human opponents.
 
Cool, this is great!

As you supect we still have the histogram, and we can't see cities of the opponent.

I can't really remember the map/territory thing very well, but IIRC there was a spoiler toggle for that, so that would be fine. :)
 
You can see nothing in the diplo screen, it looks like that.
 

Attachments

  • diplo.jpg
    diplo.jpg
    67.1 KB · Views: 115
Cheers grs. So I guess that means I need to disable the following for multiplayer games (This applies to the other type of multiplayer too, right?) :
  • Opponent city count on Territory tab.
  • List of techs/resources to buy on Trade tab.
  • Workers on Trade tab.
  • Gold on Trade tab.
 
Back
Top Bottom