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CRpSuite : Playing aids and game analysis utils 2.11.0

RFE - Request for Enhancement - City count

It would sure be nice to have an extra column in MapStat, Territory tab, of just a count of Cities currently owned by each civ.

The current methods do not work as well.

Method 1 - diplo with each civ, expand cities tab, scroll and count, scroll and count

Method 2 - Name each city in Editor with a number. Then use Rings to see what the largest number city is. This roughly works, and is faster than method 1 until civs start conquest.

Thanks for considering this.

PF
 
@planetfall, that's pretty easy to do. The only minor difficulty would be to avoid spoiler info. There are 2 ways that I know of to find other civ's city counts within the game:
  1. Count those visible
  2. Count those listed when trading and add 1 for the capital

#2 is easiest as I can safely show the city count when at peace, or at war but not refusing contact.
 
ainwood said:
Request from me as well: Add to CRP-Rings something that can identify settler / worker factory locations. :) And while you're at it, how about an overlay of what tiles are being worked? The latter one should be pretty simple; the first a good challenge. :)
They're both good suggestions. I don't think it would actually be that hard to work out whether a settler/worker factory is possible (apart from corruption). I expect the hardest thing of both of those would be showing the information on the map. Especially in a way that the rings/current tiles/factories can all be shown at once.
 
Dianthus said:
They're both good suggestions. I don't think it would actually be that hard to work out whether a settler/worker factory is possible (apart from corruption). I expect the hardest thing of both of those would be showing the information on the map. Especially in a way that the rings/current tiles/factories can all be shown at once.
Why do they need to be shown all-at-once? Just turn-off the rings whilst showing the other stuff. :) And ignore corruption - its mainly for the first / second city that people want a settler factory, and food is immune to corruption, and most places can get 10 shields / 2 turns for a worker pump at <some> size. :)
 
Any chance you could add some kind of notepad system? I realize there's notepad that comes with windows, but it would be really convenient to have one that's driven off your program so it automatically opens up that text file when the program loads.

Yes, I'm too lazy to do it manually. Honestly, I'll forget about the note...
 
Hey Dianthus. I used MapStat 2.7.5 for GOTM36. :goodjob:

I turned on your "Beta" Trade Route algorithm.

[Beta Report]
I noticed that Russia needed Iron (i.e. "Resource to Sell" showed 2 iron plus some lux). When I went to trade it to them, iron didn't show up as an option. although, the lux on the list did. This persisted across multiple turns and play sessions (open/close of programs).
[/Beta Report]

I thought you might like a save to look at. :)
 
Ahem......

Turner_727 said:
Any chance you could add some kind of notepad system? I realize there's notepad that comes with windows, but it would be really convenient to have one that's driven off your program so it automatically opens up that text file when the program loads.

Yes, I'm too lazy to do it manually. Honestly, I'll forget about the note...
 
Turner_727 said:
Ahem......
Subtle :).

You may not believe this with the rate I've been putting out these CRpSuite releases, but I'm pretty lazy too! I'll add it to my todo list, but it's not something I'm likely to do soon.
 
Don't forget, I have the ban stick! :evil:

Do it! Do it NOW....

No, whenever's fine....;)

Now that I think about it, some of my best coding was done when I was too lazy to 'manually' do things...I actually spent a lot of time and effort getting it done....and then saved a whole lot by being 'efficient'....
 
By way of encouraging you to keep up the good work (soon), let me just say that this is a great suite! I can't play without it any more.
 
Is there anyway to calculate reverse Flipping Chances?
In other words to see the chances the AI cities have of flipping to me. This would prolly be spoiler info but I could see it as great information for learning the game. I'd really like to see what effects me building a temple/lib/cath/wonder has on the AI cities. It would help me know if me doing these things is helping or if it is a waste.
 
@Mistfit, yes, it's possible to calculate the reverse flipping probability (infact, it's easy). You guessed right, the problem is the spoiler info. Very little of the information needed is directly available to the player.

I can give some advice about flipping based on the formula though. The main things you can do to cause a flip are:

  1. Expand the borders of your towns that are near the enemy towns so that as many of the tiles around the enemies towns as possible become your territory.
  2. Try to improve your overall culture. Note that culture in towns near the border doesn't make any difference to the flip probability other than the side effect of pushing back the border to gain more territory as in #1.
  3. Move your palace near to the border.
 
dvandenberg said:
Hey Dianthus. I used MapStat 2.7.5 for GOTM36. :goodjob:

I turned on your "Beta" Trade Route algorithm.

[Beta Report]
I noticed that Russia needed Iron (i.e. "Resource to Sell" showed 2 iron plus some lux). When I went to trade it to them, iron didn't show up as an option. although, the lux on the list did. This persisted across multiple turns and play sessions (open/close of programs).
[/Beta Report]

I thought you might like a save to look at. :)
I've just had a little look. My trade route algorithm is actually not the culprit. You have a sea trade route with Russia (which my trade route algorithm is correctly identifying). The problem is that Russia is getting Spices/Saltpeter from China and Iron from France, which is why you can't trade those particular resources. I'll have to look into why my current checks don't account for that.
 
The flip calculator seems to be inaccurate. In one game, there was a city with 10 foreign citizens, 2 of them resisting, had 9 tiles under the AI's influence, the AI had more local culture, I estimate I have 2.4 times the culture of the AI, it has one garrisoned unit, and it's so close to the AI's capital it reaches the limit of 0.25. MapStat said there was a flip chance of 0.835% and needed a garrison of 18. Anarres's flip calculator said there was a flip chance of 3.3% and needed a garrison of 18. I got the same result as the Anarres's calculator using the formula myself. I tried several other cities and the numbers didn't match up either.

Okay, I believe I've identified the problem. When I input a distance ratio of 1, Anarres's calculator's numbers match yours. Since required garrison is independent of distance, that number was correct.
 
TimBentley said:
The flip calculator seems to be inaccurate. In one game, there was a city with 10 foreign citizens, 2 of them resisting, had 9 tiles under the AI's influence, the AI had more local culture, I estimate I have 2.4 times the culture of the AI, it has one garrisoned unit, and it's so close to the AI's capital it reaches the limit of 0.25. MapStat said there was a flip chance of 0.835% and needed a garrison of 18. Anarres's flip calculator said there was a flip chance of 3.3% and needed a garrison of 18. I got the same result as the Anarres's calculator using the formula myself. I tried several other cities and the numbers didn't match up either.

Okay, I believe I've identified the problem. When I input a distance ratio of 1, Anarres's calculator's numbers match yours. Since required garrison is independent of distance, that number was correct.
I'm a bit confused. Does that second paragraph mean it's OK after all? If not could you post a .sav and give an expected flip probability for a town?
 
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