Flexible City Planner by Eklabiaan

Eklabiaan

Chieftain
Joined
Jun 2, 2006
Messages
86
Location
The Low Countries
Being interested in the rules on Food, Hammer and Commerce yield, I constructed this City Planner which will help the Civ Fanatician with the actual and potential yield of a city.

The user can play out a lot of What-If scenario's as the structure of the sheets, the storage of data and its formulae is set-up with a high level of flexibility in mind.
This holds for both the city as well as the available Yield bonus data.

When designing a new MOD with new resources/improvements you can easily change existing reference data or add a new resource/improvement to the data matrices. Even adding a yield bonus from a Civic or a Tech is possible.

Many factors determine the Yield of your City. I come to a count of 15 factors. (see the functional manual). The factors which are now included in the planner are:
  • Terrain
  • River
  • Resources
  • Improvements
  • Leader Traits
  • Civics and
  • Technologies
The first four of these factors can be defined by placing a little code in the appropriate cell. E.g. 'gr' for grassland and an 'r' for a river. The latter ones, well see for yourself.

Many more yield factors are present in the game. If time allows I will implement them in the near/midterm future. Think of Specialists, Buildings and Wonders. Happiness and Health will also be usefull, but not so easy...

Feel free to lend me a hand if you like...

I put in some effort to explain the use of the Planner and also the functional idea's behind it and the technical stuff of the Excel formulas I constructed. But you will still need some excel experience to track it all down.
In the zip file you will find the Excel file and two doc's with the Functional and the Technical description (The latter is not fully complete yet).

Implemented for :bts: 3.13, but flexibly adaptable to other versions of [civ4]
> Eklabiaan's Flexible City Planner v0.8.1 <
Changes: improved an incorrect lookup of the resource bonusses


Have fun, mon ami, and if you find anything which is/seems incorrect just post it here. I am still testing.
 
Many thanks :goodjob: I was going to do something similar as an exercise to improve my Excel skills but never seemed to find the time.
 
Nice one...better than my attempt!

Hi JOE,

It was your City Planner that gave me the inspiration to get really working on this.
I'll mention that in the next version. :beer:
 
As with most mods a picture would be nice, as they usually tell more than words with a quick glimpse.
 
Being interested in the rules on Food, Hammer and Commerce yield, I constructed this City Planner which will help the Civ Fanatician with the actual and potential yield of a city.

The user can play out a lot of What-If scenario's as the structure of the sheets, the storage of data and its formulae is set-up with a high level of flexibility in mind.
This holds for both the city as well as the available Yield bonus data.

When designing a new MOD with new resources/improvements you can easily change existing reference data or add a new resource/improvement to the data matrices. Even adding a yield bonus from a Civic or a Tech is possible.

Many factors determine the Yield of your City. I come to a count of 15 factors. (see the functional manual). The factors which are now included in the planner are:
  • Terrain
  • River
  • Resources
  • Improvements
  • Leader Traits
  • Civics and
  • Technologies
The first four of these factors can be defined by placing a little code in the appropriate cell. E.g. 'gr' for grassland and an 'r' for a river. The latter ones, well see for yourself.

Many more yield factors are present in the game. If time allows I will implement them in the near/midterm future. Think of Specialists, Buildings and Wonders. Happiness and Health will also be usefull, but not so easy...

Feel free to lend me a hand if you like...

I put in some effort to explain the use of the Planner and also the functional idea's behind it and the technical stuff of the Excel formulas I constructed. But you will still need some excel experience to track it all down.
In the zip file you will find the Excel file and two doc's with the Functional and the Technical description (The latter is not fully complete yet).

Implemented for :bts: 3.13, but flexibly adaptable to other versions of [civ4]
> Eklabiaan's Flexible City Planner v0.8.1 <
Changes: improved an incorrect lookup of the resource bonusses


Have fun, mon ami, and if you find anything which is/seems incorrect just post it here. I am still testing.
be one of the best game creations yet. Time will tell, still I think if it works having an aid likethis would be great. I would name mine. Something like so &so Chief of city planing and developement. Thanx!
 
I downloaded the city planner.
:confused:Am very sry but I have no idea how to used or installed or placed where ??:confused:
:confused:What program do I use to it ??:confused: Excel ??:confused:
:blush:Can you help me out ??:blush:
 
Nice! I've gone a step further in my own Excel map planner, by allowing the planning of all the cities/map tiles, instead of just one. Basically, besides editing/importing/exporting the map, it shows all the real and potential yields for every tile. Now the hard part is making a Sub to automatically optimize the cities' placement (e.g. placing them so that a certain total, say the science/commerce output is the maximum possible)...

Unlike you, I've designed it a couple of years later, but then I also started to play Civ 4 a couple of years later than when it was published anyway. And yes, I've used my tool in my Civ 4 BTS games - after all I already knew exactly how the real Earth map I like to play on looks like, so it's not that much of a "cheat", LOL.
 
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