Info Addict

@robk

Very good mod. If you want to insert the German text in your work, I have translated the "text"-file. If you´re interested, I could send you the file, so you can insert.
 
Thanks for the requested Wonder, true Culture, and true Science features in the recent update! :goodjob:

One comment on how you noted that you would change "net income" to GNP, (sorry, I'm an accountant and a bit of a nerd to boot) the "net" term is always used to show a difference between two figures, like sales minus expenses equals net income. So GDP or GNP would actually be more correct, assuming that your gold number isn't considering expenses (which probably wouldn't be useful, since drastically different nations could each have 10 gold after expenses)

GNP measures a nation's total economic activity, and GDP is essentially the same but only for activity within its own borders. So, if you really want to be technically correct, GDP would probably be the best, since it's not looking at trade deals.

So now that I've become the accounting equivalent of a grammar nazi, thank you again for these. :)

I'm glad you brought that up because it forced me to look at it again and I think I was wrong. The values I'm reporting as "net gold" are actually the income after all expenses are accounted for, including trade deals. Specifically, it's the number reported by the function Player:CalculateGoldRate(), which is the positive or negative number that shows up in parenthesis in the top panel next to your total gold. I think I was looking at the graphs vs. the amount of gold each civ had available to them in the trade deals, forgetting that my graphs are one turn behind and they have to average values over multiple turns when the game has been going on for a while. Doofy move on my part.

I did find, however, that the "GNP" reported in the demographics screen comes from a function called Player:CalculateGrossGold() which reports income before any expenses are accounted for. Would it make sense for me to track the gross gold, call it "GDP" and also track gold after expenses, calling it "GNP"? I guess I could call them "Net Gold" and "Gross Gold" but I'm looking to jam more options on the bottom bar and the shorter the descriptions, the more stuff I can put down there. :)

A semantic aside regarding the names of the values:

Calling the two values "GDP" and "GNP", respectively, would be misleading. Floydian101 was saying that either GNP or GDP would be more accurate for the term currently known as Net Income prefaced on a condition: "assuming that your gold number isn't considering expenses". The difference between GNP and GDP is one of ownership vs. location, but that is irrelevant in Civ5 because the simple economic model of the game makes the two essentially equivalent (for instance, there are no multinational corporations that own property in a country outside their country of origin). But as you pointed out in your later post, Net Income does report the figure after all expenses are accounted for, which makes it okay.

If you're looking for shorter and still accurate names, you could call the value currently known as "Net Income" simply "Profit." The value currently known as "GNP" is okay, though if you wanted to be more accurate, you might change "GNP" to "Revenue," which isn't shorter, but which is more accurate in the sense that GNP and GDP is the value of goods and services produced---that is, GNP/GDP is more accurately hammers (the value InfoAddict currently calls "Manufacturing" or "Manufactured Goods") rather than coins/gold, which represents government treasury.​

Main request: Also, an equally or even more important statistic is current amount of gold in the treasury. Right now, we have "GNP," which is measuring revenue per turn, and "Net Gold," which is measuring profit per turn, but as far as I can tell, there's no measure of current cash available for use. If you could add it (perhaps calling it "Treasury"), that would be really awesome and helpful. :D
 
Hi, is there a keyboard shortcut to open up Info Addict? I am used to using the Function keys to open up all my menus, I am aware that they are all taken up, would be nice though... Awesome mod by the way!
 
Hi!

I've translated the InfoAddictText v13 to Spanish. I had problems with this version for the new features don't work properly but worked correctly with v11 and v12.
Finally, deleting older versions solved the problems.


Greetings
 

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Is there some sort of depth (I mean literally, like 3D) in the graphs? I'm just wondering because often when I have the same amount of e.g. social policies as someone else they show theirs above mine.
 
Is it possible that ending a turn and calculating a new one needs longer because of Infoaddict? I think that it takes perhaps 5 seconds more than without the mod.
Has someone made the same experience?
 
@Mahamudra: Currently, there's no keyboard shortcut, but I'll throw that on my list of things todo since I believe that's fairly easy.

@Rual: Awesome! Thanks for doing that :goodjob:

@basmannen: There is one pixel offset for the lines so that they don't overlap when the values are exactly the same (the lines tend to disappear and only one color shows up). You can use the hoverbox option to verify that you have the same value. I've got it on my list of things to do to add an option to shut that off since I know it could be a little confusing.

@Delta187: Someone else was mentioning to me that the turn time seemed longer for them. Can you send me a save file from your latest game to the email I sent you earlier? I'm saving performance info in there so I should be able to extract it to take a look (as long as you're not using DLC content that I don't have).

When the next turn button is hit, the mod cycles through each civ and inserts a table row for each data point it is collecting. This means there are more inserts when there are more civs. I ran a few tests on my system at home and I was only getting up to 1 sec extra between each turn on a 22 player game, which I thought was reasonable. I may just have a faster system than most people though. If it turns out that everyone is experiencing a slow down, I can investigate ways to make those inserts faster.
 
Robk, occasionally on the Global Relations chart no data shows up, any ideas why? The tooltip shows whats happening, but no lines

Any chance you had the Tuner running while that was happening and captured a LUA error? That sounds like an error somewhere in the code but I haven't encountered it myself. Seems odd that the tooltips would build but the lines wouldn't show up. I'd expect at least some lines to pop up.
 
No tuner (don't even know how!)

EDIT: Here's a screenie:

4194DA040694AC50B57970497AA102B8BFA58422
 
Is it possible that ending a turn and calculating a new one needs longer because of Infoaddict? I think that it takes perhaps 5 seconds more than without the mod.
Has someone made the same experience?

I'm having the same experience, except my lag time seems to be a bit worse. I've unfortunately had to uninstall the mod because the game was just unplayable with it running. My system is fairly decent but my graphics card could use a bit of an upgrade.

[Edit]: I should mention that if I can't use InfoAddict that I won't be playing Civ V very long at all. There are two mods that I can't play without. InfoAddict is one, CivWillard the other.
 
I'm having the same experience, except my lag time seems to be a bit worse. I've unfortunately had to uninstall the mod because the game was just unplayable with it running. My system is fairly decent but my graphics card could use a bit of an upgrade.

[Edit]: I should mention that if I can't use InfoAddict that I won't be playing Civ V very long at all. There are two mods that I can't play without. InfoAddict is one, CivWillard the other.

I can't play without CivWillard either :lol:

I'm working on speeding up the data recording at the end of each turn. I should have something ready by tonight.
 
I have working code now that will make the data saving at the end of the turn 20 times faster. On my first few tests with a 22 civ game (the # of civs is a huge factor in how long the data saving takes), I was seeing 1 second elapsed time to save data with the older code and .05 seconds to save the same data with the newer code. I'm hoping that other people's systems will experience the same relative performance increase. So, if Info Addict is taking up 10 seconds at the end of a turn on your system, I expect to see it take .5 seconds instead.

I want to do some more testing since I only tried out small games that only went up to 10 turns or so. Although the code that gets touched when you hit the next turn button should operate the same late in the game as it does early in the game, I want to make sure something nasty didn't slip through that makes the late game unbearable.

It kinda sucks that autoplay doesn't work anymore b/c I have to either play a game that far by hand (takes forever) or write code to do data conversions from the old format to the new for big save games that I have lying around (not so bad, but still kind of annoying).
 
Hey, does this mod work on Mac because i've dragged the zip file to my mods folder and manually unzipped it there, and it's still not working. Any thoughts?
 
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