CaPtivE
Chieftain
- Joined
- Apr 5, 2019
- Messages
- 31
* Content:
This workbook allows you to easily calculate how much tourism per turn your empire is currently sending/exporting to each & every civilization/opponent in a given game. It should provide a clear & comprehensive view and application/simulation of the underlying mechanics, which effectively govern the culture victory condition. I also calculate/show how many foreign tourists "FT" we're currently generating/attracting per turn from each civ (this can be a fraction) and put differently, how many turns we'll have to wait to gain one more FT from this or that civ.
The results are computed for each civ separately and then summarized altogether in one sheet (graphs included). Moreover, I attempt to numerically analyze/estimate how many additional turns it will take to grab the culture victory, given the current situation (and implicitly assuming no related changes). When you change one or more of the required inputs (only those cells in blue), everything will be updated accordingly. Only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).
* Implementation:
I tried my best to make the spreadsheets as simple and "easy-to-use" as possible. The player should only fill in the required inputs (in blue), everything else is programmed and linked together. If in one sheet there's info extracted from another one, such info is no longer considered as input in this sheet because you only have to fill it once, and so it will not be in blue (so don't change it in this sheet, apply the change only in the other sheet where it is considered as input). I highly recommend not to delete anything, and ONLY fill in those cells in blue, though of course you can make any changes you wish to personalize it. Most of the inputs either take "Y" or "N" as values (representing a yes or a no). Inputs are not case sensitive ("y" or "n" also works). If there's a bad input, an error message will be displayed so you can tell where the mistake is and correct it. Be careful if you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no").
All the required inputs are readily available and displayed in the game, the only exception is religious tourism. The latter has to be calculated manually as follows: Religious tourism = tourism from relics + tourism from holy city (both parts should include all internal modifiers like the computers multiplier and the boosted tourism output of the relics placed in St. Basel's Cathedral, if any). The produced tourism (overall, locally) is displayed on top, next to the other yields, and it already includes the effect of internal modifiers (so no need to do anything here, just plug it in as it is). Below is a description of each sheet in this workbook:
- Gov Penalty: Contains the external tourism penalty multiplier for each government type. No actions needed here (there's nothing to fill in or replace). This sheet only serves as a fixed input, based on which the tourism penalty is calculated in the other relevant sheets. Note that if you and the other civ have the same government, there is no penalty (in Rise & Fall). If you have different governments, the penalty = -3%*(Gov_Multiplier1 + Gov_Multiplier2).
- Global Inputs: Contains the general tourism factors, that are likely to impact the exported tourism output from multiple civs. Pay attention when you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no"). In this sheet you need to fill in the following inputs: Number of opponents at game start, value of locally produced overall tourism (including the compounded effect of internal modifiers), value of locally produced religious tourism (including the compounded effect of internal modifiers to religious tourism), your government type, do you have the online communities policy slotted? Have you activated any great people (merchants) that boost tourism (from trade routes)? Have you built the Cristo Redentor wonder?
- Civ#: There's a sheet of this kind for every opponent civilization (I made 19 sheets to make it broad). For the civs that are not playing or got eliminated, there's no need to fill in any info/inputs, EXCEPT their playing status (Y or N). Remember not to delete the sheet or any inputs, just set the playing status to N if the civ got eliminated or didn't even start the game (you can hide some sheets, just don't delete). For each opponent civ, you need to fill in the following civ-specific inputs: Name of the civ/leader, its playing status (Y if currently playing or N if not playing/eliminated), its government type, do you have a trade route with this civ (regardless whether you sent a trader to the other civ or the other way around)? Open borders? Has this civ researched enlightenment? Is there a penalty for having different religions?
- Summary & Turns_to_Win: This sheet summarizes all the essential info in one place. Here you can see the exported tourism per turn and FT generated per turn from all the other civs. It also shows each civ's % contribution and the new value of total FT per turn that would remain after eliminating this or that civ. Moreover, here you can analyze the number of additional turns needed to win by culture (at this rate, given current conditions). For this latter part, you'll need the following inputs: Total number of FT you currently have, name of the civ with the highest DT, total number of DT in that civ (this is the threshold) and how much culture per turn does this civ generate. To reflect any changes, only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).
This workbook allows you to easily calculate how much tourism per turn your empire is currently sending/exporting to each & every civilization/opponent in a given game. It should provide a clear & comprehensive view and application/simulation of the underlying mechanics, which effectively govern the culture victory condition. I also calculate/show how many foreign tourists "FT" we're currently generating/attracting per turn from each civ (this can be a fraction) and put differently, how many turns we'll have to wait to gain one more FT from this or that civ.
The results are computed for each civ separately and then summarized altogether in one sheet (graphs included). Moreover, I attempt to numerically analyze/estimate how many additional turns it will take to grab the culture victory, given the current situation (and implicitly assuming no related changes). When you change one or more of the required inputs (only those cells in blue), everything will be updated accordingly. Only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).
* Implementation:
I tried my best to make the spreadsheets as simple and "easy-to-use" as possible. The player should only fill in the required inputs (in blue), everything else is programmed and linked together. If in one sheet there's info extracted from another one, such info is no longer considered as input in this sheet because you only have to fill it once, and so it will not be in blue (so don't change it in this sheet, apply the change only in the other sheet where it is considered as input). I highly recommend not to delete anything, and ONLY fill in those cells in blue, though of course you can make any changes you wish to personalize it. Most of the inputs either take "Y" or "N" as values (representing a yes or a no). Inputs are not case sensitive ("y" or "n" also works). If there's a bad input, an error message will be displayed so you can tell where the mistake is and correct it. Be careful if you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no").
All the required inputs are readily available and displayed in the game, the only exception is religious tourism. The latter has to be calculated manually as follows: Religious tourism = tourism from relics + tourism from holy city (both parts should include all internal modifiers like the computers multiplier and the boosted tourism output of the relics placed in St. Basel's Cathedral, if any). The produced tourism (overall, locally) is displayed on top, next to the other yields, and it already includes the effect of internal modifiers (so no need to do anything here, just plug it in as it is). Below is a description of each sheet in this workbook:
- Gov Penalty: Contains the external tourism penalty multiplier for each government type. No actions needed here (there's nothing to fill in or replace). This sheet only serves as a fixed input, based on which the tourism penalty is calculated in the other relevant sheets. Note that if you and the other civ have the same government, there is no penalty (in Rise & Fall). If you have different governments, the penalty = -3%*(Gov_Multiplier1 + Gov_Multiplier2).
- Global Inputs: Contains the general tourism factors, that are likely to impact the exported tourism output from multiple civs. Pay attention when you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no"). In this sheet you need to fill in the following inputs: Number of opponents at game start, value of locally produced overall tourism (including the compounded effect of internal modifiers), value of locally produced religious tourism (including the compounded effect of internal modifiers to religious tourism), your government type, do you have the online communities policy slotted? Have you activated any great people (merchants) that boost tourism (from trade routes)? Have you built the Cristo Redentor wonder?
- Civ#: There's a sheet of this kind for every opponent civilization (I made 19 sheets to make it broad). For the civs that are not playing or got eliminated, there's no need to fill in any info/inputs, EXCEPT their playing status (Y or N). Remember not to delete the sheet or any inputs, just set the playing status to N if the civ got eliminated or didn't even start the game (you can hide some sheets, just don't delete). For each opponent civ, you need to fill in the following civ-specific inputs: Name of the civ/leader, its playing status (Y if currently playing or N if not playing/eliminated), its government type, do you have a trade route with this civ (regardless whether you sent a trader to the other civ or the other way around)? Open borders? Has this civ researched enlightenment? Is there a penalty for having different religions?
- Summary & Turns_to_Win: This sheet summarizes all the essential info in one place. Here you can see the exported tourism per turn and FT generated per turn from all the other civs. It also shows each civ's % contribution and the new value of total FT per turn that would remain after eliminating this or that civ. Moreover, here you can analyze the number of additional turns needed to win by culture (at this rate, given current conditions). For this latter part, you'll need the following inputs: Total number of FT you currently have, name of the civ with the highest DT, total number of DT in that civ (this is the threshold) and how much culture per turn does this civ generate. To reflect any changes, only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).