Autosave
I never, never use auto save with any program, period. Autosaves almost always overwrite the current file, and without an undo feature in the event of a crash I will have a corrupted save. Not good.
However, I would switch to autosave with C3 if there were a user preference to set the string pattern for the autosave. Current show stoppers with C3/PTW/C3C autosaves are:
1. space characters in file name
2. long title with ruler first. Why not just country_year? Who cares if Russia ruler is Catherine, or Lenim, or Stalin, or Putzin? The ruler does not change during the game.
3. Year format does not autosort with file viewer to put file list in reverse chronological order so most recent is always at top of list. [Naturally the work around for this is to turn on option for windows file save. So this is an annoyance and not a real show stopper.]
How to Store and find saved files easily
It has taken some time to come up with a system for storing and finding the desired save file quickly so I don't have to waste time reloading the wrong files. Here is how may current system works, if you have any suggestions for improvement, please post.
Why bother saving each turn?
1. F3 application bug still is unfixed and redoing 2 hours of play is NOT fun.
2. shared PC and XP does not allow multiple user switching without hosing C3C when return to session
3. Games are long and others want to check email in midst of my game. The audacity of assuming email is more important than game play.
What must save file name provide?
1. game shorthand reference
2. year
3. major event reference
4. sorted list so most recent is at the top of file list to eliminate scrolling
My solution:
1. First save has Alpha character and description of game.
1.1 First epic/scenario game in save directory has first letter of Z. Second has first letter of Y. Third has first letter of X, etc. This will autosort games and put most recent first.
1.2 Description of game
Examples: ZB4000_epic_Russia, YB4000_scenario_TactNukesImprovedCruise_England, XB4000_YB4000_scenario_SSNTrans2_France.
1.3 First save is before move of settler/worker.
2. Standard saves use short format
2.1 syntax
[game letter][epoch][year]
2.2 examples
zb2040, zb0090, za0010, za0870, za1000.
2.3 Explanation
b == BC, a == AD. [Note, I have actually been using b/d not b/a. I seem to recall that the d is placed before the b. Now looking at it, it seems wrong, but I know using bc/ad ending up with wrong sort order. I will have to verify this.]
Years, C3 does not sort numbers as numbers or dates but sorts numbers as letters. Thus you get the normal weird date listing:
zbz140
zbc800
zad10
zad1000
zad900
To get the correct sorts, I pad year so all years are 4 digits. Thus 10 becomes 0010. Now you don't have tens or hundreds in years coming before thousands.
3. Special event coding
3.1 Append code to end of file name for special events.
3.2 Standard special events code
[short filename]_
GAb == Golden Age begin
GAe == Golden Age end
Anarchy == Anarchy begin
[govt type] == begin new government
[civ]WarB == begin war
[civ]WarE == end war
3.3 Notes
I don't usually track GW's or era changes. Sometimes track Hoovers or ReplParts, but
usually don't bother.
4. When to use saves?
I usually do not replay a game, but sometimes I am puzzled by the game play decisions and even after I made a choice, I don't have confidence it was a good choice.
In those cases, I may replay and try the other choice. On replay it is not necessary to replay the whole game, just restart from the decision point and compare results after X number of turns. With a ton of saves, it is easier to find the exact starting point I want.
For example, in current game I elected this sequence:
1. USuff
2. ToE
3. Hoover
4. change from Republic to Communist.
I want to replay and see the effect of govt change earlier. So I will pick up a file zd1### and rename as yd1###. The sequence I will try is:
1. govt change
2. ToE
3. Hoover
And then compare stats between the 2 options to see which gives a stronger game. Big questions are a] is USuff worth researching, b] with large empires is benefit of earlier factories with lower corruption better than earlier Hoovers.
Other times, I will play with modifying one unit, and call each change a new letter game. For example, I played 3..4 games trying to convert tactical nukes into super cruise missiles and remove the "nuclear" effect. I was not satisfied with the results and so have reverted back to normal TN's.
Well a lot of writing, hope this helps someone else.
PF