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Salararius View Drop Down
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Direct Link To This Post Posted: 12 Sep 2012 at 03:08
Wow, neat ideas in here.  I especially like the sov grid.  Much nicer than the array I used in Excel.  Got me so interested I started messing around with Google docs and ended up with a different take on the entire thing.  Not sure if it's helpful or not but I'll share it too as a way to say thank you.


Sal

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Albatross View Drop Down
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Direct Link To This Post Posted: 12 Sep 2012 at 12:02
mCrow have this one (just a screenshot attached) - it's missing the tax slider, but gives a reasonably good feel for the food-generating potential of a square.

Uniquely, this one:
  • Assesses the likelihood that a town on the map will want to claim food sov, and makes a 'contention heat map'.
  • Makes 'Farmstead build level' suggestions, based on requirements.


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JimJams View Drop Down
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Direct Link To This Post Posted: 12 Sep 2012 at 22:01
Originally posted by Salararius Salararius wrote:

Wow, neat ideas in here.  I especially like the sov grid.  Much nicer than the array I used in Excel.  Got me so interested I started messing around with Google docs and ended up with a different take on the entire thing.  Not sure if it's helpful or not but I'll share it too as a way to say thank you.


Sal


I really appreciate it Salararius, and I like some of the approach, especially the buildings tables.
I am about to start a new version to fit some more things and adjust the sheet, I will probably use some of your approach :-)

Thanks !
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JimJams View Drop Down
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Direct Link To This Post Posted: 12 Sep 2012 at 22:03
Originally posted by Albatross Albatross wrote:

mCrow have this one (just a screenshot attached) - it's missing the tax slider, but gives a reasonably good feel for the food-generating potential of a square.

Uniquely, this one:
  • Assesses the likelihood that a town on the map will want to claim food sov, and makes a 'contention heat map'.
  • Makes 'Farmstead build level' suggestions, based on requirements.



Look as a nice tool to address sovereignty decisions.

I would like to have a private talk with you about it, will send IGM.
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Salararius View Drop Down
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Direct Link To This Post Posted: 13 Sep 2012 at 15:03
I realized that I could easily add production rates and basic resources usage (from production) pretty easily.  I added that so you can now see how many spears, cows, etc... your cities will be capable of producing.

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Direct Link To This Post Posted: 13 Sep 2012 at 15:15
JimJams, could you implement advanced resource production cost into your city planer like it is here:


Especially food costs for cows and horses can effect city size.

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Rill View Drop Down
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Direct Link To This Post Posted: 13 Sep 2012 at 18:42
import food to produce cows and horses.  it will more than pay for itself if you sell a percentage.  I don't think that should be a factor in city planning, personally
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